babylon.module.d.ts 5.3 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Extracts text content from a DOM element hierarchy
  284. * @param element defines the root element
  285. * @returns a string
  286. */
  287. static GetDOMTextContent(element: HTMLElement): string;
  288. }
  289. }
  290. declare module "babylonjs/Misc/logger" {
  291. /**
  292. * Logger used througouht the application to allow configuration of
  293. * the log level required for the messages.
  294. */
  295. export class Logger {
  296. /**
  297. * No log
  298. */
  299. static readonly NoneLogLevel: number;
  300. /**
  301. * Only message logs
  302. */
  303. static readonly MessageLogLevel: number;
  304. /**
  305. * Only warning logs
  306. */
  307. static readonly WarningLogLevel: number;
  308. /**
  309. * Only error logs
  310. */
  311. static readonly ErrorLogLevel: number;
  312. /**
  313. * All logs
  314. */
  315. static readonly AllLogLevel: number;
  316. private static _LogCache;
  317. /**
  318. * Gets a value indicating the number of loading errors
  319. * @ignorenaming
  320. */
  321. static errorsCount: number;
  322. /**
  323. * Callback called when a new log is added
  324. */
  325. static OnNewCacheEntry: (entry: string) => void;
  326. private static _AddLogEntry;
  327. private static _FormatMessage;
  328. private static _LogDisabled;
  329. private static _LogEnabled;
  330. private static _WarnDisabled;
  331. private static _WarnEnabled;
  332. private static _ErrorDisabled;
  333. private static _ErrorEnabled;
  334. /**
  335. * Log a message to the console
  336. */
  337. static Log: (message: string) => void;
  338. /**
  339. * Write a warning message to the console
  340. */
  341. static Warn: (message: string) => void;
  342. /**
  343. * Write an error message to the console
  344. */
  345. static Error: (message: string) => void;
  346. /**
  347. * Gets current log cache (list of logs)
  348. */
  349. static readonly LogCache: string;
  350. /**
  351. * Clears the log cache
  352. */
  353. static ClearLogCache(): void;
  354. /**
  355. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  356. */
  357. static LogLevels: number;
  358. }
  359. }
  360. declare module "babylonjs/Misc/typeStore" {
  361. /** @hidden */
  362. export class _TypeStore {
  363. /** @hidden */
  364. static RegisteredTypes: {
  365. [key: string]: Object;
  366. };
  367. /** @hidden */
  368. static GetClass(fqdn: string): any;
  369. }
  370. }
  371. declare module "babylonjs/Misc/deepCopier" {
  372. /**
  373. * Class containing a set of static utilities functions for deep copy.
  374. */
  375. export class DeepCopier {
  376. /**
  377. * Tries to copy an object by duplicating every property
  378. * @param source defines the source object
  379. * @param destination defines the target object
  380. * @param doNotCopyList defines a list of properties to avoid
  381. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  382. */
  383. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  384. }
  385. }
  386. declare module "babylonjs/Misc/precisionDate" {
  387. /**
  388. * Class containing a set of static utilities functions for precision date
  389. */
  390. export class PrecisionDate {
  391. /**
  392. * Gets either window.performance.now() if supported or Date.now() else
  393. */
  394. static readonly Now: number;
  395. }
  396. }
  397. declare module "babylonjs/Misc/devTools" {
  398. /** @hidden */
  399. export class _DevTools {
  400. static WarnImport(name: string): string;
  401. }
  402. }
  403. declare module "babylonjs/Misc/webRequest" {
  404. /**
  405. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  406. */
  407. export class WebRequest {
  408. private _xhr;
  409. /**
  410. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  411. * i.e. when loading files, where the server/service expects an Authorization header
  412. */
  413. static CustomRequestHeaders: {
  414. [key: string]: string;
  415. };
  416. /**
  417. * Add callback functions in this array to update all the requests before they get sent to the network
  418. */
  419. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  420. private _injectCustomRequestHeaders;
  421. /**
  422. * Gets or sets a function to be called when loading progress changes
  423. */
  424. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  425. /**
  426. * Returns client's state
  427. */
  428. readonly readyState: number;
  429. /**
  430. * Returns client's status
  431. */
  432. readonly status: number;
  433. /**
  434. * Returns client's status as a text
  435. */
  436. readonly statusText: string;
  437. /**
  438. * Returns client's response
  439. */
  440. readonly response: any;
  441. /**
  442. * Returns client's response url
  443. */
  444. readonly responseURL: string;
  445. /**
  446. * Returns client's response as text
  447. */
  448. readonly responseText: string;
  449. /**
  450. * Gets or sets the expected response type
  451. */
  452. responseType: XMLHttpRequestResponseType;
  453. /** @hidden */
  454. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  455. /** @hidden */
  456. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  457. /**
  458. * Cancels any network activity
  459. */
  460. abort(): void;
  461. /**
  462. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  463. * @param body defines an optional request body
  464. */
  465. send(body?: Document | BodyInit | null): void;
  466. /**
  467. * Sets the request method, request URL
  468. * @param method defines the method to use (GET, POST, etc..)
  469. * @param url defines the url to connect with
  470. */
  471. open(method: string, url: string): void;
  472. }
  473. }
  474. declare module "babylonjs/Misc/fileRequest" {
  475. import { Observable } from "babylonjs/Misc/observable";
  476. /**
  477. * File request interface
  478. */
  479. export interface IFileRequest {
  480. /**
  481. * Raised when the request is complete (success or error).
  482. */
  483. onCompleteObservable: Observable<IFileRequest>;
  484. /**
  485. * Aborts the request for a file.
  486. */
  487. abort: () => void;
  488. }
  489. }
  490. declare module "babylonjs/Misc/performanceMonitor" {
  491. /**
  492. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  493. */
  494. export class PerformanceMonitor {
  495. private _enabled;
  496. private _rollingFrameTime;
  497. private _lastFrameTimeMs;
  498. /**
  499. * constructor
  500. * @param frameSampleSize The number of samples required to saturate the sliding window
  501. */
  502. constructor(frameSampleSize?: number);
  503. /**
  504. * Samples current frame
  505. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  506. */
  507. sampleFrame(timeMs?: number): void;
  508. /**
  509. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  510. */
  511. readonly averageFrameTime: number;
  512. /**
  513. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  514. */
  515. readonly averageFrameTimeVariance: number;
  516. /**
  517. * Returns the frame time of the most recent frame
  518. */
  519. readonly instantaneousFrameTime: number;
  520. /**
  521. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  522. */
  523. readonly averageFPS: number;
  524. /**
  525. * Returns the average framerate in frames per second using the most recent frame time
  526. */
  527. readonly instantaneousFPS: number;
  528. /**
  529. * Returns true if enough samples have been taken to completely fill the sliding window
  530. */
  531. readonly isSaturated: boolean;
  532. /**
  533. * Enables contributions to the sliding window sample set
  534. */
  535. enable(): void;
  536. /**
  537. * Disables contributions to the sliding window sample set
  538. * Samples will not be interpolated over the disabled period
  539. */
  540. disable(): void;
  541. /**
  542. * Returns true if sampling is enabled
  543. */
  544. readonly isEnabled: boolean;
  545. /**
  546. * Resets performance monitor
  547. */
  548. reset(): void;
  549. }
  550. /**
  551. * RollingAverage
  552. *
  553. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  554. */
  555. export class RollingAverage {
  556. /**
  557. * Current average
  558. */
  559. average: number;
  560. /**
  561. * Current variance
  562. */
  563. variance: number;
  564. protected _samples: Array<number>;
  565. protected _sampleCount: number;
  566. protected _pos: number;
  567. protected _m2: number;
  568. /**
  569. * constructor
  570. * @param length The number of samples required to saturate the sliding window
  571. */
  572. constructor(length: number);
  573. /**
  574. * Adds a sample to the sample set
  575. * @param v The sample value
  576. */
  577. add(v: number): void;
  578. /**
  579. * Returns previously added values or null if outside of history or outside the sliding window domain
  580. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  581. * @return Value previously recorded with add() or null if outside of range
  582. */
  583. history(i: number): number;
  584. /**
  585. * Returns true if enough samples have been taken to completely fill the sliding window
  586. * @return true if sample-set saturated
  587. */
  588. isSaturated(): boolean;
  589. /**
  590. * Resets the rolling average (equivalent to 0 samples taken so far)
  591. */
  592. reset(): void;
  593. /**
  594. * Wraps a value around the sample range boundaries
  595. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  596. * @return Wrapped position in sample range
  597. */
  598. protected _wrapPosition(i: number): number;
  599. }
  600. }
  601. declare module "babylonjs/Misc/stringDictionary" {
  602. import { Nullable } from "babylonjs/types";
  603. /**
  604. * This class implement a typical dictionary using a string as key and the generic type T as value.
  605. * The underlying implementation relies on an associative array to ensure the best performances.
  606. * The value can be anything including 'null' but except 'undefined'
  607. */
  608. export class StringDictionary<T> {
  609. /**
  610. * This will clear this dictionary and copy the content from the 'source' one.
  611. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  612. * @param source the dictionary to take the content from and copy to this dictionary
  613. */
  614. copyFrom(source: StringDictionary<T>): void;
  615. /**
  616. * Get a value based from its key
  617. * @param key the given key to get the matching value from
  618. * @return the value if found, otherwise undefined is returned
  619. */
  620. get(key: string): T | undefined;
  621. /**
  622. * Get a value from its key or add it if it doesn't exist.
  623. * This method will ensure you that a given key/data will be present in the dictionary.
  624. * @param key the given key to get the matching value from
  625. * @param factory the factory that will create the value if the key is not present in the dictionary.
  626. * The factory will only be invoked if there's no data for the given key.
  627. * @return the value corresponding to the key.
  628. */
  629. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  630. /**
  631. * Get a value from its key if present in the dictionary otherwise add it
  632. * @param key the key to get the value from
  633. * @param val if there's no such key/value pair in the dictionary add it with this value
  634. * @return the value corresponding to the key
  635. */
  636. getOrAdd(key: string, val: T): T;
  637. /**
  638. * Check if there's a given key in the dictionary
  639. * @param key the key to check for
  640. * @return true if the key is present, false otherwise
  641. */
  642. contains(key: string): boolean;
  643. /**
  644. * Add a new key and its corresponding value
  645. * @param key the key to add
  646. * @param value the value corresponding to the key
  647. * @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
  648. */
  649. add(key: string, value: T): boolean;
  650. /**
  651. * Update a specific value associated to a key
  652. * @param key defines the key to use
  653. * @param value defines the value to store
  654. * @returns true if the value was updated (or false if the key was not found)
  655. */
  656. set(key: string, value: T): boolean;
  657. /**
  658. * Get the element of the given key and remove it from the dictionary
  659. * @param key defines the key to search
  660. * @returns the value associated with the key or null if not found
  661. */
  662. getAndRemove(key: string): Nullable<T>;
  663. /**
  664. * Remove a key/value from the dictionary.
  665. * @param key the key to remove
  666. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  667. */
  668. remove(key: string): boolean;
  669. /**
  670. * Clear the whole content of the dictionary
  671. */
  672. clear(): void;
  673. /**
  674. * Gets the current count
  675. */
  676. readonly count: number;
  677. /**
  678. * Execute a callback on each key/val of the dictionary.
  679. * Note that you can remove any element in this dictionary in the callback implementation
  680. * @param callback the callback to execute on a given key/value pair
  681. */
  682. forEach(callback: (key: string, val: T) => void): void;
  683. /**
  684. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  685. * If the callback returns null or undefined the method will iterate to the next key/value pair
  686. * Note that you can remove any element in this dictionary in the callback implementation
  687. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  688. * @returns the first item
  689. */
  690. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  691. private _count;
  692. private _data;
  693. }
  694. }
  695. declare module "babylonjs/Meshes/dataBuffer" {
  696. /**
  697. * Class used to store gfx data (like WebGLBuffer)
  698. */
  699. export class DataBuffer {
  700. /**
  701. * Gets or sets the number of objects referencing this buffer
  702. */
  703. references: number;
  704. /** Gets or sets the size of the underlying buffer */
  705. capacity: number;
  706. /**
  707. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  708. */
  709. is32Bits: boolean;
  710. /**
  711. * Gets the underlying buffer
  712. */
  713. readonly underlyingResource: any;
  714. }
  715. }
  716. declare module "babylonjs/Meshes/buffer" {
  717. import { Nullable, DataArray } from "babylonjs/types";
  718. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  719. /**
  720. * Class used to store data that will be store in GPU memory
  721. */
  722. export class Buffer {
  723. private _engine;
  724. private _buffer;
  725. /** @hidden */
  726. _data: Nullable<DataArray>;
  727. private _updatable;
  728. private _instanced;
  729. /**
  730. * Gets the byte stride.
  731. */
  732. readonly byteStride: number;
  733. /**
  734. * Constructor
  735. * @param engine the engine
  736. * @param data the data to use for this buffer
  737. * @param updatable whether the data is updatable
  738. * @param stride the stride (optional)
  739. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  740. * @param instanced whether the buffer is instanced (optional)
  741. * @param useBytes set to true if the stride in in bytes (optional)
  742. */
  743. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  744. /**
  745. * Create a new VertexBuffer based on the current buffer
  746. * @param kind defines the vertex buffer kind (position, normal, etc.)
  747. * @param offset defines offset in the buffer (0 by default)
  748. * @param size defines the size in floats of attributes (position is 3 for instance)
  749. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  750. * @param instanced defines if the vertex buffer contains indexed data
  751. * @param useBytes defines if the offset and stride are in bytes
  752. * @returns the new vertex buffer
  753. */
  754. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  755. /**
  756. * Gets a boolean indicating if the Buffer is updatable?
  757. * @returns true if the buffer is updatable
  758. */
  759. isUpdatable(): boolean;
  760. /**
  761. * Gets current buffer's data
  762. * @returns a DataArray or null
  763. */
  764. getData(): Nullable<DataArray>;
  765. /**
  766. * Gets underlying native buffer
  767. * @returns underlying native buffer
  768. */
  769. getBuffer(): Nullable<DataBuffer>;
  770. /**
  771. * Gets the stride in float32 units (i.e. byte stride / 4).
  772. * May not be an integer if the byte stride is not divisible by 4.
  773. * DEPRECATED. Use byteStride instead.
  774. * @returns the stride in float32 units
  775. */
  776. getStrideSize(): number;
  777. /**
  778. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  779. * @param data defines the data to store
  780. */
  781. create(data?: Nullable<DataArray>): void;
  782. /** @hidden */
  783. _rebuild(): void;
  784. /**
  785. * Update current buffer data
  786. * @param data defines the data to store
  787. */
  788. update(data: DataArray): void;
  789. /**
  790. * Updates the data directly.
  791. * @param data the new data
  792. * @param offset the new offset
  793. * @param vertexCount the vertex count (optional)
  794. * @param useBytes set to true if the offset is in bytes
  795. */
  796. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  797. /**
  798. * Release all resources
  799. */
  800. dispose(): void;
  801. }
  802. /**
  803. * Specialized buffer used to store vertex data
  804. */
  805. export class VertexBuffer {
  806. /** @hidden */
  807. _buffer: Buffer;
  808. private _kind;
  809. private _size;
  810. private _ownsBuffer;
  811. private _instanced;
  812. private _instanceDivisor;
  813. /**
  814. * The byte type.
  815. */
  816. static readonly BYTE: number;
  817. /**
  818. * The unsigned byte type.
  819. */
  820. static readonly UNSIGNED_BYTE: number;
  821. /**
  822. * The short type.
  823. */
  824. static readonly SHORT: number;
  825. /**
  826. * The unsigned short type.
  827. */
  828. static readonly UNSIGNED_SHORT: number;
  829. /**
  830. * The integer type.
  831. */
  832. static readonly INT: number;
  833. /**
  834. * The unsigned integer type.
  835. */
  836. static readonly UNSIGNED_INT: number;
  837. /**
  838. * The float type.
  839. */
  840. static readonly FLOAT: number;
  841. /**
  842. * Gets or sets the instance divisor when in instanced mode
  843. */
  844. instanceDivisor: number;
  845. /**
  846. * Gets the byte stride.
  847. */
  848. readonly byteStride: number;
  849. /**
  850. * Gets the byte offset.
  851. */
  852. readonly byteOffset: number;
  853. /**
  854. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  855. */
  856. readonly normalized: boolean;
  857. /**
  858. * Gets the data type of each component in the array.
  859. */
  860. readonly type: number;
  861. /**
  862. * Constructor
  863. * @param engine the engine
  864. * @param data the data to use for this vertex buffer
  865. * @param kind the vertex buffer kind
  866. * @param updatable whether the data is updatable
  867. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  868. * @param stride the stride (optional)
  869. * @param instanced whether the buffer is instanced (optional)
  870. * @param offset the offset of the data (optional)
  871. * @param size the number of components (optional)
  872. * @param type the type of the component (optional)
  873. * @param normalized whether the data contains normalized data (optional)
  874. * @param useBytes set to true if stride and offset are in bytes (optional)
  875. */
  876. 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);
  877. /** @hidden */
  878. _rebuild(): void;
  879. /**
  880. * Returns the kind of the VertexBuffer (string)
  881. * @returns a string
  882. */
  883. getKind(): string;
  884. /**
  885. * Gets a boolean indicating if the VertexBuffer is updatable?
  886. * @returns true if the buffer is updatable
  887. */
  888. isUpdatable(): boolean;
  889. /**
  890. * Gets current buffer's data
  891. * @returns a DataArray or null
  892. */
  893. getData(): Nullable<DataArray>;
  894. /**
  895. * Gets underlying native buffer
  896. * @returns underlying native buffer
  897. */
  898. getBuffer(): Nullable<DataBuffer>;
  899. /**
  900. * Gets the stride in float32 units (i.e. byte stride / 4).
  901. * May not be an integer if the byte stride is not divisible by 4.
  902. * DEPRECATED. Use byteStride instead.
  903. * @returns the stride in float32 units
  904. */
  905. getStrideSize(): number;
  906. /**
  907. * Returns the offset as a multiple of the type byte length.
  908. * DEPRECATED. Use byteOffset instead.
  909. * @returns the offset in bytes
  910. */
  911. getOffset(): number;
  912. /**
  913. * Returns the number of components per vertex attribute (integer)
  914. * @returns the size in float
  915. */
  916. getSize(): number;
  917. /**
  918. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  919. * @returns true if this buffer is instanced
  920. */
  921. getIsInstanced(): boolean;
  922. /**
  923. * Returns the instancing divisor, zero for non-instanced (integer).
  924. * @returns a number
  925. */
  926. getInstanceDivisor(): number;
  927. /**
  928. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  929. * @param data defines the data to store
  930. */
  931. create(data?: DataArray): void;
  932. /**
  933. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  934. * This function will create a new buffer if the current one is not updatable
  935. * @param data defines the data to store
  936. */
  937. update(data: DataArray): void;
  938. /**
  939. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  940. * Returns the directly updated WebGLBuffer.
  941. * @param data the new data
  942. * @param offset the new offset
  943. * @param useBytes set to true if the offset is in bytes
  944. */
  945. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  946. /**
  947. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  948. */
  949. dispose(): void;
  950. /**
  951. * Enumerates each value of this vertex buffer as numbers.
  952. * @param count the number of values to enumerate
  953. * @param callback the callback function called for each value
  954. */
  955. forEach(count: number, callback: (value: number, index: number) => void): void;
  956. /**
  957. * Positions
  958. */
  959. static readonly PositionKind: string;
  960. /**
  961. * Normals
  962. */
  963. static readonly NormalKind: string;
  964. /**
  965. * Tangents
  966. */
  967. static readonly TangentKind: string;
  968. /**
  969. * Texture coordinates
  970. */
  971. static readonly UVKind: string;
  972. /**
  973. * Texture coordinates 2
  974. */
  975. static readonly UV2Kind: string;
  976. /**
  977. * Texture coordinates 3
  978. */
  979. static readonly UV3Kind: string;
  980. /**
  981. * Texture coordinates 4
  982. */
  983. static readonly UV4Kind: string;
  984. /**
  985. * Texture coordinates 5
  986. */
  987. static readonly UV5Kind: string;
  988. /**
  989. * Texture coordinates 6
  990. */
  991. static readonly UV6Kind: string;
  992. /**
  993. * Colors
  994. */
  995. static readonly ColorKind: string;
  996. /**
  997. * Matrix indices (for bones)
  998. */
  999. static readonly MatricesIndicesKind: string;
  1000. /**
  1001. * Matrix weights (for bones)
  1002. */
  1003. static readonly MatricesWeightsKind: string;
  1004. /**
  1005. * Additional matrix indices (for bones)
  1006. */
  1007. static readonly MatricesIndicesExtraKind: string;
  1008. /**
  1009. * Additional matrix weights (for bones)
  1010. */
  1011. static readonly MatricesWeightsExtraKind: string;
  1012. /**
  1013. * Deduces the stride given a kind.
  1014. * @param kind The kind string to deduce
  1015. * @returns The deduced stride
  1016. */
  1017. static DeduceStride(kind: string): number;
  1018. /**
  1019. * Gets the byte length of the given type.
  1020. * @param type the type
  1021. * @returns the number of bytes
  1022. */
  1023. static GetTypeByteLength(type: number): number;
  1024. /**
  1025. * Enumerates each value of the given parameters as numbers.
  1026. * @param data the data to enumerate
  1027. * @param byteOffset the byte offset of the data
  1028. * @param byteStride the byte stride of the data
  1029. * @param componentCount the number of components per element
  1030. * @param componentType the type of the component
  1031. * @param count the number of values to enumerate
  1032. * @param normalized whether the data is normalized
  1033. * @param callback the callback function called for each value
  1034. */
  1035. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1036. private static _GetFloatValue;
  1037. }
  1038. }
  1039. declare module "babylonjs/Maths/math.scalar" {
  1040. /**
  1041. * Scalar computation library
  1042. */
  1043. export class Scalar {
  1044. /**
  1045. * Two pi constants convenient for computation.
  1046. */
  1047. static TwoPi: number;
  1048. /**
  1049. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1050. * @param a number
  1051. * @param b number
  1052. * @param epsilon (default = 1.401298E-45)
  1053. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1054. */
  1055. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1056. /**
  1057. * Returns a string : the upper case translation of the number i to hexadecimal.
  1058. * @param i number
  1059. * @returns the upper case translation of the number i to hexadecimal.
  1060. */
  1061. static ToHex(i: number): string;
  1062. /**
  1063. * Returns -1 if value is negative and +1 is value is positive.
  1064. * @param value the value
  1065. * @returns the value itself if it's equal to zero.
  1066. */
  1067. static Sign(value: number): number;
  1068. /**
  1069. * Returns the value itself if it's between min and max.
  1070. * Returns min if the value is lower than min.
  1071. * Returns max if the value is greater than max.
  1072. * @param value the value to clmap
  1073. * @param min the min value to clamp to (default: 0)
  1074. * @param max the max value to clamp to (default: 1)
  1075. * @returns the clamped value
  1076. */
  1077. static Clamp(value: number, min?: number, max?: number): number;
  1078. /**
  1079. * the log2 of value.
  1080. * @param value the value to compute log2 of
  1081. * @returns the log2 of value.
  1082. */
  1083. static Log2(value: number): number;
  1084. /**
  1085. * Loops the value, so that it is never larger than length and never smaller than 0.
  1086. *
  1087. * This is similar to the modulo operator but it works with floating point numbers.
  1088. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1089. * With t = 5 and length = 2.5, the result would be 0.0.
  1090. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1091. * @param value the value
  1092. * @param length the length
  1093. * @returns the looped value
  1094. */
  1095. static Repeat(value: number, length: number): number;
  1096. /**
  1097. * Normalize the value between 0.0 and 1.0 using min and max values
  1098. * @param value value to normalize
  1099. * @param min max to normalize between
  1100. * @param max min to normalize between
  1101. * @returns the normalized value
  1102. */
  1103. static Normalize(value: number, min: number, max: number): number;
  1104. /**
  1105. * Denormalize the value from 0.0 and 1.0 using min and max values
  1106. * @param normalized value to denormalize
  1107. * @param min max to denormalize between
  1108. * @param max min to denormalize between
  1109. * @returns the denormalized value
  1110. */
  1111. static Denormalize(normalized: number, min: number, max: number): number;
  1112. /**
  1113. * Calculates the shortest difference between two given angles given in degrees.
  1114. * @param current current angle in degrees
  1115. * @param target target angle in degrees
  1116. * @returns the delta
  1117. */
  1118. static DeltaAngle(current: number, target: number): number;
  1119. /**
  1120. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1121. * @param tx value
  1122. * @param length length
  1123. * @returns The returned value will move back and forth between 0 and length
  1124. */
  1125. static PingPong(tx: number, length: number): number;
  1126. /**
  1127. * Interpolates between min and max with smoothing at the limits.
  1128. *
  1129. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1130. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1131. * @param from from
  1132. * @param to to
  1133. * @param tx value
  1134. * @returns the smooth stepped value
  1135. */
  1136. static SmoothStep(from: number, to: number, tx: number): number;
  1137. /**
  1138. * Moves a value current towards target.
  1139. *
  1140. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1141. * Negative values of maxDelta pushes the value away from target.
  1142. * @param current current value
  1143. * @param target target value
  1144. * @param maxDelta max distance to move
  1145. * @returns resulting value
  1146. */
  1147. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1148. /**
  1149. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1150. *
  1151. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1152. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1153. * @param current current value
  1154. * @param target target value
  1155. * @param maxDelta max distance to move
  1156. * @returns resulting angle
  1157. */
  1158. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1159. /**
  1160. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1161. * @param start start value
  1162. * @param end target value
  1163. * @param amount amount to lerp between
  1164. * @returns the lerped value
  1165. */
  1166. static Lerp(start: number, end: number, amount: number): number;
  1167. /**
  1168. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1169. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1170. * @param start start value
  1171. * @param end target value
  1172. * @param amount amount to lerp between
  1173. * @returns the lerped value
  1174. */
  1175. static LerpAngle(start: number, end: number, amount: number): number;
  1176. /**
  1177. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1178. * @param a start value
  1179. * @param b target value
  1180. * @param value value between a and b
  1181. * @returns the inverseLerp value
  1182. */
  1183. static InverseLerp(a: number, b: number, value: number): number;
  1184. /**
  1185. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1186. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1187. * @param value1 spline value
  1188. * @param tangent1 spline value
  1189. * @param value2 spline value
  1190. * @param tangent2 spline value
  1191. * @param amount input value
  1192. * @returns hermite result
  1193. */
  1194. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1195. /**
  1196. * Returns a random float number between and min and max values
  1197. * @param min min value of random
  1198. * @param max max value of random
  1199. * @returns random value
  1200. */
  1201. static RandomRange(min: number, max: number): number;
  1202. /**
  1203. * This function returns percentage of a number in a given range.
  1204. *
  1205. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1206. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1207. * @param number to convert to percentage
  1208. * @param min min range
  1209. * @param max max range
  1210. * @returns the percentage
  1211. */
  1212. static RangeToPercent(number: number, min: number, max: number): number;
  1213. /**
  1214. * This function returns number that corresponds to the percentage in a given range.
  1215. *
  1216. * PercentToRange(0.34,0,100) will return 34.
  1217. * @param percent to convert to number
  1218. * @param min min range
  1219. * @param max max range
  1220. * @returns the number
  1221. */
  1222. static PercentToRange(percent: number, min: number, max: number): number;
  1223. /**
  1224. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1225. * @param angle The angle to normalize in radian.
  1226. * @return The converted angle.
  1227. */
  1228. static NormalizeRadians(angle: number): number;
  1229. }
  1230. }
  1231. declare module "babylonjs/Maths/math.constants" {
  1232. /**
  1233. * Constant used to convert a value to gamma space
  1234. * @ignorenaming
  1235. */
  1236. export const ToGammaSpace: number;
  1237. /**
  1238. * Constant used to convert a value to linear space
  1239. * @ignorenaming
  1240. */
  1241. export const ToLinearSpace = 2.2;
  1242. /**
  1243. * Constant used to define the minimal number value in Babylon.js
  1244. * @ignorenaming
  1245. */
  1246. let Epsilon: number;
  1247. export { Epsilon };
  1248. }
  1249. declare module "babylonjs/Maths/math.viewport" {
  1250. /**
  1251. * Class used to represent a viewport on screen
  1252. */
  1253. export class Viewport {
  1254. /** viewport left coordinate */
  1255. x: number;
  1256. /** viewport top coordinate */
  1257. y: number;
  1258. /**viewport width */
  1259. width: number;
  1260. /** viewport height */
  1261. height: number;
  1262. /**
  1263. * Creates a Viewport object located at (x, y) and sized (width, height)
  1264. * @param x defines viewport left coordinate
  1265. * @param y defines viewport top coordinate
  1266. * @param width defines the viewport width
  1267. * @param height defines the viewport height
  1268. */
  1269. constructor(
  1270. /** viewport left coordinate */
  1271. x: number,
  1272. /** viewport top coordinate */
  1273. y: number,
  1274. /**viewport width */
  1275. width: number,
  1276. /** viewport height */
  1277. height: number);
  1278. /**
  1279. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1280. * @param renderWidth defines the rendering width
  1281. * @param renderHeight defines the rendering height
  1282. * @returns a new Viewport
  1283. */
  1284. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1285. /**
  1286. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1287. * @param renderWidth defines the rendering width
  1288. * @param renderHeight defines the rendering height
  1289. * @param ref defines the target viewport
  1290. * @returns the current viewport
  1291. */
  1292. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1293. /**
  1294. * Returns a new Viewport copied from the current one
  1295. * @returns a new Viewport
  1296. */
  1297. clone(): Viewport;
  1298. }
  1299. }
  1300. declare module "babylonjs/Misc/arrayTools" {
  1301. /**
  1302. * Class containing a set of static utilities functions for arrays.
  1303. */
  1304. export class ArrayTools {
  1305. /**
  1306. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1307. * @param size the number of element to construct and put in the array
  1308. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1309. * @returns a new array filled with new objects
  1310. */
  1311. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1312. }
  1313. }
  1314. declare module "babylonjs/Maths/math.like" {
  1315. import { float, int, DeepImmutable } from "babylonjs/types";
  1316. /**
  1317. * @hidden
  1318. */
  1319. export interface IColor4Like {
  1320. r: float;
  1321. g: float;
  1322. b: float;
  1323. a: float;
  1324. }
  1325. /**
  1326. * @hidden
  1327. */
  1328. export interface IColor3Like {
  1329. r: float;
  1330. g: float;
  1331. b: float;
  1332. }
  1333. /**
  1334. * @hidden
  1335. */
  1336. export interface IVector4Like {
  1337. x: float;
  1338. y: float;
  1339. z: float;
  1340. w: float;
  1341. }
  1342. /**
  1343. * @hidden
  1344. */
  1345. export interface IVector3Like {
  1346. x: float;
  1347. y: float;
  1348. z: float;
  1349. }
  1350. /**
  1351. * @hidden
  1352. */
  1353. export interface IVector2Like {
  1354. x: float;
  1355. y: float;
  1356. }
  1357. /**
  1358. * @hidden
  1359. */
  1360. export interface IMatrixLike {
  1361. toArray(): DeepImmutable<Float32Array>;
  1362. updateFlag: int;
  1363. }
  1364. /**
  1365. * @hidden
  1366. */
  1367. export interface IViewportLike {
  1368. x: float;
  1369. y: float;
  1370. width: float;
  1371. height: float;
  1372. }
  1373. /**
  1374. * @hidden
  1375. */
  1376. export interface IPlaneLike {
  1377. normal: IVector3Like;
  1378. d: float;
  1379. normalize(): void;
  1380. }
  1381. }
  1382. declare module "babylonjs/Maths/math.vector" {
  1383. import { Viewport } from "babylonjs/Maths/math.viewport";
  1384. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1385. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1386. /**
  1387. * Class representing a vector containing 2 coordinates
  1388. */
  1389. export class Vector2 {
  1390. /** defines the first coordinate */
  1391. x: number;
  1392. /** defines the second coordinate */
  1393. y: number;
  1394. /**
  1395. * Creates a new Vector2 from the given x and y coordinates
  1396. * @param x defines the first coordinate
  1397. * @param y defines the second coordinate
  1398. */
  1399. constructor(
  1400. /** defines the first coordinate */
  1401. x?: number,
  1402. /** defines the second coordinate */
  1403. y?: number);
  1404. /**
  1405. * Gets a string with the Vector2 coordinates
  1406. * @returns a string with the Vector2 coordinates
  1407. */
  1408. toString(): string;
  1409. /**
  1410. * Gets class name
  1411. * @returns the string "Vector2"
  1412. */
  1413. getClassName(): string;
  1414. /**
  1415. * Gets current vector hash code
  1416. * @returns the Vector2 hash code as a number
  1417. */
  1418. getHashCode(): number;
  1419. /**
  1420. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1421. * @param array defines the source array
  1422. * @param index defines the offset in source array
  1423. * @returns the current Vector2
  1424. */
  1425. toArray(array: FloatArray, index?: number): Vector2;
  1426. /**
  1427. * Copy the current vector to an array
  1428. * @returns a new array with 2 elements: the Vector2 coordinates.
  1429. */
  1430. asArray(): number[];
  1431. /**
  1432. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1433. * @param source defines the source Vector2
  1434. * @returns the current updated Vector2
  1435. */
  1436. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1437. /**
  1438. * Sets the Vector2 coordinates with the given floats
  1439. * @param x defines the first coordinate
  1440. * @param y defines the second coordinate
  1441. * @returns the current updated Vector2
  1442. */
  1443. copyFromFloats(x: number, y: number): Vector2;
  1444. /**
  1445. * Sets the Vector2 coordinates with the given floats
  1446. * @param x defines the first coordinate
  1447. * @param y defines the second coordinate
  1448. * @returns the current updated Vector2
  1449. */
  1450. set(x: number, y: number): Vector2;
  1451. /**
  1452. * Add another vector with the current one
  1453. * @param otherVector defines the other vector
  1454. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1455. */
  1456. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1457. /**
  1458. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1459. * @param otherVector defines the other vector
  1460. * @param result defines the target vector
  1461. * @returns the unmodified current Vector2
  1462. */
  1463. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1464. /**
  1465. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1466. * @param otherVector defines the other vector
  1467. * @returns the current updated Vector2
  1468. */
  1469. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1470. /**
  1471. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1472. * @param otherVector defines the other vector
  1473. * @returns a new Vector2
  1474. */
  1475. addVector3(otherVector: Vector3): Vector2;
  1476. /**
  1477. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1478. * @param otherVector defines the other vector
  1479. * @returns a new Vector2
  1480. */
  1481. subtract(otherVector: Vector2): Vector2;
  1482. /**
  1483. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1484. * @param otherVector defines the other vector
  1485. * @param result defines the target vector
  1486. * @returns the unmodified current Vector2
  1487. */
  1488. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1489. /**
  1490. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1491. * @param otherVector defines the other vector
  1492. * @returns the current updated Vector2
  1493. */
  1494. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1495. /**
  1496. * Multiplies in place the current Vector2 coordinates by the given ones
  1497. * @param otherVector defines the other vector
  1498. * @returns the current updated Vector2
  1499. */
  1500. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1501. /**
  1502. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1503. * @param otherVector defines the other vector
  1504. * @returns a new Vector2
  1505. */
  1506. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1507. /**
  1508. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1509. * @param otherVector defines the other vector
  1510. * @param result defines the target vector
  1511. * @returns the unmodified current Vector2
  1512. */
  1513. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1514. /**
  1515. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1516. * @param x defines the first coordinate
  1517. * @param y defines the second coordinate
  1518. * @returns a new Vector2
  1519. */
  1520. multiplyByFloats(x: number, y: number): Vector2;
  1521. /**
  1522. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1523. * @param otherVector defines the other vector
  1524. * @returns a new Vector2
  1525. */
  1526. divide(otherVector: Vector2): Vector2;
  1527. /**
  1528. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1529. * @param otherVector defines the other vector
  1530. * @param result defines the target vector
  1531. * @returns the unmodified current Vector2
  1532. */
  1533. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1534. /**
  1535. * Divides the current Vector2 coordinates by the given ones
  1536. * @param otherVector defines the other vector
  1537. * @returns the current updated Vector2
  1538. */
  1539. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1540. /**
  1541. * Gets a new Vector2 with current Vector2 negated coordinates
  1542. * @returns a new Vector2
  1543. */
  1544. negate(): Vector2;
  1545. /**
  1546. * Multiply the Vector2 coordinates by scale
  1547. * @param scale defines the scaling factor
  1548. * @returns the current updated Vector2
  1549. */
  1550. scaleInPlace(scale: number): Vector2;
  1551. /**
  1552. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1553. * @param scale defines the scaling factor
  1554. * @returns a new Vector2
  1555. */
  1556. scale(scale: number): Vector2;
  1557. /**
  1558. * Scale the current Vector2 values by a factor to a given Vector2
  1559. * @param scale defines the scale factor
  1560. * @param result defines the Vector2 object where to store the result
  1561. * @returns the unmodified current Vector2
  1562. */
  1563. scaleToRef(scale: number, result: Vector2): Vector2;
  1564. /**
  1565. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1566. * @param scale defines the scale factor
  1567. * @param result defines the Vector2 object where to store the result
  1568. * @returns the unmodified current Vector2
  1569. */
  1570. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1571. /**
  1572. * Gets a boolean if two vectors are equals
  1573. * @param otherVector defines the other vector
  1574. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1575. */
  1576. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1577. /**
  1578. * Gets a boolean if two vectors are equals (using an epsilon value)
  1579. * @param otherVector defines the other vector
  1580. * @param epsilon defines the minimal distance to consider equality
  1581. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1582. */
  1583. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1584. /**
  1585. * Gets a new Vector2 from current Vector2 floored values
  1586. * @returns a new Vector2
  1587. */
  1588. floor(): Vector2;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. fract(): Vector2;
  1594. /**
  1595. * Gets the length of the vector
  1596. * @returns the vector length (float)
  1597. */
  1598. length(): number;
  1599. /**
  1600. * Gets the vector squared length
  1601. * @returns the vector squared length (float)
  1602. */
  1603. lengthSquared(): number;
  1604. /**
  1605. * Normalize the vector
  1606. * @returns the current updated Vector2
  1607. */
  1608. normalize(): Vector2;
  1609. /**
  1610. * Gets a new Vector2 copied from the Vector2
  1611. * @returns a new Vector2
  1612. */
  1613. clone(): Vector2;
  1614. /**
  1615. * Gets a new Vector2(0, 0)
  1616. * @returns a new Vector2
  1617. */
  1618. static Zero(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(1, 1)
  1621. * @returns a new Vector2
  1622. */
  1623. static One(): Vector2;
  1624. /**
  1625. * Gets a new Vector2 set from the given index element of the given array
  1626. * @param array defines the data source
  1627. * @param offset defines the offset in the data source
  1628. * @returns a new Vector2
  1629. */
  1630. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1631. /**
  1632. * Sets "result" from the given index element of the given array
  1633. * @param array defines the data source
  1634. * @param offset defines the offset in the data source
  1635. * @param result defines the target vector
  1636. */
  1637. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1638. /**
  1639. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1640. * @param value1 defines 1st point of control
  1641. * @param value2 defines 2nd point of control
  1642. * @param value3 defines 3rd point of control
  1643. * @param value4 defines 4th point of control
  1644. * @param amount defines the interpolation factor
  1645. * @returns a new Vector2
  1646. */
  1647. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1648. /**
  1649. * 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".
  1650. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1651. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1652. * @param value defines the value to clamp
  1653. * @param min defines the lower limit
  1654. * @param max defines the upper limit
  1655. * @returns a new Vector2
  1656. */
  1657. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1658. /**
  1659. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1660. * @param value1 defines the 1st control point
  1661. * @param tangent1 defines the outgoing tangent
  1662. * @param value2 defines the 2nd control point
  1663. * @param tangent2 defines the incoming tangent
  1664. * @param amount defines the interpolation factor
  1665. * @returns a new Vector2
  1666. */
  1667. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1668. /**
  1669. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1670. * @param start defines the start vector
  1671. * @param end defines the end vector
  1672. * @param amount defines the interpolation factor
  1673. * @returns a new Vector2
  1674. */
  1675. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1676. /**
  1677. * Gets the dot product of the vector "left" and the vector "right"
  1678. * @param left defines first vector
  1679. * @param right defines second vector
  1680. * @returns the dot product (float)
  1681. */
  1682. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1683. /**
  1684. * Returns a new Vector2 equal to the normalized given vector
  1685. * @param vector defines the vector to normalize
  1686. * @returns a new Vector2
  1687. */
  1688. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1689. /**
  1690. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1691. * @param left defines 1st vector
  1692. * @param right defines 2nd vector
  1693. * @returns a new Vector2
  1694. */
  1695. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1696. /**
  1697. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1698. * @param left defines 1st vector
  1699. * @param right defines 2nd vector
  1700. * @returns a new Vector2
  1701. */
  1702. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1703. /**
  1704. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1705. * @param vector defines the vector to transform
  1706. * @param transformation defines the matrix to apply
  1707. * @returns a new Vector2
  1708. */
  1709. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1710. /**
  1711. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1712. * @param vector defines the vector to transform
  1713. * @param transformation defines the matrix to apply
  1714. * @param result defines the target vector
  1715. */
  1716. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1717. /**
  1718. * Determines if a given vector is included in a triangle
  1719. * @param p defines the vector to test
  1720. * @param p0 defines 1st triangle point
  1721. * @param p1 defines 2nd triangle point
  1722. * @param p2 defines 3rd triangle point
  1723. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1724. */
  1725. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1726. /**
  1727. * Gets the distance between the vectors "value1" and "value2"
  1728. * @param value1 defines first vector
  1729. * @param value2 defines second vector
  1730. * @returns the distance between vectors
  1731. */
  1732. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1733. /**
  1734. * Returns the squared distance between the vectors "value1" and "value2"
  1735. * @param value1 defines first vector
  1736. * @param value2 defines second vector
  1737. * @returns the squared distance between vectors
  1738. */
  1739. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1740. /**
  1741. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1742. * @param value1 defines first vector
  1743. * @param value2 defines second vector
  1744. * @returns a new Vector2
  1745. */
  1746. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1747. /**
  1748. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1749. * @param p defines the middle point
  1750. * @param segA defines one point of the segment
  1751. * @param segB defines the other point of the segment
  1752. * @returns the shortest distance
  1753. */
  1754. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1755. }
  1756. /**
  1757. * Classed used to store (x,y,z) vector representation
  1758. * A Vector3 is the main object used in 3D geometry
  1759. * It can represent etiher the coordinates of a point the space, either a direction
  1760. * Reminder: js uses a left handed forward facing system
  1761. */
  1762. export class Vector3 {
  1763. /**
  1764. * Defines the first coordinates (on X axis)
  1765. */
  1766. x: number;
  1767. /**
  1768. * Defines the second coordinates (on Y axis)
  1769. */
  1770. y: number;
  1771. /**
  1772. * Defines the third coordinates (on Z axis)
  1773. */
  1774. z: number;
  1775. private static _UpReadOnly;
  1776. private static _ZeroReadOnly;
  1777. /**
  1778. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1779. * @param x defines the first coordinates (on X axis)
  1780. * @param y defines the second coordinates (on Y axis)
  1781. * @param z defines the third coordinates (on Z axis)
  1782. */
  1783. constructor(
  1784. /**
  1785. * Defines the first coordinates (on X axis)
  1786. */
  1787. x?: number,
  1788. /**
  1789. * Defines the second coordinates (on Y axis)
  1790. */
  1791. y?: number,
  1792. /**
  1793. * Defines the third coordinates (on Z axis)
  1794. */
  1795. z?: number);
  1796. /**
  1797. * Creates a string representation of the Vector3
  1798. * @returns a string with the Vector3 coordinates.
  1799. */
  1800. toString(): string;
  1801. /**
  1802. * Gets the class name
  1803. * @returns the string "Vector3"
  1804. */
  1805. getClassName(): string;
  1806. /**
  1807. * Creates the Vector3 hash code
  1808. * @returns a number which tends to be unique between Vector3 instances
  1809. */
  1810. getHashCode(): number;
  1811. /**
  1812. * Creates an array containing three elements : the coordinates of the Vector3
  1813. * @returns a new array of numbers
  1814. */
  1815. asArray(): number[];
  1816. /**
  1817. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1818. * @param array defines the destination array
  1819. * @param index defines the offset in the destination array
  1820. * @returns the current Vector3
  1821. */
  1822. toArray(array: FloatArray, index?: number): Vector3;
  1823. /**
  1824. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1825. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1826. */
  1827. toQuaternion(): Quaternion;
  1828. /**
  1829. * Adds the given vector to the current Vector3
  1830. * @param otherVector defines the second operand
  1831. * @returns the current updated Vector3
  1832. */
  1833. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1834. /**
  1835. * Adds the given coordinates to the current Vector3
  1836. * @param x defines the x coordinate of the operand
  1837. * @param y defines the y coordinate of the operand
  1838. * @param z defines the z coordinate of the operand
  1839. * @returns the current updated Vector3
  1840. */
  1841. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1842. /**
  1843. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1844. * @param otherVector defines the second operand
  1845. * @returns the resulting Vector3
  1846. */
  1847. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1848. /**
  1849. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1850. * @param otherVector defines the second operand
  1851. * @param result defines the Vector3 object where to store the result
  1852. * @returns the current Vector3
  1853. */
  1854. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1855. /**
  1856. * Subtract the given vector from the current Vector3
  1857. * @param otherVector defines the second operand
  1858. * @returns the current updated Vector3
  1859. */
  1860. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1861. /**
  1862. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1863. * @param otherVector defines the second operand
  1864. * @returns the resulting Vector3
  1865. */
  1866. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1867. /**
  1868. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1869. * @param otherVector defines the second operand
  1870. * @param result defines the Vector3 object where to store the result
  1871. * @returns the current Vector3
  1872. */
  1873. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1874. /**
  1875. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1876. * @param x defines the x coordinate of the operand
  1877. * @param y defines the y coordinate of the operand
  1878. * @param z defines the z coordinate of the operand
  1879. * @returns the resulting Vector3
  1880. */
  1881. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1882. /**
  1883. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1884. * @param x defines the x coordinate of the operand
  1885. * @param y defines the y coordinate of the operand
  1886. * @param z defines the z coordinate of the operand
  1887. * @param result defines the Vector3 object where to store the result
  1888. * @returns the current Vector3
  1889. */
  1890. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1891. /**
  1892. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1893. * @returns a new Vector3
  1894. */
  1895. negate(): Vector3;
  1896. /**
  1897. * Multiplies the Vector3 coordinates by the float "scale"
  1898. * @param scale defines the multiplier factor
  1899. * @returns the current updated Vector3
  1900. */
  1901. scaleInPlace(scale: number): Vector3;
  1902. /**
  1903. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1904. * @param scale defines the multiplier factor
  1905. * @returns a new Vector3
  1906. */
  1907. scale(scale: number): Vector3;
  1908. /**
  1909. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1910. * @param scale defines the multiplier factor
  1911. * @param result defines the Vector3 object where to store the result
  1912. * @returns the current Vector3
  1913. */
  1914. scaleToRef(scale: number, result: Vector3): Vector3;
  1915. /**
  1916. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1917. * @param scale defines the scale factor
  1918. * @param result defines the Vector3 object where to store the result
  1919. * @returns the unmodified current Vector3
  1920. */
  1921. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1922. /**
  1923. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1924. * @param otherVector defines the second operand
  1925. * @returns true if both vectors are equals
  1926. */
  1927. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1928. /**
  1929. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1930. * @param otherVector defines the second operand
  1931. * @param epsilon defines the minimal distance to define values as equals
  1932. * @returns true if both vectors are distant less than epsilon
  1933. */
  1934. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1935. /**
  1936. * Returns true if the current Vector3 coordinates equals the given floats
  1937. * @param x defines the x coordinate of the operand
  1938. * @param y defines the y coordinate of the operand
  1939. * @param z defines the z coordinate of the operand
  1940. * @returns true if both vectors are equals
  1941. */
  1942. equalsToFloats(x: number, y: number, z: number): boolean;
  1943. /**
  1944. * Multiplies the current Vector3 coordinates by the given ones
  1945. * @param otherVector defines the second operand
  1946. * @returns the current updated Vector3
  1947. */
  1948. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1949. /**
  1950. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1951. * @param otherVector defines the second operand
  1952. * @returns the new Vector3
  1953. */
  1954. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1955. /**
  1956. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1957. * @param otherVector defines the second operand
  1958. * @param result defines the Vector3 object where to store the result
  1959. * @returns the current Vector3
  1960. */
  1961. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1962. /**
  1963. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1964. * @param x defines the x coordinate of the operand
  1965. * @param y defines the y coordinate of the operand
  1966. * @param z defines the z coordinate of the operand
  1967. * @returns the new Vector3
  1968. */
  1969. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1970. /**
  1971. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1972. * @param otherVector defines the second operand
  1973. * @returns the new Vector3
  1974. */
  1975. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1976. /**
  1977. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1978. * @param otherVector defines the second operand
  1979. * @param result defines the Vector3 object where to store the result
  1980. * @returns the current Vector3
  1981. */
  1982. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1983. /**
  1984. * Divides the current Vector3 coordinates by the given ones.
  1985. * @param otherVector defines the second operand
  1986. * @returns the current updated Vector3
  1987. */
  1988. divideInPlace(otherVector: Vector3): Vector3;
  1989. /**
  1990. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1991. * @param other defines the second operand
  1992. * @returns the current updated Vector3
  1993. */
  1994. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  1995. /**
  1996. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  1997. * @param other defines the second operand
  1998. * @returns the current updated Vector3
  1999. */
  2000. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2001. /**
  2002. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2003. * @param x defines the x coordinate of the operand
  2004. * @param y defines the y coordinate of the operand
  2005. * @param z defines the z coordinate of the operand
  2006. * @returns the current updated Vector3
  2007. */
  2008. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2009. /**
  2010. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2011. * @param x defines the x coordinate of the operand
  2012. * @param y defines the y coordinate of the operand
  2013. * @param z defines the z coordinate of the operand
  2014. * @returns the current updated Vector3
  2015. */
  2016. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2017. /**
  2018. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2019. * Check if is non uniform within a certain amount of decimal places to account for this
  2020. * @param epsilon the amount the values can differ
  2021. * @returns if the the vector is non uniform to a certain number of decimal places
  2022. */
  2023. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2024. /**
  2025. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2026. */
  2027. readonly isNonUniform: boolean;
  2028. /**
  2029. * Gets a new Vector3 from current Vector3 floored values
  2030. * @returns a new Vector3
  2031. */
  2032. floor(): Vector3;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. fract(): Vector3;
  2038. /**
  2039. * Gets the length of the Vector3
  2040. * @returns the length of the Vector3
  2041. */
  2042. length(): number;
  2043. /**
  2044. * Gets the squared length of the Vector3
  2045. * @returns squared length of the Vector3
  2046. */
  2047. lengthSquared(): number;
  2048. /**
  2049. * Normalize the current Vector3.
  2050. * Please note that this is an in place operation.
  2051. * @returns the current updated Vector3
  2052. */
  2053. normalize(): Vector3;
  2054. /**
  2055. * Reorders the x y z properties of the vector in place
  2056. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2057. * @returns the current updated vector
  2058. */
  2059. reorderInPlace(order: string): this;
  2060. /**
  2061. * Rotates the vector around 0,0,0 by a quaternion
  2062. * @param quaternion the rotation quaternion
  2063. * @param result vector to store the result
  2064. * @returns the resulting vector
  2065. */
  2066. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2067. /**
  2068. * Rotates a vector around a given point
  2069. * @param quaternion the rotation quaternion
  2070. * @param point the point to rotate around
  2071. * @param result vector to store the result
  2072. * @returns the resulting vector
  2073. */
  2074. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2075. /**
  2076. * Normalize the current Vector3 with the given input length.
  2077. * Please note that this is an in place operation.
  2078. * @param len the length of the vector
  2079. * @returns the current updated Vector3
  2080. */
  2081. normalizeFromLength(len: number): Vector3;
  2082. /**
  2083. * Normalize the current Vector3 to a new vector
  2084. * @returns the new Vector3
  2085. */
  2086. normalizeToNew(): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to the reference
  2089. * @param reference define the Vector3 to update
  2090. * @returns the updated Vector3
  2091. */
  2092. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2093. /**
  2094. * Creates a new Vector3 copied from the current Vector3
  2095. * @returns the new Vector3
  2096. */
  2097. clone(): Vector3;
  2098. /**
  2099. * Copies the given vector coordinates to the current Vector3 ones
  2100. * @param source defines the source Vector3
  2101. * @returns the current updated Vector3
  2102. */
  2103. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2104. /**
  2105. * Copies the given floats to the current Vector3 coordinates
  2106. * @param x defines the x coordinate of the operand
  2107. * @param y defines the y coordinate of the operand
  2108. * @param z defines the z coordinate of the operand
  2109. * @returns the current updated Vector3
  2110. */
  2111. copyFromFloats(x: number, y: number, z: number): Vector3;
  2112. /**
  2113. * Copies the given floats to the current Vector3 coordinates
  2114. * @param x defines the x coordinate of the operand
  2115. * @param y defines the y coordinate of the operand
  2116. * @param z defines the z coordinate of the operand
  2117. * @returns the current updated Vector3
  2118. */
  2119. set(x: number, y: number, z: number): Vector3;
  2120. /**
  2121. * Copies the given float to the current Vector3 coordinates
  2122. * @param v defines the x, y and z coordinates of the operand
  2123. * @returns the current updated Vector3
  2124. */
  2125. setAll(v: number): Vector3;
  2126. /**
  2127. * Get the clip factor between two vectors
  2128. * @param vector0 defines the first operand
  2129. * @param vector1 defines the second operand
  2130. * @param axis defines the axis to use
  2131. * @param size defines the size along the axis
  2132. * @returns the clip factor
  2133. */
  2134. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2135. /**
  2136. * Get angle between two vectors
  2137. * @param vector0 angle between vector0 and vector1
  2138. * @param vector1 angle between vector0 and vector1
  2139. * @param normal direction of the normal
  2140. * @return the angle between vector0 and vector1
  2141. */
  2142. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2143. /**
  2144. * Returns a new Vector3 set from the index "offset" of the given array
  2145. * @param array defines the source array
  2146. * @param offset defines the offset in the source array
  2147. * @returns the new Vector3
  2148. */
  2149. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2150. /**
  2151. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2152. * This function is deprecated. Use FromArray instead
  2153. * @param array defines the source array
  2154. * @param offset defines the offset in the source array
  2155. * @returns the new Vector3
  2156. */
  2157. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2158. /**
  2159. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2160. * @param array defines the source array
  2161. * @param offset defines the offset in the source array
  2162. * @param result defines the Vector3 where to store the result
  2163. */
  2164. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2165. /**
  2166. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2167. * This function is deprecated. Use FromArrayToRef instead.
  2168. * @param array defines the source array
  2169. * @param offset defines the offset in the source array
  2170. * @param result defines the Vector3 where to store the result
  2171. */
  2172. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2173. /**
  2174. * Sets the given vector "result" with the given floats.
  2175. * @param x defines the x coordinate of the source
  2176. * @param y defines the y coordinate of the source
  2177. * @param z defines the z coordinate of the source
  2178. * @param result defines the Vector3 where to store the result
  2179. */
  2180. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2181. /**
  2182. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2183. * @returns a new empty Vector3
  2184. */
  2185. static Zero(): Vector3;
  2186. /**
  2187. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2188. * @returns a new unit Vector3
  2189. */
  2190. static One(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2193. * @returns a new up Vector3
  2194. */
  2195. static Up(): Vector3;
  2196. /**
  2197. * Gets a up Vector3 that must not be updated
  2198. */
  2199. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2200. /**
  2201. * Gets a zero Vector3 that must not be updated
  2202. */
  2203. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2204. /**
  2205. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2206. * @returns a new down Vector3
  2207. */
  2208. static Down(): Vector3;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2211. * @returns a new forward Vector3
  2212. */
  2213. static Forward(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Backward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2221. * @returns a new right Vector3
  2222. */
  2223. static Right(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2226. * @returns a new left Vector3
  2227. */
  2228. static Left(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2231. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2232. * @param vector defines the Vector3 to transform
  2233. * @param transformation defines the transformation matrix
  2234. * @returns the transformed Vector3
  2235. */
  2236. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2237. /**
  2238. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2239. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2240. * @param vector defines the Vector3 to transform
  2241. * @param transformation defines the transformation matrix
  2242. * @param result defines the Vector3 where to store the result
  2243. */
  2244. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2245. /**
  2246. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2247. * This method computes tranformed coordinates only, not transformed direction vectors
  2248. * @param x define the x coordinate of the source vector
  2249. * @param y define the y coordinate of the source vector
  2250. * @param z define the z coordinate of the source vector
  2251. * @param transformation defines the transformation matrix
  2252. * @param result defines the Vector3 where to store the result
  2253. */
  2254. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2255. /**
  2256. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2257. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2258. * @param vector defines the Vector3 to transform
  2259. * @param transformation defines the transformation matrix
  2260. * @returns the new Vector3
  2261. */
  2262. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2263. /**
  2264. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2265. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2266. * @param vector defines the Vector3 to transform
  2267. * @param transformation defines the transformation matrix
  2268. * @param result defines the Vector3 where to store the result
  2269. */
  2270. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2271. /**
  2272. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2273. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2274. * @param x define the x coordinate of the source vector
  2275. * @param y define the y coordinate of the source vector
  2276. * @param z define the z coordinate of the source vector
  2277. * @param transformation defines the transformation matrix
  2278. * @param result defines the Vector3 where to store the result
  2279. */
  2280. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2281. /**
  2282. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2283. * @param value1 defines the first control point
  2284. * @param value2 defines the second control point
  2285. * @param value3 defines the third control point
  2286. * @param value4 defines the fourth control point
  2287. * @param amount defines the amount on the spline to use
  2288. * @returns the new Vector3
  2289. */
  2290. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2291. /**
  2292. * 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"
  2293. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2294. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2295. * @param value defines the current value
  2296. * @param min defines the lower range value
  2297. * @param max defines the upper range value
  2298. * @returns the new Vector3
  2299. */
  2300. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2301. /**
  2302. * 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"
  2303. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2304. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2305. * @param value defines the current value
  2306. * @param min defines the lower range value
  2307. * @param max defines the upper range value
  2308. * @param result defines the Vector3 where to store the result
  2309. */
  2310. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2311. /**
  2312. * Checks if a given vector is inside a specific range
  2313. * @param v defines the vector to test
  2314. * @param min defines the minimum range
  2315. * @param max defines the maximum range
  2316. */
  2317. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2318. /**
  2319. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2320. * @param value1 defines the first control point
  2321. * @param tangent1 defines the first tangent vector
  2322. * @param value2 defines the second control point
  2323. * @param tangent2 defines the second tangent vector
  2324. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2325. * @returns the new Vector3
  2326. */
  2327. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2328. /**
  2329. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2330. * @param start defines the start value
  2331. * @param end defines the end value
  2332. * @param amount max defines amount between both (between 0 and 1)
  2333. * @returns the new Vector3
  2334. */
  2335. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2336. /**
  2337. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2338. * @param start defines the start value
  2339. * @param end defines the end value
  2340. * @param amount max defines amount between both (between 0 and 1)
  2341. * @param result defines the Vector3 where to store the result
  2342. */
  2343. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2344. /**
  2345. * Returns the dot product (float) between the vectors "left" and "right"
  2346. * @param left defines the left operand
  2347. * @param right defines the right operand
  2348. * @returns the dot product
  2349. */
  2350. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2351. /**
  2352. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2353. * The cross product is then orthogonal to both "left" and "right"
  2354. * @param left defines the left operand
  2355. * @param right defines the right operand
  2356. * @returns the cross product
  2357. */
  2358. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2359. /**
  2360. * Sets the given vector "result" with the cross product of "left" and "right"
  2361. * The cross product is then orthogonal to both "left" and "right"
  2362. * @param left defines the left operand
  2363. * @param right defines the right operand
  2364. * @param result defines the Vector3 where to store the result
  2365. */
  2366. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2367. /**
  2368. * Returns a new Vector3 as the normalization of the given vector
  2369. * @param vector defines the Vector3 to normalize
  2370. * @returns the new Vector3
  2371. */
  2372. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2373. /**
  2374. * Sets the given vector "result" with the normalization of the given first vector
  2375. * @param vector defines the Vector3 to normalize
  2376. * @param result defines the Vector3 where to store the result
  2377. */
  2378. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2379. /**
  2380. * Project a Vector3 onto screen space
  2381. * @param vector defines the Vector3 to project
  2382. * @param world defines the world matrix to use
  2383. * @param transform defines the transform (view x projection) matrix to use
  2384. * @param viewport defines the screen viewport to use
  2385. * @returns the new Vector3
  2386. */
  2387. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2388. /** @hidden */
  2389. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2390. /**
  2391. * Unproject from screen space to object space
  2392. * @param source defines the screen space Vector3 to use
  2393. * @param viewportWidth defines the current width of the viewport
  2394. * @param viewportHeight defines the current height of the viewport
  2395. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2396. * @param transform defines the transform (view x projection) matrix to use
  2397. * @returns the new Vector3
  2398. */
  2399. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2400. /**
  2401. * Unproject from screen space to object space
  2402. * @param source defines the screen space Vector3 to use
  2403. * @param viewportWidth defines the current width of the viewport
  2404. * @param viewportHeight defines the current height of the viewport
  2405. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2406. * @param view defines the view matrix to use
  2407. * @param projection defines the projection matrix to use
  2408. * @returns the new Vector3
  2409. */
  2410. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2411. /**
  2412. * Unproject from screen space to object space
  2413. * @param source defines the screen space Vector3 to use
  2414. * @param viewportWidth defines the current width of the viewport
  2415. * @param viewportHeight defines the current height of the viewport
  2416. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2417. * @param view defines the view matrix to use
  2418. * @param projection defines the projection matrix to use
  2419. * @param result defines the Vector3 where to store the result
  2420. */
  2421. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2422. /**
  2423. * Unproject from screen space to object space
  2424. * @param sourceX defines the screen space x coordinate to use
  2425. * @param sourceY defines the screen space y coordinate to use
  2426. * @param sourceZ defines the screen space z coordinate to use
  2427. * @param viewportWidth defines the current width of the viewport
  2428. * @param viewportHeight defines the current height of the viewport
  2429. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2430. * @param view defines the view matrix to use
  2431. * @param projection defines the projection matrix to use
  2432. * @param result defines the Vector3 where to store the result
  2433. */
  2434. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2435. /**
  2436. * Gets the minimal coordinate values between two Vector3
  2437. * @param left defines the first operand
  2438. * @param right defines the second operand
  2439. * @returns the new Vector3
  2440. */
  2441. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2442. /**
  2443. * Gets the maximal coordinate values between two Vector3
  2444. * @param left defines the first operand
  2445. * @param right defines the second operand
  2446. * @returns the new Vector3
  2447. */
  2448. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2449. /**
  2450. * Returns the distance between the vectors "value1" and "value2"
  2451. * @param value1 defines the first operand
  2452. * @param value2 defines the second operand
  2453. * @returns the distance
  2454. */
  2455. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2456. /**
  2457. * Returns the squared distance between the vectors "value1" and "value2"
  2458. * @param value1 defines the first operand
  2459. * @param value2 defines the second operand
  2460. * @returns the squared distance
  2461. */
  2462. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2463. /**
  2464. * Returns a new Vector3 located at the center between "value1" and "value2"
  2465. * @param value1 defines the first operand
  2466. * @param value2 defines the second operand
  2467. * @returns the new Vector3
  2468. */
  2469. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2470. /**
  2471. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2472. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2473. * to something in order to rotate it from its local system to the given target system
  2474. * Note: axis1, axis2 and axis3 are normalized during this operation
  2475. * @param axis1 defines the first axis
  2476. * @param axis2 defines the second axis
  2477. * @param axis3 defines the third axis
  2478. * @returns a new Vector3
  2479. */
  2480. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2481. /**
  2482. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2483. * @param axis1 defines the first axis
  2484. * @param axis2 defines the second axis
  2485. * @param axis3 defines the third axis
  2486. * @param ref defines the Vector3 where to store the result
  2487. */
  2488. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2489. }
  2490. /**
  2491. * Vector4 class created for EulerAngle class conversion to Quaternion
  2492. */
  2493. export class Vector4 {
  2494. /** x value of the vector */
  2495. x: number;
  2496. /** y value of the vector */
  2497. y: number;
  2498. /** z value of the vector */
  2499. z: number;
  2500. /** w value of the vector */
  2501. w: number;
  2502. /**
  2503. * Creates a Vector4 object from the given floats.
  2504. * @param x x value of the vector
  2505. * @param y y value of the vector
  2506. * @param z z value of the vector
  2507. * @param w w value of the vector
  2508. */
  2509. constructor(
  2510. /** x value of the vector */
  2511. x: number,
  2512. /** y value of the vector */
  2513. y: number,
  2514. /** z value of the vector */
  2515. z: number,
  2516. /** w value of the vector */
  2517. w: number);
  2518. /**
  2519. * Returns the string with the Vector4 coordinates.
  2520. * @returns a string containing all the vector values
  2521. */
  2522. toString(): string;
  2523. /**
  2524. * Returns the string "Vector4".
  2525. * @returns "Vector4"
  2526. */
  2527. getClassName(): string;
  2528. /**
  2529. * Returns the Vector4 hash code.
  2530. * @returns a unique hash code
  2531. */
  2532. getHashCode(): number;
  2533. /**
  2534. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2535. * @returns the resulting array
  2536. */
  2537. asArray(): number[];
  2538. /**
  2539. * Populates the given array from the given index with the Vector4 coordinates.
  2540. * @param array array to populate
  2541. * @param index index of the array to start at (default: 0)
  2542. * @returns the Vector4.
  2543. */
  2544. toArray(array: FloatArray, index?: number): Vector4;
  2545. /**
  2546. * Adds the given vector to the current Vector4.
  2547. * @param otherVector the vector to add
  2548. * @returns the updated Vector4.
  2549. */
  2550. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2551. /**
  2552. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2553. * @param otherVector the vector to add
  2554. * @returns the resulting vector
  2555. */
  2556. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2557. /**
  2558. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2559. * @param otherVector the vector to add
  2560. * @param result the vector to store the result
  2561. * @returns the current Vector4.
  2562. */
  2563. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2564. /**
  2565. * Subtract in place the given vector from the current Vector4.
  2566. * @param otherVector the vector to subtract
  2567. * @returns the updated Vector4.
  2568. */
  2569. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2570. /**
  2571. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2572. * @param otherVector the vector to add
  2573. * @returns the new vector with the result
  2574. */
  2575. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2576. /**
  2577. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2578. * @param otherVector the vector to subtract
  2579. * @param result the vector to store the result
  2580. * @returns the current Vector4.
  2581. */
  2582. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2583. /**
  2584. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2585. */
  2586. /**
  2587. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2588. * @param x value to subtract
  2589. * @param y value to subtract
  2590. * @param z value to subtract
  2591. * @param w value to subtract
  2592. * @returns new vector containing the result
  2593. */
  2594. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2595. /**
  2596. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2597. * @param x value to subtract
  2598. * @param y value to subtract
  2599. * @param z value to subtract
  2600. * @param w value to subtract
  2601. * @param result the vector to store the result in
  2602. * @returns the current Vector4.
  2603. */
  2604. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2605. /**
  2606. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2607. * @returns a new vector with the negated values
  2608. */
  2609. negate(): Vector4;
  2610. /**
  2611. * Multiplies the current Vector4 coordinates by scale (float).
  2612. * @param scale the number to scale with
  2613. * @returns the updated Vector4.
  2614. */
  2615. scaleInPlace(scale: number): Vector4;
  2616. /**
  2617. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2618. * @param scale the number to scale with
  2619. * @returns a new vector with the result
  2620. */
  2621. scale(scale: number): Vector4;
  2622. /**
  2623. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2624. * @param scale the number to scale with
  2625. * @param result a vector to store the result in
  2626. * @returns the current Vector4.
  2627. */
  2628. scaleToRef(scale: number, result: Vector4): Vector4;
  2629. /**
  2630. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2631. * @param scale defines the scale factor
  2632. * @param result defines the Vector4 object where to store the result
  2633. * @returns the unmodified current Vector4
  2634. */
  2635. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2636. /**
  2637. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2638. * @param otherVector the vector to compare against
  2639. * @returns true if they are equal
  2640. */
  2641. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2642. /**
  2643. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2644. * @param otherVector vector to compare against
  2645. * @param epsilon (Default: very small number)
  2646. * @returns true if they are equal
  2647. */
  2648. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2649. /**
  2650. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2651. * @param x x value to compare against
  2652. * @param y y value to compare against
  2653. * @param z z value to compare against
  2654. * @param w w value to compare against
  2655. * @returns true if equal
  2656. */
  2657. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2658. /**
  2659. * Multiplies in place the current Vector4 by the given one.
  2660. * @param otherVector vector to multiple with
  2661. * @returns the updated Vector4.
  2662. */
  2663. multiplyInPlace(otherVector: Vector4): Vector4;
  2664. /**
  2665. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2666. * @param otherVector vector to multiple with
  2667. * @returns resulting new vector
  2668. */
  2669. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2670. /**
  2671. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2672. * @param otherVector vector to multiple with
  2673. * @param result vector to store the result
  2674. * @returns the current Vector4.
  2675. */
  2676. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2677. /**
  2678. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2679. * @param x x value multiply with
  2680. * @param y y value multiply with
  2681. * @param z z value multiply with
  2682. * @param w w value multiply with
  2683. * @returns resulting new vector
  2684. */
  2685. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2686. /**
  2687. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2688. * @param otherVector vector to devide with
  2689. * @returns resulting new vector
  2690. */
  2691. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2692. /**
  2693. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2694. * @param otherVector vector to devide with
  2695. * @param result vector to store the result
  2696. * @returns the current Vector4.
  2697. */
  2698. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2699. /**
  2700. * Divides the current Vector3 coordinates by the given ones.
  2701. * @param otherVector vector to devide with
  2702. * @returns the updated Vector3.
  2703. */
  2704. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2705. /**
  2706. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2707. * @param other defines the second operand
  2708. * @returns the current updated Vector4
  2709. */
  2710. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2711. /**
  2712. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2713. * @param other defines the second operand
  2714. * @returns the current updated Vector4
  2715. */
  2716. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2717. /**
  2718. * Gets a new Vector4 from current Vector4 floored values
  2719. * @returns a new Vector4
  2720. */
  2721. floor(): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector3 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. fract(): Vector4;
  2727. /**
  2728. * Returns the Vector4 length (float).
  2729. * @returns the length
  2730. */
  2731. length(): number;
  2732. /**
  2733. * Returns the Vector4 squared length (float).
  2734. * @returns the length squared
  2735. */
  2736. lengthSquared(): number;
  2737. /**
  2738. * Normalizes in place the Vector4.
  2739. * @returns the updated Vector4.
  2740. */
  2741. normalize(): Vector4;
  2742. /**
  2743. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2744. * @returns this converted to a new vector3
  2745. */
  2746. toVector3(): Vector3;
  2747. /**
  2748. * Returns a new Vector4 copied from the current one.
  2749. * @returns the new cloned vector
  2750. */
  2751. clone(): Vector4;
  2752. /**
  2753. * Updates the current Vector4 with the given one coordinates.
  2754. * @param source the source vector to copy from
  2755. * @returns the updated Vector4.
  2756. */
  2757. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2758. /**
  2759. * Updates the current Vector4 coordinates with the given floats.
  2760. * @param x float to copy from
  2761. * @param y float to copy from
  2762. * @param z float to copy from
  2763. * @param w float to copy from
  2764. * @returns the updated Vector4.
  2765. */
  2766. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2767. /**
  2768. * Updates the current Vector4 coordinates with the given floats.
  2769. * @param x float to set from
  2770. * @param y float to set from
  2771. * @param z float to set from
  2772. * @param w float to set from
  2773. * @returns the updated Vector4.
  2774. */
  2775. set(x: number, y: number, z: number, w: number): Vector4;
  2776. /**
  2777. * Copies the given float to the current Vector3 coordinates
  2778. * @param v defines the x, y, z and w coordinates of the operand
  2779. * @returns the current updated Vector3
  2780. */
  2781. setAll(v: number): Vector4;
  2782. /**
  2783. * Returns a new Vector4 set from the starting index of the given array.
  2784. * @param array the array to pull values from
  2785. * @param offset the offset into the array to start at
  2786. * @returns the new vector
  2787. */
  2788. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2789. /**
  2790. * Updates the given vector "result" from the starting index of the given array.
  2791. * @param array the array to pull values from
  2792. * @param offset the offset into the array to start at
  2793. * @param result the vector to store the result in
  2794. */
  2795. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2796. /**
  2797. * Updates the given vector "result" from the starting index of the given Float32Array.
  2798. * @param array the array to pull values from
  2799. * @param offset the offset into the array to start at
  2800. * @param result the vector to store the result in
  2801. */
  2802. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2803. /**
  2804. * Updates the given vector "result" coordinates from the given floats.
  2805. * @param x float to set from
  2806. * @param y float to set from
  2807. * @param z float to set from
  2808. * @param w float to set from
  2809. * @param result the vector to the floats in
  2810. */
  2811. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2812. /**
  2813. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2814. * @returns the new vector
  2815. */
  2816. static Zero(): Vector4;
  2817. /**
  2818. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2819. * @returns the new vector
  2820. */
  2821. static One(): Vector4;
  2822. /**
  2823. * Returns a new normalized Vector4 from the given one.
  2824. * @param vector the vector to normalize
  2825. * @returns the vector
  2826. */
  2827. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2828. /**
  2829. * Updates the given vector "result" from the normalization of the given one.
  2830. * @param vector the vector to normalize
  2831. * @param result the vector to store the result in
  2832. */
  2833. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2834. /**
  2835. * Returns a vector with the minimum values from the left and right vectors
  2836. * @param left left vector to minimize
  2837. * @param right right vector to minimize
  2838. * @returns a new vector with the minimum of the left and right vector values
  2839. */
  2840. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2841. /**
  2842. * Returns a vector with the maximum values from the left and right vectors
  2843. * @param left left vector to maximize
  2844. * @param right right vector to maximize
  2845. * @returns a new vector with the maximum of the left and right vector values
  2846. */
  2847. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2848. /**
  2849. * Returns the distance (float) between the vectors "value1" and "value2".
  2850. * @param value1 value to calulate the distance between
  2851. * @param value2 value to calulate the distance between
  2852. * @return the distance between the two vectors
  2853. */
  2854. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2855. /**
  2856. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2857. * @param value1 value to calulate the distance between
  2858. * @param value2 value to calulate the distance between
  2859. * @return the distance between the two vectors squared
  2860. */
  2861. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2862. /**
  2863. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2864. * @param value1 value to calulate the center between
  2865. * @param value2 value to calulate the center between
  2866. * @return the center between the two vectors
  2867. */
  2868. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2869. /**
  2870. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2871. * This methods computes transformed normalized direction vectors only.
  2872. * @param vector the vector to transform
  2873. * @param transformation the transformation matrix to apply
  2874. * @returns the new vector
  2875. */
  2876. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2877. /**
  2878. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2879. * This methods computes transformed normalized direction vectors only.
  2880. * @param vector the vector to transform
  2881. * @param transformation the transformation matrix to apply
  2882. * @param result the vector to store the result in
  2883. */
  2884. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2885. /**
  2886. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2887. * This methods computes transformed normalized direction vectors only.
  2888. * @param x value to transform
  2889. * @param y value to transform
  2890. * @param z value to transform
  2891. * @param w value to transform
  2892. * @param transformation the transformation matrix to apply
  2893. * @param result the vector to store the results in
  2894. */
  2895. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2896. /**
  2897. * Creates a new Vector4 from a Vector3
  2898. * @param source defines the source data
  2899. * @param w defines the 4th component (default is 0)
  2900. * @returns a new Vector4
  2901. */
  2902. static FromVector3(source: Vector3, w?: number): Vector4;
  2903. }
  2904. /**
  2905. * Class used to store quaternion data
  2906. * @see https://en.wikipedia.org/wiki/Quaternion
  2907. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2908. */
  2909. export class Quaternion {
  2910. /** defines the first component (0 by default) */
  2911. x: number;
  2912. /** defines the second component (0 by default) */
  2913. y: number;
  2914. /** defines the third component (0 by default) */
  2915. z: number;
  2916. /** defines the fourth component (1.0 by default) */
  2917. w: number;
  2918. /**
  2919. * Creates a new Quaternion from the given floats
  2920. * @param x defines the first component (0 by default)
  2921. * @param y defines the second component (0 by default)
  2922. * @param z defines the third component (0 by default)
  2923. * @param w defines the fourth component (1.0 by default)
  2924. */
  2925. constructor(
  2926. /** defines the first component (0 by default) */
  2927. x?: number,
  2928. /** defines the second component (0 by default) */
  2929. y?: number,
  2930. /** defines the third component (0 by default) */
  2931. z?: number,
  2932. /** defines the fourth component (1.0 by default) */
  2933. w?: number);
  2934. /**
  2935. * Gets a string representation for the current quaternion
  2936. * @returns a string with the Quaternion coordinates
  2937. */
  2938. toString(): string;
  2939. /**
  2940. * Gets the class name of the quaternion
  2941. * @returns the string "Quaternion"
  2942. */
  2943. getClassName(): string;
  2944. /**
  2945. * Gets a hash code for this quaternion
  2946. * @returns the quaternion hash code
  2947. */
  2948. getHashCode(): number;
  2949. /**
  2950. * Copy the quaternion to an array
  2951. * @returns a new array populated with 4 elements from the quaternion coordinates
  2952. */
  2953. asArray(): number[];
  2954. /**
  2955. * Check if two quaternions are equals
  2956. * @param otherQuaternion defines the second operand
  2957. * @return true if the current quaternion and the given one coordinates are strictly equals
  2958. */
  2959. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2960. /**
  2961. * Clone the current quaternion
  2962. * @returns a new quaternion copied from the current one
  2963. */
  2964. clone(): Quaternion;
  2965. /**
  2966. * Copy a quaternion to the current one
  2967. * @param other defines the other quaternion
  2968. * @returns the updated current quaternion
  2969. */
  2970. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2971. /**
  2972. * Updates the current quaternion with the given float coordinates
  2973. * @param x defines the x coordinate
  2974. * @param y defines the y coordinate
  2975. * @param z defines the z coordinate
  2976. * @param w defines the w coordinate
  2977. * @returns the updated current quaternion
  2978. */
  2979. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2980. /**
  2981. * Updates the current quaternion from the given float coordinates
  2982. * @param x defines the x coordinate
  2983. * @param y defines the y coordinate
  2984. * @param z defines the z coordinate
  2985. * @param w defines the w coordinate
  2986. * @returns the updated current quaternion
  2987. */
  2988. set(x: number, y: number, z: number, w: number): Quaternion;
  2989. /**
  2990. * Adds two quaternions
  2991. * @param other defines the second operand
  2992. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2993. */
  2994. add(other: DeepImmutable<Quaternion>): Quaternion;
  2995. /**
  2996. * Add a quaternion to the current one
  2997. * @param other defines the quaternion to add
  2998. * @returns the current quaternion
  2999. */
  3000. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3001. /**
  3002. * Subtract two quaternions
  3003. * @param other defines the second operand
  3004. * @returns a new quaternion as the subtraction result of the given one from the current one
  3005. */
  3006. subtract(other: Quaternion): Quaternion;
  3007. /**
  3008. * Multiplies the current quaternion by a scale factor
  3009. * @param value defines the scale factor
  3010. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3011. */
  3012. scale(value: number): Quaternion;
  3013. /**
  3014. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3015. * @param scale defines the scale factor
  3016. * @param result defines the Quaternion object where to store the result
  3017. * @returns the unmodified current quaternion
  3018. */
  3019. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3020. /**
  3021. * Multiplies in place the current quaternion by a scale factor
  3022. * @param value defines the scale factor
  3023. * @returns the current modified quaternion
  3024. */
  3025. scaleInPlace(value: number): Quaternion;
  3026. /**
  3027. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3028. * @param scale defines the scale factor
  3029. * @param result defines the Quaternion object where to store the result
  3030. * @returns the unmodified current quaternion
  3031. */
  3032. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3033. /**
  3034. * Multiplies two quaternions
  3035. * @param q1 defines the second operand
  3036. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3037. */
  3038. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3039. /**
  3040. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3041. * @param q1 defines the second operand
  3042. * @param result defines the target quaternion
  3043. * @returns the current quaternion
  3044. */
  3045. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3046. /**
  3047. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3048. * @param q1 defines the second operand
  3049. * @returns the currentupdated quaternion
  3050. */
  3051. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3052. /**
  3053. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3054. * @param ref defines the target quaternion
  3055. * @returns the current quaternion
  3056. */
  3057. conjugateToRef(ref: Quaternion): Quaternion;
  3058. /**
  3059. * Conjugates in place (1-q) the current quaternion
  3060. * @returns the current updated quaternion
  3061. */
  3062. conjugateInPlace(): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns a new quaternion
  3066. */
  3067. conjugate(): Quaternion;
  3068. /**
  3069. * Gets length of current quaternion
  3070. * @returns the quaternion length (float)
  3071. */
  3072. length(): number;
  3073. /**
  3074. * Normalize in place the current quaternion
  3075. * @returns the current updated quaternion
  3076. */
  3077. normalize(): Quaternion;
  3078. /**
  3079. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3080. * @param order is a reserved parameter and is ignore for now
  3081. * @returns a new Vector3 containing the Euler angles
  3082. */
  3083. toEulerAngles(order?: string): Vector3;
  3084. /**
  3085. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3086. * @param result defines the vector which will be filled with the Euler angles
  3087. * @param order is a reserved parameter and is ignore for now
  3088. * @returns the current unchanged quaternion
  3089. */
  3090. toEulerAnglesToRef(result: Vector3): Quaternion;
  3091. /**
  3092. * Updates the given rotation matrix with the current quaternion values
  3093. * @param result defines the target matrix
  3094. * @returns the current unchanged quaternion
  3095. */
  3096. toRotationMatrix(result: Matrix): Quaternion;
  3097. /**
  3098. * Updates the current quaternion from the given rotation matrix values
  3099. * @param matrix defines the source matrix
  3100. * @returns the current updated quaternion
  3101. */
  3102. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3103. /**
  3104. * Creates a new quaternion from a rotation matrix
  3105. * @param matrix defines the source matrix
  3106. * @returns a new quaternion created from the given rotation matrix values
  3107. */
  3108. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3109. /**
  3110. * Updates the given quaternion with the given rotation matrix values
  3111. * @param matrix defines the source matrix
  3112. * @param result defines the target quaternion
  3113. */
  3114. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3115. /**
  3116. * Returns the dot product (float) between the quaternions "left" and "right"
  3117. * @param left defines the left operand
  3118. * @param right defines the right operand
  3119. * @returns the dot product
  3120. */
  3121. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3122. /**
  3123. * Checks if the two quaternions are close to each other
  3124. * @param quat0 defines the first quaternion to check
  3125. * @param quat1 defines the second quaternion to check
  3126. * @returns true if the two quaternions are close to each other
  3127. */
  3128. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3129. /**
  3130. * Creates an empty quaternion
  3131. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3132. */
  3133. static Zero(): Quaternion;
  3134. /**
  3135. * Inverse a given quaternion
  3136. * @param q defines the source quaternion
  3137. * @returns a new quaternion as the inverted current quaternion
  3138. */
  3139. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3140. /**
  3141. * Inverse a given quaternion
  3142. * @param q defines the source quaternion
  3143. * @param result the quaternion the result will be stored in
  3144. * @returns the result quaternion
  3145. */
  3146. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3147. /**
  3148. * Creates an identity quaternion
  3149. * @returns the identity quaternion
  3150. */
  3151. static Identity(): Quaternion;
  3152. /**
  3153. * Gets a boolean indicating if the given quaternion is identity
  3154. * @param quaternion defines the quaternion to check
  3155. * @returns true if the quaternion is identity
  3156. */
  3157. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3158. /**
  3159. * Creates a quaternion from a rotation around an axis
  3160. * @param axis defines the axis to use
  3161. * @param angle defines the angle to use
  3162. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3163. */
  3164. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3165. /**
  3166. * Creates a rotation around an axis and stores it into the given quaternion
  3167. * @param axis defines the axis to use
  3168. * @param angle defines the angle to use
  3169. * @param result defines the target quaternion
  3170. * @returns the target quaternion
  3171. */
  3172. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3173. /**
  3174. * Creates a new quaternion from data stored into an array
  3175. * @param array defines the data source
  3176. * @param offset defines the offset in the source array where the data starts
  3177. * @returns a new quaternion
  3178. */
  3179. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3180. /**
  3181. * Create a quaternion from Euler rotation angles
  3182. * @param x Pitch
  3183. * @param y Yaw
  3184. * @param z Roll
  3185. * @returns the new Quaternion
  3186. */
  3187. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3188. /**
  3189. * Updates a quaternion from Euler rotation angles
  3190. * @param x Pitch
  3191. * @param y Yaw
  3192. * @param z Roll
  3193. * @param result the quaternion to store the result
  3194. * @returns the updated quaternion
  3195. */
  3196. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3197. /**
  3198. * Create a quaternion from Euler rotation vector
  3199. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3200. * @returns the new Quaternion
  3201. */
  3202. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3203. /**
  3204. * Updates a quaternion from Euler rotation vector
  3205. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3206. * @param result the quaternion to store the result
  3207. * @returns the updated quaternion
  3208. */
  3209. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3210. /**
  3211. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3212. * @param yaw defines the rotation around Y axis
  3213. * @param pitch defines the rotation around X axis
  3214. * @param roll defines the rotation around Z axis
  3215. * @returns the new quaternion
  3216. */
  3217. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3218. /**
  3219. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3220. * @param yaw defines the rotation around Y axis
  3221. * @param pitch defines the rotation around X axis
  3222. * @param roll defines the rotation around Z axis
  3223. * @param result defines the target quaternion
  3224. */
  3225. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3226. /**
  3227. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3228. * @param alpha defines the rotation around first axis
  3229. * @param beta defines the rotation around second axis
  3230. * @param gamma defines the rotation around third axis
  3231. * @returns the new quaternion
  3232. */
  3233. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3234. /**
  3235. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3236. * @param alpha defines the rotation around first axis
  3237. * @param beta defines the rotation around second axis
  3238. * @param gamma defines the rotation around third axis
  3239. * @param result defines the target quaternion
  3240. */
  3241. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3242. /**
  3243. * 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)
  3244. * @param axis1 defines the first axis
  3245. * @param axis2 defines the second axis
  3246. * @param axis3 defines the third axis
  3247. * @returns the new quaternion
  3248. */
  3249. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3250. /**
  3251. * 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
  3252. * @param axis1 defines the first axis
  3253. * @param axis2 defines the second axis
  3254. * @param axis3 defines the third axis
  3255. * @param ref defines the target quaternion
  3256. */
  3257. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3258. /**
  3259. * Interpolates between two quaternions
  3260. * @param left defines first quaternion
  3261. * @param right defines second quaternion
  3262. * @param amount defines the gradient to use
  3263. * @returns the new interpolated quaternion
  3264. */
  3265. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3266. /**
  3267. * Interpolates between two quaternions and stores it into a target quaternion
  3268. * @param left defines first quaternion
  3269. * @param right defines second quaternion
  3270. * @param amount defines the gradient to use
  3271. * @param result defines the target quaternion
  3272. */
  3273. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3274. /**
  3275. * Interpolate between two quaternions using Hermite interpolation
  3276. * @param value1 defines first quaternion
  3277. * @param tangent1 defines the incoming tangent
  3278. * @param value2 defines second quaternion
  3279. * @param tangent2 defines the outgoing tangent
  3280. * @param amount defines the target quaternion
  3281. * @returns the new interpolated quaternion
  3282. */
  3283. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3284. }
  3285. /**
  3286. * Class used to store matrix data (4x4)
  3287. */
  3288. export class Matrix {
  3289. private static _updateFlagSeed;
  3290. private static _identityReadOnly;
  3291. private _isIdentity;
  3292. private _isIdentityDirty;
  3293. private _isIdentity3x2;
  3294. private _isIdentity3x2Dirty;
  3295. /**
  3296. * Gets the update flag of the matrix which is an unique number for the matrix.
  3297. * It will be incremented every time the matrix data change.
  3298. * You can use it to speed the comparison between two versions of the same matrix.
  3299. */
  3300. updateFlag: number;
  3301. private readonly _m;
  3302. /**
  3303. * Gets the internal data of the matrix
  3304. */
  3305. readonly m: DeepImmutable<Float32Array>;
  3306. /** @hidden */
  3307. _markAsUpdated(): void;
  3308. /** @hidden */
  3309. private _updateIdentityStatus;
  3310. /**
  3311. * Creates an empty matrix (filled with zeros)
  3312. */
  3313. constructor();
  3314. /**
  3315. * Check if the current matrix is identity
  3316. * @returns true is the matrix is the identity matrix
  3317. */
  3318. isIdentity(): boolean;
  3319. /**
  3320. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentityAs3x2(): boolean;
  3324. /**
  3325. * Gets the determinant of the matrix
  3326. * @returns the matrix determinant
  3327. */
  3328. determinant(): number;
  3329. /**
  3330. * Returns the matrix as a Float32Array
  3331. * @returns the matrix underlying array
  3332. */
  3333. toArray(): DeepImmutable<Float32Array>;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array.
  3337. */
  3338. asArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Inverts the current matrix in place
  3341. * @returns the current inverted matrix
  3342. */
  3343. invert(): Matrix;
  3344. /**
  3345. * Sets all the matrix elements to zero
  3346. * @returns the current matrix
  3347. */
  3348. reset(): Matrix;
  3349. /**
  3350. * Adds the current matrix with a second one
  3351. * @param other defines the matrix to add
  3352. * @returns a new matrix as the addition of the current matrix and the given one
  3353. */
  3354. add(other: DeepImmutable<Matrix>): Matrix;
  3355. /**
  3356. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3357. * @param other defines the matrix to add
  3358. * @param result defines the target matrix
  3359. * @returns the current matrix
  3360. */
  3361. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3362. /**
  3363. * Adds in place the given matrix to the current matrix
  3364. * @param other defines the second operand
  3365. * @returns the current updated matrix
  3366. */
  3367. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3368. /**
  3369. * Sets the given matrix to the current inverted Matrix
  3370. * @param other defines the target matrix
  3371. * @returns the unmodified current matrix
  3372. */
  3373. invertToRef(other: Matrix): Matrix;
  3374. /**
  3375. * add a value at the specified position in the current Matrix
  3376. * @param index the index of the value within the matrix. between 0 and 15.
  3377. * @param value the value to be added
  3378. * @returns the current updated matrix
  3379. */
  3380. addAtIndex(index: number, value: number): Matrix;
  3381. /**
  3382. * mutiply the specified position in the current Matrix by a value
  3383. * @param index the index of the value within the matrix. between 0 and 15.
  3384. * @param value the value to be added
  3385. * @returns the current updated matrix
  3386. */
  3387. multiplyAtIndex(index: number, value: number): Matrix;
  3388. /**
  3389. * Inserts the translation vector (using 3 floats) in the current matrix
  3390. * @param x defines the 1st component of the translation
  3391. * @param y defines the 2nd component of the translation
  3392. * @param z defines the 3rd component of the translation
  3393. * @returns the current updated matrix
  3394. */
  3395. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3396. /**
  3397. * Adds the translation vector (using 3 floats) in the current matrix
  3398. * @param x defines the 1st component of the translation
  3399. * @param y defines the 2nd component of the translation
  3400. * @param z defines the 3rd component of the translation
  3401. * @returns the current updated matrix
  3402. */
  3403. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3404. /**
  3405. * Inserts the translation vector in the current matrix
  3406. * @param vector3 defines the translation to insert
  3407. * @returns the current updated matrix
  3408. */
  3409. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3410. /**
  3411. * Gets the translation value of the current matrix
  3412. * @returns a new Vector3 as the extracted translation from the matrix
  3413. */
  3414. getTranslation(): Vector3;
  3415. /**
  3416. * Fill a Vector3 with the extracted translation from the matrix
  3417. * @param result defines the Vector3 where to store the translation
  3418. * @returns the current matrix
  3419. */
  3420. getTranslationToRef(result: Vector3): Matrix;
  3421. /**
  3422. * Remove rotation and scaling part from the matrix
  3423. * @returns the updated matrix
  3424. */
  3425. removeRotationAndScaling(): Matrix;
  3426. /**
  3427. * Multiply two matrices
  3428. * @param other defines the second operand
  3429. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3430. */
  3431. multiply(other: DeepImmutable<Matrix>): Matrix;
  3432. /**
  3433. * Copy the current matrix from the given one
  3434. * @param other defines the source matrix
  3435. * @returns the current updated matrix
  3436. */
  3437. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3438. /**
  3439. * Populates the given array from the starting index with the current matrix values
  3440. * @param array defines the target array
  3441. * @param offset defines the offset in the target array where to start storing values
  3442. * @returns the current matrix
  3443. */
  3444. copyToArray(array: Float32Array, offset?: number): Matrix;
  3445. /**
  3446. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3447. * @param other defines the second operand
  3448. * @param result defines the matrix where to store the multiplication
  3449. * @returns the current matrix
  3450. */
  3451. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3452. /**
  3453. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3454. * @param other defines the second operand
  3455. * @param result defines the array where to store the multiplication
  3456. * @param offset defines the offset in the target array where to start storing values
  3457. * @returns the current matrix
  3458. */
  3459. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3460. /**
  3461. * Check equality between this matrix and a second one
  3462. * @param value defines the second matrix to compare
  3463. * @returns true is the current matrix and the given one values are strictly equal
  3464. */
  3465. equals(value: DeepImmutable<Matrix>): boolean;
  3466. /**
  3467. * Clone the current matrix
  3468. * @returns a new matrix from the current matrix
  3469. */
  3470. clone(): Matrix;
  3471. /**
  3472. * Returns the name of the current matrix class
  3473. * @returns the string "Matrix"
  3474. */
  3475. getClassName(): string;
  3476. /**
  3477. * Gets the hash code of the current matrix
  3478. * @returns the hash code
  3479. */
  3480. getHashCode(): number;
  3481. /**
  3482. * Decomposes the current Matrix into a translation, rotation and scaling components
  3483. * @param scale defines the scale vector3 given as a reference to update
  3484. * @param rotation defines the rotation quaternion given as a reference to update
  3485. * @param translation defines the translation vector3 given as a reference to update
  3486. * @returns true if operation was successful
  3487. */
  3488. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3489. /**
  3490. * Gets specific row of the matrix
  3491. * @param index defines the number of the row to get
  3492. * @returns the index-th row of the current matrix as a new Vector4
  3493. */
  3494. getRow(index: number): Nullable<Vector4>;
  3495. /**
  3496. * Sets the index-th row of the current matrix to the vector4 values
  3497. * @param index defines the number of the row to set
  3498. * @param row defines the target vector4
  3499. * @returns the updated current matrix
  3500. */
  3501. setRow(index: number, row: Vector4): Matrix;
  3502. /**
  3503. * Compute the transpose of the matrix
  3504. * @returns the new transposed matrix
  3505. */
  3506. transpose(): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix and store it in a given matrix
  3509. * @param result defines the target matrix
  3510. * @returns the current matrix
  3511. */
  3512. transposeToRef(result: Matrix): Matrix;
  3513. /**
  3514. * Sets the index-th row of the current matrix with the given 4 x float values
  3515. * @param index defines the row index
  3516. * @param x defines the x component to set
  3517. * @param y defines the y component to set
  3518. * @param z defines the z component to set
  3519. * @param w defines the w component to set
  3520. * @returns the updated current matrix
  3521. */
  3522. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3523. /**
  3524. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3525. * @param scale defines the scale factor
  3526. * @returns a new matrix
  3527. */
  3528. scale(scale: number): Matrix;
  3529. /**
  3530. * Scale the current matrix values by a factor to a given result matrix
  3531. * @param scale defines the scale factor
  3532. * @param result defines the matrix to store the result
  3533. * @returns the current matrix
  3534. */
  3535. scaleToRef(scale: number, result: Matrix): Matrix;
  3536. /**
  3537. * Scale the current matrix values by a factor and add the result to a given matrix
  3538. * @param scale defines the scale factor
  3539. * @param result defines the Matrix to store the result
  3540. * @returns the current matrix
  3541. */
  3542. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3543. /**
  3544. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3545. * @param ref matrix to store the result
  3546. */
  3547. toNormalMatrix(ref: Matrix): void;
  3548. /**
  3549. * Gets only rotation part of the current matrix
  3550. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3551. */
  3552. getRotationMatrix(): Matrix;
  3553. /**
  3554. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3555. * @param result defines the target matrix to store data to
  3556. * @returns the current matrix
  3557. */
  3558. getRotationMatrixToRef(result: Matrix): Matrix;
  3559. /**
  3560. * Toggles model matrix from being right handed to left handed in place and vice versa
  3561. */
  3562. toggleModelMatrixHandInPlace(): void;
  3563. /**
  3564. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3565. */
  3566. toggleProjectionMatrixHandInPlace(): void;
  3567. /**
  3568. * Creates a matrix from an array
  3569. * @param array defines the source array
  3570. * @param offset defines an offset in the source array
  3571. * @returns a new Matrix set from the starting index of the given array
  3572. */
  3573. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3574. /**
  3575. * Copy the content of an array into a given matrix
  3576. * @param array defines the source array
  3577. * @param offset defines an offset in the source array
  3578. * @param result defines the target matrix
  3579. */
  3580. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3581. /**
  3582. * Stores an array into a matrix after having multiplied each component by a given factor
  3583. * @param array defines the source array
  3584. * @param offset defines the offset in the source array
  3585. * @param scale defines the scaling factor
  3586. * @param result defines the target matrix
  3587. */
  3588. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3589. /**
  3590. * Gets an identity matrix that must not be updated
  3591. */
  3592. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3593. /**
  3594. * Stores a list of values (16) inside a given matrix
  3595. * @param initialM11 defines 1st value of 1st row
  3596. * @param initialM12 defines 2nd value of 1st row
  3597. * @param initialM13 defines 3rd value of 1st row
  3598. * @param initialM14 defines 4th value of 1st row
  3599. * @param initialM21 defines 1st value of 2nd row
  3600. * @param initialM22 defines 2nd value of 2nd row
  3601. * @param initialM23 defines 3rd value of 2nd row
  3602. * @param initialM24 defines 4th value of 2nd row
  3603. * @param initialM31 defines 1st value of 3rd row
  3604. * @param initialM32 defines 2nd value of 3rd row
  3605. * @param initialM33 defines 3rd value of 3rd row
  3606. * @param initialM34 defines 4th value of 3rd row
  3607. * @param initialM41 defines 1st value of 4th row
  3608. * @param initialM42 defines 2nd value of 4th row
  3609. * @param initialM43 defines 3rd value of 4th row
  3610. * @param initialM44 defines 4th value of 4th row
  3611. * @param result defines the target matrix
  3612. */
  3613. 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;
  3614. /**
  3615. * Creates new matrix from a list of values (16)
  3616. * @param initialM11 defines 1st value of 1st row
  3617. * @param initialM12 defines 2nd value of 1st row
  3618. * @param initialM13 defines 3rd value of 1st row
  3619. * @param initialM14 defines 4th value of 1st row
  3620. * @param initialM21 defines 1st value of 2nd row
  3621. * @param initialM22 defines 2nd value of 2nd row
  3622. * @param initialM23 defines 3rd value of 2nd row
  3623. * @param initialM24 defines 4th value of 2nd row
  3624. * @param initialM31 defines 1st value of 3rd row
  3625. * @param initialM32 defines 2nd value of 3rd row
  3626. * @param initialM33 defines 3rd value of 3rd row
  3627. * @param initialM34 defines 4th value of 3rd row
  3628. * @param initialM41 defines 1st value of 4th row
  3629. * @param initialM42 defines 2nd value of 4th row
  3630. * @param initialM43 defines 3rd value of 4th row
  3631. * @param initialM44 defines 4th value of 4th row
  3632. * @returns the new matrix
  3633. */
  3634. 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;
  3635. /**
  3636. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3637. * @param scale defines the scale vector3
  3638. * @param rotation defines the rotation quaternion
  3639. * @param translation defines the translation vector3
  3640. * @returns a new matrix
  3641. */
  3642. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3643. /**
  3644. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3645. * @param scale defines the scale vector3
  3646. * @param rotation defines the rotation quaternion
  3647. * @param translation defines the translation vector3
  3648. * @param result defines the target matrix
  3649. */
  3650. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3651. /**
  3652. * Creates a new identity matrix
  3653. * @returns a new identity matrix
  3654. */
  3655. static Identity(): Matrix;
  3656. /**
  3657. * Creates a new identity matrix and stores the result in a given matrix
  3658. * @param result defines the target matrix
  3659. */
  3660. static IdentityToRef(result: Matrix): void;
  3661. /**
  3662. * Creates a new zero matrix
  3663. * @returns a new zero matrix
  3664. */
  3665. static Zero(): Matrix;
  3666. /**
  3667. * Creates a new rotation matrix for "angle" radians around the X axis
  3668. * @param angle defines the angle (in radians) to use
  3669. * @return the new matrix
  3670. */
  3671. static RotationX(angle: number): Matrix;
  3672. /**
  3673. * Creates a new matrix as the invert of a given matrix
  3674. * @param source defines the source matrix
  3675. * @returns the new matrix
  3676. */
  3677. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3678. /**
  3679. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3680. * @param angle defines the angle (in radians) to use
  3681. * @param result defines the target matrix
  3682. */
  3683. static RotationXToRef(angle: number, result: Matrix): void;
  3684. /**
  3685. * Creates a new rotation matrix for "angle" radians around the Y axis
  3686. * @param angle defines the angle (in radians) to use
  3687. * @return the new matrix
  3688. */
  3689. static RotationY(angle: number): Matrix;
  3690. /**
  3691. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3692. * @param angle defines the angle (in radians) to use
  3693. * @param result defines the target matrix
  3694. */
  3695. static RotationYToRef(angle: number, result: Matrix): void;
  3696. /**
  3697. * Creates a new rotation matrix for "angle" radians around the Z axis
  3698. * @param angle defines the angle (in radians) to use
  3699. * @return the new matrix
  3700. */
  3701. static RotationZ(angle: number): Matrix;
  3702. /**
  3703. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3704. * @param angle defines the angle (in radians) to use
  3705. * @param result defines the target matrix
  3706. */
  3707. static RotationZToRef(angle: number, result: Matrix): void;
  3708. /**
  3709. * Creates a new rotation matrix for "angle" radians around the given axis
  3710. * @param axis defines the axis to use
  3711. * @param angle defines the angle (in radians) to use
  3712. * @return the new matrix
  3713. */
  3714. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3715. /**
  3716. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3717. * @param axis defines the axis to use
  3718. * @param angle defines the angle (in radians) to use
  3719. * @param result defines the target matrix
  3720. */
  3721. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3722. /**
  3723. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3724. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3725. * @param from defines the vector to align
  3726. * @param to defines the vector to align to
  3727. * @param result defines the target matrix
  3728. */
  3729. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3730. /**
  3731. * Creates a rotation matrix
  3732. * @param yaw defines the yaw angle in radians (Y axis)
  3733. * @param pitch defines the pitch angle in radians (X axis)
  3734. * @param roll defines the roll angle in radians (X axis)
  3735. * @returns the new rotation matrix
  3736. */
  3737. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3738. /**
  3739. * Creates a rotation matrix and stores it in a given matrix
  3740. * @param yaw defines the yaw angle in radians (Y axis)
  3741. * @param pitch defines the pitch angle in radians (X axis)
  3742. * @param roll defines the roll angle in radians (X axis)
  3743. * @param result defines the target matrix
  3744. */
  3745. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3746. /**
  3747. * Creates a scaling matrix
  3748. * @param x defines the scale factor on X axis
  3749. * @param y defines the scale factor on Y axis
  3750. * @param z defines the scale factor on Z axis
  3751. * @returns the new matrix
  3752. */
  3753. static Scaling(x: number, y: number, z: number): Matrix;
  3754. /**
  3755. * Creates a scaling matrix and stores it in a given matrix
  3756. * @param x defines the scale factor on X axis
  3757. * @param y defines the scale factor on Y axis
  3758. * @param z defines the scale factor on Z axis
  3759. * @param result defines the target matrix
  3760. */
  3761. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3762. /**
  3763. * Creates a translation matrix
  3764. * @param x defines the translation on X axis
  3765. * @param y defines the translation on Y axis
  3766. * @param z defines the translationon Z axis
  3767. * @returns the new matrix
  3768. */
  3769. static Translation(x: number, y: number, z: number): Matrix;
  3770. /**
  3771. * Creates a translation matrix and stores it in a given matrix
  3772. * @param x defines the translation on X axis
  3773. * @param y defines the translation on Y axis
  3774. * @param z defines the translationon Z axis
  3775. * @param result defines the target matrix
  3776. */
  3777. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3778. /**
  3779. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3780. * @param startValue defines the start value
  3781. * @param endValue defines the end value
  3782. * @param gradient defines the gradient factor
  3783. * @returns the new matrix
  3784. */
  3785. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3786. /**
  3787. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3788. * @param startValue defines the start value
  3789. * @param endValue defines the end value
  3790. * @param gradient defines the gradient factor
  3791. * @param result defines the Matrix object where to store data
  3792. */
  3793. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3794. /**
  3795. * Builds a new matrix whose values are computed by:
  3796. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3797. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3798. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3799. * @param startValue defines the first matrix
  3800. * @param endValue defines the second matrix
  3801. * @param gradient defines the gradient between the two matrices
  3802. * @returns the new matrix
  3803. */
  3804. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3805. /**
  3806. * Update a matrix to values which are computed by:
  3807. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3808. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3809. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3810. * @param startValue defines the first matrix
  3811. * @param endValue defines the second matrix
  3812. * @param gradient defines the gradient between the two matrices
  3813. * @param result defines the target matrix
  3814. */
  3815. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3816. /**
  3817. * 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"
  3818. * This function works in left handed mode
  3819. * @param eye defines the final position of the entity
  3820. * @param target defines where the entity should look at
  3821. * @param up defines the up vector for the entity
  3822. * @returns the new matrix
  3823. */
  3824. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3825. /**
  3826. * 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".
  3827. * This function works in left handed mode
  3828. * @param eye defines the final position of the entity
  3829. * @param target defines where the entity should look at
  3830. * @param up defines the up vector for the entity
  3831. * @param result defines the target matrix
  3832. */
  3833. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3834. /**
  3835. * 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"
  3836. * This function works in right handed mode
  3837. * @param eye defines the final position of the entity
  3838. * @param target defines where the entity should look at
  3839. * @param up defines the up vector for the entity
  3840. * @returns the new matrix
  3841. */
  3842. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3843. /**
  3844. * 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".
  3845. * This function works in right handed mode
  3846. * @param eye defines the final position of the entity
  3847. * @param target defines where the entity should look at
  3848. * @param up defines the up vector for the entity
  3849. * @param result defines the target matrix
  3850. */
  3851. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3852. /**
  3853. * Create a left-handed orthographic projection matrix
  3854. * @param width defines the viewport width
  3855. * @param height defines the viewport height
  3856. * @param znear defines the near clip plane
  3857. * @param zfar defines the far clip plane
  3858. * @returns a new matrix as a left-handed orthographic projection matrix
  3859. */
  3860. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3861. /**
  3862. * Store a left-handed orthographic projection to a given matrix
  3863. * @param width defines the viewport width
  3864. * @param height defines the viewport height
  3865. * @param znear defines the near clip plane
  3866. * @param zfar defines the far clip plane
  3867. * @param result defines the target matrix
  3868. */
  3869. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3870. /**
  3871. * Create a left-handed orthographic projection matrix
  3872. * @param left defines the viewport left coordinate
  3873. * @param right defines the viewport right coordinate
  3874. * @param bottom defines the viewport bottom coordinate
  3875. * @param top defines the viewport top coordinate
  3876. * @param znear defines the near clip plane
  3877. * @param zfar defines the far clip plane
  3878. * @returns a new matrix as a left-handed orthographic projection matrix
  3879. */
  3880. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3881. /**
  3882. * Stores a left-handed orthographic projection into a given matrix
  3883. * @param left defines the viewport left coordinate
  3884. * @param right defines the viewport right coordinate
  3885. * @param bottom defines the viewport bottom coordinate
  3886. * @param top defines the viewport top coordinate
  3887. * @param znear defines the near clip plane
  3888. * @param zfar defines the far clip plane
  3889. * @param result defines the target matrix
  3890. */
  3891. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3892. /**
  3893. * Creates a right-handed orthographic projection matrix
  3894. * @param left defines the viewport left coordinate
  3895. * @param right defines the viewport right coordinate
  3896. * @param bottom defines the viewport bottom coordinate
  3897. * @param top defines the viewport top coordinate
  3898. * @param znear defines the near clip plane
  3899. * @param zfar defines the far clip plane
  3900. * @returns a new matrix as a right-handed orthographic projection matrix
  3901. */
  3902. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3903. /**
  3904. * Stores a right-handed orthographic projection into a given matrix
  3905. * @param left defines the viewport left coordinate
  3906. * @param right defines the viewport right coordinate
  3907. * @param bottom defines the viewport bottom coordinate
  3908. * @param top defines the viewport top coordinate
  3909. * @param znear defines the near clip plane
  3910. * @param zfar defines the far clip plane
  3911. * @param result defines the target matrix
  3912. */
  3913. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3914. /**
  3915. * Creates a left-handed perspective projection matrix
  3916. * @param width defines the viewport width
  3917. * @param height defines the viewport height
  3918. * @param znear defines the near clip plane
  3919. * @param zfar defines the far clip plane
  3920. * @returns a new matrix as a left-handed perspective projection matrix
  3921. */
  3922. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3923. /**
  3924. * Creates a left-handed perspective projection matrix
  3925. * @param fov defines the horizontal field of view
  3926. * @param aspect defines the aspect ratio
  3927. * @param znear defines the near clip plane
  3928. * @param zfar defines the far clip plane
  3929. * @returns a new matrix as a left-handed perspective projection matrix
  3930. */
  3931. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3932. /**
  3933. * Stores a left-handed perspective projection into a given matrix
  3934. * @param fov defines the horizontal field of view
  3935. * @param aspect defines the aspect ratio
  3936. * @param znear defines the near clip plane
  3937. * @param zfar defines the far clip plane
  3938. * @param result defines the target matrix
  3939. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3940. */
  3941. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3942. /**
  3943. * Creates a right-handed perspective projection matrix
  3944. * @param fov defines the horizontal field of view
  3945. * @param aspect defines the aspect ratio
  3946. * @param znear defines the near clip plane
  3947. * @param zfar defines the far clip plane
  3948. * @returns a new matrix as a right-handed perspective projection matrix
  3949. */
  3950. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3951. /**
  3952. * Stores a right-handed perspective projection into a given matrix
  3953. * @param fov defines the horizontal field of view
  3954. * @param aspect defines the aspect ratio
  3955. * @param znear defines the near clip plane
  3956. * @param zfar defines the far clip plane
  3957. * @param result defines the target matrix
  3958. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3959. */
  3960. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3961. /**
  3962. * Stores a perspective projection for WebVR info a given matrix
  3963. * @param fov defines the field of view
  3964. * @param znear defines the near clip plane
  3965. * @param zfar defines the far clip plane
  3966. * @param result defines the target matrix
  3967. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3968. */
  3969. static PerspectiveFovWebVRToRef(fov: {
  3970. upDegrees: number;
  3971. downDegrees: number;
  3972. leftDegrees: number;
  3973. rightDegrees: number;
  3974. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3975. /**
  3976. * Computes a complete transformation matrix
  3977. * @param viewport defines the viewport to use
  3978. * @param world defines the world matrix
  3979. * @param view defines the view matrix
  3980. * @param projection defines the projection matrix
  3981. * @param zmin defines the near clip plane
  3982. * @param zmax defines the far clip plane
  3983. * @returns the transformation matrix
  3984. */
  3985. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3986. /**
  3987. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3988. * @param matrix defines the matrix to use
  3989. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3990. */
  3991. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3992. /**
  3993. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3994. * @param matrix defines the matrix to use
  3995. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  3996. */
  3997. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  3998. /**
  3999. * Compute the transpose of a given matrix
  4000. * @param matrix defines the matrix to transpose
  4001. * @returns the new matrix
  4002. */
  4003. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4004. /**
  4005. * Compute the transpose of a matrix and store it in a target matrix
  4006. * @param matrix defines the matrix to transpose
  4007. * @param result defines the target matrix
  4008. */
  4009. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4010. /**
  4011. * Computes a reflection matrix from a plane
  4012. * @param plane defines the reflection plane
  4013. * @returns a new matrix
  4014. */
  4015. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4016. /**
  4017. * Computes a reflection matrix from a plane
  4018. * @param plane defines the reflection plane
  4019. * @param result defines the target matrix
  4020. */
  4021. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4022. /**
  4023. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4024. * @param xaxis defines the value of the 1st axis
  4025. * @param yaxis defines the value of the 2nd axis
  4026. * @param zaxis defines the value of the 3rd axis
  4027. * @param result defines the target matrix
  4028. */
  4029. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4030. /**
  4031. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4032. * @param quat defines the quaternion to use
  4033. * @param result defines the target matrix
  4034. */
  4035. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4036. }
  4037. /**
  4038. * @hidden
  4039. */
  4040. export class TmpVectors {
  4041. static Vector2: Vector2[];
  4042. static Vector3: Vector3[];
  4043. static Vector4: Vector4[];
  4044. static Quaternion: Quaternion[];
  4045. static Matrix: Matrix[];
  4046. }
  4047. }
  4048. declare module "babylonjs/Engines/constants" {
  4049. /** Defines the cross module used constants to avoid circular dependncies */
  4050. export class Constants {
  4051. /** Defines that alpha blending is disabled */
  4052. static readonly ALPHA_DISABLE: number;
  4053. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4054. static readonly ALPHA_ADD: number;
  4055. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4056. static readonly ALPHA_COMBINE: number;
  4057. /** Defines that alpha blending to DEST - SRC * DEST */
  4058. static readonly ALPHA_SUBTRACT: number;
  4059. /** Defines that alpha blending to SRC * DEST */
  4060. static readonly ALPHA_MULTIPLY: number;
  4061. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4062. static readonly ALPHA_MAXIMIZED: number;
  4063. /** Defines that alpha blending to SRC + DEST */
  4064. static readonly ALPHA_ONEONE: number;
  4065. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4066. static readonly ALPHA_PREMULTIPLIED: number;
  4067. /**
  4068. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4069. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4070. */
  4071. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4072. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4073. static readonly ALPHA_INTERPOLATE: number;
  4074. /**
  4075. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4076. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4077. */
  4078. static readonly ALPHA_SCREENMODE: number;
  4079. /** Defines that the ressource is not delayed*/
  4080. static readonly DELAYLOADSTATE_NONE: number;
  4081. /** Defines that the ressource was successfully delay loaded */
  4082. static readonly DELAYLOADSTATE_LOADED: number;
  4083. /** Defines that the ressource is currently delay loading */
  4084. static readonly DELAYLOADSTATE_LOADING: number;
  4085. /** Defines that the ressource is delayed and has not started loading */
  4086. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4087. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4088. static readonly NEVER: number;
  4089. /** 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 */
  4090. static readonly ALWAYS: number;
  4091. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4092. static readonly LESS: number;
  4093. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4094. static readonly EQUAL: number;
  4095. /** 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 */
  4096. static readonly LEQUAL: number;
  4097. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4098. static readonly GREATER: number;
  4099. /** 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 */
  4100. static readonly GEQUAL: number;
  4101. /** 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 */
  4102. static readonly NOTEQUAL: number;
  4103. /** Passed to stencilOperation to specify that stencil value must be kept */
  4104. static readonly KEEP: number;
  4105. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4106. static readonly REPLACE: number;
  4107. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4108. static readonly INCR: number;
  4109. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4110. static readonly DECR: number;
  4111. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4112. static readonly INVERT: number;
  4113. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4114. static readonly INCR_WRAP: number;
  4115. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4116. static readonly DECR_WRAP: number;
  4117. /** Texture is not repeating outside of 0..1 UVs */
  4118. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4119. /** Texture is repeating outside of 0..1 UVs */
  4120. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4121. /** Texture is repeating and mirrored */
  4122. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4123. /** ALPHA */
  4124. static readonly TEXTUREFORMAT_ALPHA: number;
  4125. /** LUMINANCE */
  4126. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4127. /** LUMINANCE_ALPHA */
  4128. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4129. /** RGB */
  4130. static readonly TEXTUREFORMAT_RGB: number;
  4131. /** RGBA */
  4132. static readonly TEXTUREFORMAT_RGBA: number;
  4133. /** RED */
  4134. static readonly TEXTUREFORMAT_RED: number;
  4135. /** RED (2nd reference) */
  4136. static readonly TEXTUREFORMAT_R: number;
  4137. /** RG */
  4138. static readonly TEXTUREFORMAT_RG: number;
  4139. /** RED_INTEGER */
  4140. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4141. /** RED_INTEGER (2nd reference) */
  4142. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4143. /** RG_INTEGER */
  4144. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4145. /** RGB_INTEGER */
  4146. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4147. /** RGBA_INTEGER */
  4148. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4149. /** UNSIGNED_BYTE */
  4150. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4151. /** UNSIGNED_BYTE (2nd reference) */
  4152. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4153. /** FLOAT */
  4154. static readonly TEXTURETYPE_FLOAT: number;
  4155. /** HALF_FLOAT */
  4156. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4157. /** BYTE */
  4158. static readonly TEXTURETYPE_BYTE: number;
  4159. /** SHORT */
  4160. static readonly TEXTURETYPE_SHORT: number;
  4161. /** UNSIGNED_SHORT */
  4162. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4163. /** INT */
  4164. static readonly TEXTURETYPE_INT: number;
  4165. /** UNSIGNED_INT */
  4166. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4167. /** UNSIGNED_SHORT_4_4_4_4 */
  4168. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4169. /** UNSIGNED_SHORT_5_5_5_1 */
  4170. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4171. /** UNSIGNED_SHORT_5_6_5 */
  4172. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4173. /** UNSIGNED_INT_2_10_10_10_REV */
  4174. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4175. /** UNSIGNED_INT_24_8 */
  4176. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4177. /** UNSIGNED_INT_10F_11F_11F_REV */
  4178. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4179. /** UNSIGNED_INT_5_9_9_9_REV */
  4180. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4181. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4182. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4183. /** nearest is mag = nearest and min = nearest and mip = linear */
  4184. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4185. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4186. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4187. /** Trilinear is mag = linear and min = linear and mip = linear */
  4188. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4189. /** nearest is mag = nearest and min = nearest and mip = linear */
  4190. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4191. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4192. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4193. /** Trilinear is mag = linear and min = linear and mip = linear */
  4194. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4195. /** mag = nearest and min = nearest and mip = nearest */
  4196. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4197. /** mag = nearest and min = linear and mip = nearest */
  4198. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4199. /** mag = nearest and min = linear and mip = linear */
  4200. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4201. /** mag = nearest and min = linear and mip = none */
  4202. static readonly TEXTURE_NEAREST_LINEAR: number;
  4203. /** mag = nearest and min = nearest and mip = none */
  4204. static readonly TEXTURE_NEAREST_NEAREST: number;
  4205. /** mag = linear and min = nearest and mip = nearest */
  4206. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4207. /** mag = linear and min = nearest and mip = linear */
  4208. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4209. /** mag = linear and min = linear and mip = none */
  4210. static readonly TEXTURE_LINEAR_LINEAR: number;
  4211. /** mag = linear and min = nearest and mip = none */
  4212. static readonly TEXTURE_LINEAR_NEAREST: number;
  4213. /** Explicit coordinates mode */
  4214. static readonly TEXTURE_EXPLICIT_MODE: number;
  4215. /** Spherical coordinates mode */
  4216. static readonly TEXTURE_SPHERICAL_MODE: number;
  4217. /** Planar coordinates mode */
  4218. static readonly TEXTURE_PLANAR_MODE: number;
  4219. /** Cubic coordinates mode */
  4220. static readonly TEXTURE_CUBIC_MODE: number;
  4221. /** Projection coordinates mode */
  4222. static readonly TEXTURE_PROJECTION_MODE: number;
  4223. /** Skybox coordinates mode */
  4224. static readonly TEXTURE_SKYBOX_MODE: number;
  4225. /** Inverse Cubic coordinates mode */
  4226. static readonly TEXTURE_INVCUBIC_MODE: number;
  4227. /** Equirectangular coordinates mode */
  4228. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4229. /** Equirectangular Fixed coordinates mode */
  4230. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4231. /** Equirectangular Fixed Mirrored coordinates mode */
  4232. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4233. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4234. static readonly SCALEMODE_FLOOR: number;
  4235. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4236. static readonly SCALEMODE_NEAREST: number;
  4237. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4238. static readonly SCALEMODE_CEILING: number;
  4239. /**
  4240. * The dirty texture flag value
  4241. */
  4242. static readonly MATERIAL_TextureDirtyFlag: number;
  4243. /**
  4244. * The dirty light flag value
  4245. */
  4246. static readonly MATERIAL_LightDirtyFlag: number;
  4247. /**
  4248. * The dirty fresnel flag value
  4249. */
  4250. static readonly MATERIAL_FresnelDirtyFlag: number;
  4251. /**
  4252. * The dirty attribute flag value
  4253. */
  4254. static readonly MATERIAL_AttributesDirtyFlag: number;
  4255. /**
  4256. * The dirty misc flag value
  4257. */
  4258. static readonly MATERIAL_MiscDirtyFlag: number;
  4259. /**
  4260. * The all dirty flag value
  4261. */
  4262. static readonly MATERIAL_AllDirtyFlag: number;
  4263. /**
  4264. * Returns the triangle fill mode
  4265. */
  4266. static readonly MATERIAL_TriangleFillMode: number;
  4267. /**
  4268. * Returns the wireframe mode
  4269. */
  4270. static readonly MATERIAL_WireFrameFillMode: number;
  4271. /**
  4272. * Returns the point fill mode
  4273. */
  4274. static readonly MATERIAL_PointFillMode: number;
  4275. /**
  4276. * Returns the point list draw mode
  4277. */
  4278. static readonly MATERIAL_PointListDrawMode: number;
  4279. /**
  4280. * Returns the line list draw mode
  4281. */
  4282. static readonly MATERIAL_LineListDrawMode: number;
  4283. /**
  4284. * Returns the line loop draw mode
  4285. */
  4286. static readonly MATERIAL_LineLoopDrawMode: number;
  4287. /**
  4288. * Returns the line strip draw mode
  4289. */
  4290. static readonly MATERIAL_LineStripDrawMode: number;
  4291. /**
  4292. * Returns the triangle strip draw mode
  4293. */
  4294. static readonly MATERIAL_TriangleStripDrawMode: number;
  4295. /**
  4296. * Returns the triangle fan draw mode
  4297. */
  4298. static readonly MATERIAL_TriangleFanDrawMode: number;
  4299. /**
  4300. * Stores the clock-wise side orientation
  4301. */
  4302. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4303. /**
  4304. * Stores the counter clock-wise side orientation
  4305. */
  4306. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4307. /**
  4308. * Nothing
  4309. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4310. */
  4311. static readonly ACTION_NothingTrigger: number;
  4312. /**
  4313. * On pick
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_OnPickTrigger: number;
  4317. /**
  4318. * On left pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnLeftPickTrigger: number;
  4322. /**
  4323. * On right pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnRightPickTrigger: number;
  4327. /**
  4328. * On center pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnCenterPickTrigger: number;
  4332. /**
  4333. * On pick down
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnPickDownTrigger: number;
  4337. /**
  4338. * On double pick
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnDoublePickTrigger: number;
  4342. /**
  4343. * On pick up
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnPickUpTrigger: number;
  4347. /**
  4348. * On pick out.
  4349. * This trigger will only be raised if you also declared a OnPickDown
  4350. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4351. */
  4352. static readonly ACTION_OnPickOutTrigger: number;
  4353. /**
  4354. * On long press
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnLongPressTrigger: number;
  4358. /**
  4359. * On pointer over
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnPointerOverTrigger: number;
  4363. /**
  4364. * On pointer out
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOutTrigger: number;
  4368. /**
  4369. * On every frame
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnEveryFrameTrigger: number;
  4373. /**
  4374. * On intersection enter
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4378. /**
  4379. * On intersection exit
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionExitTrigger: number;
  4383. /**
  4384. * On key down
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnKeyDownTrigger: number;
  4388. /**
  4389. * On key up
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyUpTrigger: number;
  4393. /**
  4394. * Billboard mode will only apply to Y axis
  4395. */
  4396. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4397. /**
  4398. * Billboard mode will apply to all axes
  4399. */
  4400. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4401. /**
  4402. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4403. */
  4404. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4405. /**
  4406. * Gets or sets base Assets URL
  4407. */
  4408. static PARTICLES_BaseAssetsUrl: string;
  4409. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4410. * Test order :
  4411. * Is the bounding sphere outside the frustum ?
  4412. * If not, are the bounding box vertices outside the frustum ?
  4413. * It not, then the cullable object is in the frustum.
  4414. */
  4415. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4416. /** Culling strategy : Bounding Sphere Only.
  4417. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4418. * It's also less accurate than the standard because some not visible objects can still be selected.
  4419. * Test : is the bounding sphere outside the frustum ?
  4420. * If not, then the cullable object is in the frustum.
  4421. */
  4422. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4423. /** Culling strategy : Optimistic Inclusion.
  4424. * This in an inclusion test first, then the standard exclusion test.
  4425. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4426. * 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.
  4427. * Anyway, it's as accurate as the standard strategy.
  4428. * Test :
  4429. * Is the cullable object bounding sphere center in the frustum ?
  4430. * If not, apply the default culling strategy.
  4431. */
  4432. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4433. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4434. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4435. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4436. * 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.
  4437. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4438. * Test :
  4439. * Is the cullable object bounding sphere center in the frustum ?
  4440. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4441. */
  4442. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4443. /**
  4444. * No logging while loading
  4445. */
  4446. static readonly SCENELOADER_NO_LOGGING: number;
  4447. /**
  4448. * Minimal logging while loading
  4449. */
  4450. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4451. /**
  4452. * Summary logging while loading
  4453. */
  4454. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4455. /**
  4456. * Detailled logging while loading
  4457. */
  4458. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4459. }
  4460. }
  4461. declare module "babylonjs/Engines/IPipelineContext" {
  4462. /**
  4463. * Class used to store and describe the pipeline context associated with an effect
  4464. */
  4465. export interface IPipelineContext {
  4466. /**
  4467. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4468. */
  4469. isAsync: boolean;
  4470. /**
  4471. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4472. */
  4473. isReady: boolean;
  4474. /** @hidden */
  4475. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4476. }
  4477. }
  4478. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4479. /** @hidden */
  4480. export interface IShaderProcessor {
  4481. attributeProcessor?: (attribute: string) => string;
  4482. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4483. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4484. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4485. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4486. lineProcessor?: (line: string, isFragment: boolean) => string;
  4487. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4488. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4489. }
  4490. }
  4491. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4492. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4493. /** @hidden */
  4494. export interface ProcessingOptions {
  4495. defines: string[];
  4496. indexParameters: any;
  4497. isFragment: boolean;
  4498. shouldUseHighPrecisionShader: boolean;
  4499. supportsUniformBuffers: boolean;
  4500. shadersRepository: string;
  4501. includesShadersStore: {
  4502. [key: string]: string;
  4503. };
  4504. processor?: IShaderProcessor;
  4505. version: string;
  4506. platformName: string;
  4507. lookForClosingBracketForUniformBuffer?: boolean;
  4508. }
  4509. }
  4510. declare module "babylonjs/Misc/stringTools" {
  4511. /**
  4512. * Helper to manipulate strings
  4513. */
  4514. export class StringTools {
  4515. /**
  4516. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4517. * @param str Source string
  4518. * @param suffix Suffix to search for in the source string
  4519. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4520. */
  4521. static EndsWith(str: string, suffix: string): boolean;
  4522. /**
  4523. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4524. * @param str Source string
  4525. * @param suffix Suffix to search for in the source string
  4526. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4527. */
  4528. static StartsWith(str: string, suffix: string): boolean;
  4529. }
  4530. }
  4531. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4532. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4533. /** @hidden */
  4534. export class ShaderCodeNode {
  4535. line: string;
  4536. children: ShaderCodeNode[];
  4537. additionalDefineKey?: string;
  4538. additionalDefineValue?: string;
  4539. isValid(preprocessors: {
  4540. [key: string]: string;
  4541. }): boolean;
  4542. process(preprocessors: {
  4543. [key: string]: string;
  4544. }, options: ProcessingOptions): string;
  4545. }
  4546. }
  4547. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4548. /** @hidden */
  4549. export class ShaderCodeCursor {
  4550. private _lines;
  4551. lineIndex: number;
  4552. readonly currentLine: string;
  4553. readonly canRead: boolean;
  4554. lines: string[];
  4555. }
  4556. }
  4557. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4558. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4559. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4560. /** @hidden */
  4561. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4562. process(preprocessors: {
  4563. [key: string]: string;
  4564. }, options: ProcessingOptions): string;
  4565. }
  4566. }
  4567. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4568. /** @hidden */
  4569. export class ShaderDefineExpression {
  4570. isTrue(preprocessors: {
  4571. [key: string]: string;
  4572. }): boolean;
  4573. }
  4574. }
  4575. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4576. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4577. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4578. /** @hidden */
  4579. export class ShaderCodeTestNode extends ShaderCodeNode {
  4580. testExpression: ShaderDefineExpression;
  4581. isValid(preprocessors: {
  4582. [key: string]: string;
  4583. }): boolean;
  4584. }
  4585. }
  4586. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4587. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4588. /** @hidden */
  4589. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4590. define: string;
  4591. not: boolean;
  4592. constructor(define: string, not?: boolean);
  4593. isTrue(preprocessors: {
  4594. [key: string]: string;
  4595. }): boolean;
  4596. }
  4597. }
  4598. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4599. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4600. /** @hidden */
  4601. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4602. leftOperand: ShaderDefineExpression;
  4603. rightOperand: ShaderDefineExpression;
  4604. isTrue(preprocessors: {
  4605. [key: string]: string;
  4606. }): boolean;
  4607. }
  4608. }
  4609. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4610. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4611. /** @hidden */
  4612. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4613. leftOperand: ShaderDefineExpression;
  4614. rightOperand: ShaderDefineExpression;
  4615. isTrue(preprocessors: {
  4616. [key: string]: string;
  4617. }): boolean;
  4618. }
  4619. }
  4620. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4621. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4622. /** @hidden */
  4623. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4624. define: string;
  4625. operand: string;
  4626. testValue: string;
  4627. constructor(define: string, operand: string, testValue: string);
  4628. isTrue(preprocessors: {
  4629. [key: string]: string;
  4630. }): boolean;
  4631. }
  4632. }
  4633. declare module "babylonjs/Misc/loadFileError" {
  4634. import { WebRequest } from "babylonjs/Misc/webRequest";
  4635. /**
  4636. * @ignore
  4637. * Application error to support additional information when loading a file
  4638. */
  4639. export class LoadFileError extends Error {
  4640. /** defines the optional web request */
  4641. request?: WebRequest | undefined;
  4642. private static _setPrototypeOf;
  4643. /**
  4644. * Creates a new LoadFileError
  4645. * @param message defines the message of the error
  4646. * @param request defines the optional web request
  4647. */
  4648. constructor(message: string,
  4649. /** defines the optional web request */
  4650. request?: WebRequest | undefined);
  4651. }
  4652. }
  4653. declare module "babylonjs/Offline/IOfflineProvider" {
  4654. /**
  4655. * Class used to enable access to offline support
  4656. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4657. */
  4658. export interface IOfflineProvider {
  4659. /**
  4660. * Gets a boolean indicating if scene must be saved in the database
  4661. */
  4662. enableSceneOffline: boolean;
  4663. /**
  4664. * Gets a boolean indicating if textures must be saved in the database
  4665. */
  4666. enableTexturesOffline: boolean;
  4667. /**
  4668. * Open the offline support and make it available
  4669. * @param successCallback defines the callback to call on success
  4670. * @param errorCallback defines the callback to call on error
  4671. */
  4672. open(successCallback: () => void, errorCallback: () => void): void;
  4673. /**
  4674. * Loads an image from the offline support
  4675. * @param url defines the url to load from
  4676. * @param image defines the target DOM image
  4677. */
  4678. loadImage(url: string, image: HTMLImageElement): void;
  4679. /**
  4680. * Loads a file from offline support
  4681. * @param url defines the URL to load from
  4682. * @param sceneLoaded defines a callback to call on success
  4683. * @param progressCallBack defines a callback to call when progress changed
  4684. * @param errorCallback defines a callback to call on error
  4685. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4686. */
  4687. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4688. }
  4689. }
  4690. declare module "babylonjs/Misc/filesInputStore" {
  4691. /**
  4692. * Class used to help managing file picking and drag'n'drop
  4693. * File Storage
  4694. */
  4695. export class FilesInputStore {
  4696. /**
  4697. * List of files ready to be loaded
  4698. */
  4699. static FilesToLoad: {
  4700. [key: string]: File;
  4701. };
  4702. }
  4703. }
  4704. declare module "babylonjs/Misc/retryStrategy" {
  4705. import { WebRequest } from "babylonjs/Misc/webRequest";
  4706. /**
  4707. * Class used to define a retry strategy when error happens while loading assets
  4708. */
  4709. export class RetryStrategy {
  4710. /**
  4711. * Function used to defines an exponential back off strategy
  4712. * @param maxRetries defines the maximum number of retries (3 by default)
  4713. * @param baseInterval defines the interval between retries
  4714. * @returns the strategy function to use
  4715. */
  4716. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4717. }
  4718. }
  4719. declare module "babylonjs/Misc/fileTools" {
  4720. import { WebRequest } from "babylonjs/Misc/webRequest";
  4721. import { Nullable } from "babylonjs/types";
  4722. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4723. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4724. /**
  4725. * @hidden
  4726. */
  4727. export class FileTools {
  4728. /**
  4729. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4730. */
  4731. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4732. /**
  4733. * Gets or sets the base URL to use to load assets
  4734. */
  4735. static BaseUrl: string;
  4736. /**
  4737. * Default behaviour for cors in the application.
  4738. * It can be a string if the expected behavior is identical in the entire app.
  4739. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4740. */
  4741. static CorsBehavior: string | ((url: string | string[]) => string);
  4742. /**
  4743. * Gets or sets a function used to pre-process url before using them to load assets
  4744. */
  4745. static PreprocessUrl: (url: string) => string;
  4746. /**
  4747. * Removes unwanted characters from an url
  4748. * @param url defines the url to clean
  4749. * @returns the cleaned url
  4750. */
  4751. private static _CleanUrl;
  4752. /**
  4753. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4754. * @param url define the url we are trying
  4755. * @param element define the dom element where to configure the cors policy
  4756. */
  4757. static SetCorsBehavior(url: string | string[], element: {
  4758. crossOrigin: string | null;
  4759. }): void;
  4760. /**
  4761. * Loads an image as an HTMLImageElement.
  4762. * @param input url string, ArrayBuffer, or Blob to load
  4763. * @param onLoad callback called when the image successfully loads
  4764. * @param onError callback called when the image fails to load
  4765. * @param offlineProvider offline provider for caching
  4766. * @returns the HTMLImageElement of the loaded image
  4767. */
  4768. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4769. /**
  4770. * Loads a file
  4771. * @param fileToLoad defines the file to load
  4772. * @param callback defines the callback to call when data is loaded
  4773. * @param progressCallBack defines the callback to call during loading process
  4774. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4775. * @returns a file request object
  4776. */
  4777. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4778. /**
  4779. * Loads a file
  4780. * @param url url string, ArrayBuffer, or Blob to load
  4781. * @param onSuccess callback called when the file successfully loads
  4782. * @param onProgress callback called while file is loading (if the server supports this mode)
  4783. * @param offlineProvider defines the offline provider for caching
  4784. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4785. * @param onError callback called when the file fails to load
  4786. * @returns a file request object
  4787. */
  4788. 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;
  4789. /**
  4790. * Checks if the loaded document was accessed via `file:`-Protocol.
  4791. * @returns boolean
  4792. */
  4793. static IsFileURL(): boolean;
  4794. }
  4795. }
  4796. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4797. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4798. /** @hidden */
  4799. export class ShaderProcessor {
  4800. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4801. private static _ProcessPrecision;
  4802. private static _ExtractOperation;
  4803. private static _BuildSubExpression;
  4804. private static _BuildExpression;
  4805. private static _MoveCursorWithinIf;
  4806. private static _MoveCursor;
  4807. private static _EvaluatePreProcessors;
  4808. private static _PreparePreProcessors;
  4809. private static _ProcessShaderConversion;
  4810. private static _ProcessIncludes;
  4811. }
  4812. }
  4813. declare module "babylonjs/Maths/math.color" {
  4814. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4815. /**
  4816. * Class used to hold a RBG color
  4817. */
  4818. export class Color3 {
  4819. /**
  4820. * Defines the red component (between 0 and 1, default is 0)
  4821. */
  4822. r: number;
  4823. /**
  4824. * Defines the green component (between 0 and 1, default is 0)
  4825. */
  4826. g: number;
  4827. /**
  4828. * Defines the blue component (between 0 and 1, default is 0)
  4829. */
  4830. b: number;
  4831. /**
  4832. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4833. * @param r defines the red component (between 0 and 1, default is 0)
  4834. * @param g defines the green component (between 0 and 1, default is 0)
  4835. * @param b defines the blue component (between 0 and 1, default is 0)
  4836. */
  4837. constructor(
  4838. /**
  4839. * Defines the red component (between 0 and 1, default is 0)
  4840. */
  4841. r?: number,
  4842. /**
  4843. * Defines the green component (between 0 and 1, default is 0)
  4844. */
  4845. g?: number,
  4846. /**
  4847. * Defines the blue component (between 0 and 1, default is 0)
  4848. */
  4849. b?: number);
  4850. /**
  4851. * Creates a string with the Color3 current values
  4852. * @returns the string representation of the Color3 object
  4853. */
  4854. toString(): string;
  4855. /**
  4856. * Returns the string "Color3"
  4857. * @returns "Color3"
  4858. */
  4859. getClassName(): string;
  4860. /**
  4861. * Compute the Color3 hash code
  4862. * @returns an unique number that can be used to hash Color3 objects
  4863. */
  4864. getHashCode(): number;
  4865. /**
  4866. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4867. * @param array defines the array where to store the r,g,b components
  4868. * @param index defines an optional index in the target array to define where to start storing values
  4869. * @returns the current Color3 object
  4870. */
  4871. toArray(array: FloatArray, index?: number): Color3;
  4872. /**
  4873. * Returns a new Color4 object from the current Color3 and the given alpha
  4874. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4875. * @returns a new Color4 object
  4876. */
  4877. toColor4(alpha?: number): Color4;
  4878. /**
  4879. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4880. * @returns the new array
  4881. */
  4882. asArray(): number[];
  4883. /**
  4884. * Returns the luminance value
  4885. * @returns a float value
  4886. */
  4887. toLuminance(): number;
  4888. /**
  4889. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4890. * @param otherColor defines the second operand
  4891. * @returns the new Color3 object
  4892. */
  4893. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4894. /**
  4895. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4896. * @param otherColor defines the second operand
  4897. * @param result defines the Color3 object where to store the result
  4898. * @returns the current Color3
  4899. */
  4900. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4901. /**
  4902. * Determines equality between Color3 objects
  4903. * @param otherColor defines the second operand
  4904. * @returns true if the rgb values are equal to the given ones
  4905. */
  4906. equals(otherColor: DeepImmutable<Color3>): boolean;
  4907. /**
  4908. * Determines equality between the current Color3 object and a set of r,b,g values
  4909. * @param r defines the red component to check
  4910. * @param g defines the green component to check
  4911. * @param b defines the blue component to check
  4912. * @returns true if the rgb values are equal to the given ones
  4913. */
  4914. equalsFloats(r: number, g: number, b: number): boolean;
  4915. /**
  4916. * Multiplies in place each rgb value by scale
  4917. * @param scale defines the scaling factor
  4918. * @returns the updated Color3
  4919. */
  4920. scale(scale: number): Color3;
  4921. /**
  4922. * Multiplies the rgb values by scale and stores the result into "result"
  4923. * @param scale defines the scaling factor
  4924. * @param result defines the Color3 object where to store the result
  4925. * @returns the unmodified current Color3
  4926. */
  4927. scaleToRef(scale: number, result: Color3): Color3;
  4928. /**
  4929. * Scale the current Color3 values by a factor and add the result to a given Color3
  4930. * @param scale defines the scale factor
  4931. * @param result defines color to store the result into
  4932. * @returns the unmodified current Color3
  4933. */
  4934. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4935. /**
  4936. * Clamps the rgb values by the min and max values and stores the result into "result"
  4937. * @param min defines minimum clamping value (default is 0)
  4938. * @param max defines maximum clamping value (default is 1)
  4939. * @param result defines color to store the result into
  4940. * @returns the original Color3
  4941. */
  4942. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4943. /**
  4944. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4945. * @param otherColor defines the second operand
  4946. * @returns the new Color3
  4947. */
  4948. add(otherColor: DeepImmutable<Color3>): Color3;
  4949. /**
  4950. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4951. * @param otherColor defines the second operand
  4952. * @param result defines Color3 object to store the result into
  4953. * @returns the unmodified current Color3
  4954. */
  4955. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4956. /**
  4957. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4958. * @param otherColor defines the second operand
  4959. * @returns the new Color3
  4960. */
  4961. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4962. /**
  4963. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4964. * @param otherColor defines the second operand
  4965. * @param result defines Color3 object to store the result into
  4966. * @returns the unmodified current Color3
  4967. */
  4968. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4969. /**
  4970. * Copy the current object
  4971. * @returns a new Color3 copied the current one
  4972. */
  4973. clone(): Color3;
  4974. /**
  4975. * Copies the rgb values from the source in the current Color3
  4976. * @param source defines the source Color3 object
  4977. * @returns the updated Color3 object
  4978. */
  4979. copyFrom(source: DeepImmutable<Color3>): Color3;
  4980. /**
  4981. * Updates the Color3 rgb values from the given floats
  4982. * @param r defines the red component to read from
  4983. * @param g defines the green component to read from
  4984. * @param b defines the blue component to read from
  4985. * @returns the current Color3 object
  4986. */
  4987. copyFromFloats(r: number, g: number, b: number): Color3;
  4988. /**
  4989. * Updates the Color3 rgb values from the given floats
  4990. * @param r defines the red component to read from
  4991. * @param g defines the green component to read from
  4992. * @param b defines the blue component to read from
  4993. * @returns the current Color3 object
  4994. */
  4995. set(r: number, g: number, b: number): Color3;
  4996. /**
  4997. * Compute the Color3 hexadecimal code as a string
  4998. * @returns a string containing the hexadecimal representation of the Color3 object
  4999. */
  5000. toHexString(): string;
  5001. /**
  5002. * Computes a new Color3 converted from the current one to linear space
  5003. * @returns a new Color3 object
  5004. */
  5005. toLinearSpace(): Color3;
  5006. /**
  5007. * Converts current color in rgb space to HSV values
  5008. * @returns a new color3 representing the HSV values
  5009. */
  5010. toHSV(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @param result defines the Color3 where to store the HSV values
  5014. */
  5015. toHSVToRef(result: Color3): void;
  5016. /**
  5017. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5018. * @param convertedColor defines the Color3 object where to store the linear space version
  5019. * @returns the unmodified Color3
  5020. */
  5021. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5022. /**
  5023. * Computes a new Color3 converted from the current one to gamma space
  5024. * @returns a new Color3 object
  5025. */
  5026. toGammaSpace(): Color3;
  5027. /**
  5028. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5029. * @param convertedColor defines the Color3 object where to store the gamma space version
  5030. * @returns the unmodified Color3
  5031. */
  5032. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5033. private static _BlackReadOnly;
  5034. /**
  5035. * Convert Hue, saturation and value to a Color3 (RGB)
  5036. * @param hue defines the hue
  5037. * @param saturation defines the saturation
  5038. * @param value defines the value
  5039. * @param result defines the Color3 where to store the RGB values
  5040. */
  5041. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5042. /**
  5043. * Creates a new Color3 from the string containing valid hexadecimal values
  5044. * @param hex defines a string containing valid hexadecimal values
  5045. * @returns a new Color3 object
  5046. */
  5047. static FromHexString(hex: string): Color3;
  5048. /**
  5049. * Creates a new Color3 from the starting index of the given array
  5050. * @param array defines the source array
  5051. * @param offset defines an offset in the source array
  5052. * @returns a new Color3 object
  5053. */
  5054. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5055. /**
  5056. * Creates a new Color3 from integer values (< 256)
  5057. * @param r defines the red component to read from (value between 0 and 255)
  5058. * @param g defines the green component to read from (value between 0 and 255)
  5059. * @param b defines the blue component to read from (value between 0 and 255)
  5060. * @returns a new Color3 object
  5061. */
  5062. static FromInts(r: number, g: number, b: number): Color3;
  5063. /**
  5064. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5065. * @param start defines the start Color3 value
  5066. * @param end defines the end Color3 value
  5067. * @param amount defines the gradient value between start and end
  5068. * @returns a new Color3 object
  5069. */
  5070. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5071. /**
  5072. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5073. * @param left defines the start value
  5074. * @param right defines the end value
  5075. * @param amount defines the gradient factor
  5076. * @param result defines the Color3 object where to store the result
  5077. */
  5078. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5079. /**
  5080. * Returns a Color3 value containing a red color
  5081. * @returns a new Color3 object
  5082. */
  5083. static Red(): Color3;
  5084. /**
  5085. * Returns a Color3 value containing a green color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Green(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a blue color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Blue(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a black color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Black(): Color3;
  5099. /**
  5100. * Gets a Color3 value containing a black color that must not be updated
  5101. */
  5102. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5103. /**
  5104. * Returns a Color3 value containing a white color
  5105. * @returns a new Color3 object
  5106. */
  5107. static White(): Color3;
  5108. /**
  5109. * Returns a Color3 value containing a purple color
  5110. * @returns a new Color3 object
  5111. */
  5112. static Purple(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a magenta color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Magenta(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a yellow color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Yellow(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a gray color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Gray(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a teal color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Teal(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a random color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Random(): Color3;
  5138. }
  5139. /**
  5140. * Class used to hold a RBGA color
  5141. */
  5142. export class Color4 {
  5143. /**
  5144. * Defines the red component (between 0 and 1, default is 0)
  5145. */
  5146. r: number;
  5147. /**
  5148. * Defines the green component (between 0 and 1, default is 0)
  5149. */
  5150. g: number;
  5151. /**
  5152. * Defines the blue component (between 0 and 1, default is 0)
  5153. */
  5154. b: number;
  5155. /**
  5156. * Defines the alpha component (between 0 and 1, default is 1)
  5157. */
  5158. a: number;
  5159. /**
  5160. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5161. * @param r defines the red component (between 0 and 1, default is 0)
  5162. * @param g defines the green component (between 0 and 1, default is 0)
  5163. * @param b defines the blue component (between 0 and 1, default is 0)
  5164. * @param a defines the alpha component (between 0 and 1, default is 1)
  5165. */
  5166. constructor(
  5167. /**
  5168. * Defines the red component (between 0 and 1, default is 0)
  5169. */
  5170. r?: number,
  5171. /**
  5172. * Defines the green component (between 0 and 1, default is 0)
  5173. */
  5174. g?: number,
  5175. /**
  5176. * Defines the blue component (between 0 and 1, default is 0)
  5177. */
  5178. b?: number,
  5179. /**
  5180. * Defines the alpha component (between 0 and 1, default is 1)
  5181. */
  5182. a?: number);
  5183. /**
  5184. * Adds in place the given Color4 values to the current Color4 object
  5185. * @param right defines the second operand
  5186. * @returns the current updated Color4 object
  5187. */
  5188. addInPlace(right: DeepImmutable<Color4>): Color4;
  5189. /**
  5190. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5191. * @returns the new array
  5192. */
  5193. asArray(): number[];
  5194. /**
  5195. * Stores from the starting index in the given array the Color4 successive values
  5196. * @param array defines the array where to store the r,g,b components
  5197. * @param index defines an optional index in the target array to define where to start storing values
  5198. * @returns the current Color4 object
  5199. */
  5200. toArray(array: number[], index?: number): Color4;
  5201. /**
  5202. * Determines equality between Color4 objects
  5203. * @param otherColor defines the second operand
  5204. * @returns true if the rgba values are equal to the given ones
  5205. */
  5206. equals(otherColor: DeepImmutable<Color4>): boolean;
  5207. /**
  5208. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5209. * @param right defines the second operand
  5210. * @returns a new Color4 object
  5211. */
  5212. add(right: DeepImmutable<Color4>): Color4;
  5213. /**
  5214. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5215. * @param right defines the second operand
  5216. * @returns a new Color4 object
  5217. */
  5218. subtract(right: DeepImmutable<Color4>): Color4;
  5219. /**
  5220. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5221. * @param right defines the second operand
  5222. * @param result defines the Color4 object where to store the result
  5223. * @returns the current Color4 object
  5224. */
  5225. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5226. /**
  5227. * Creates a new Color4 with the current Color4 values multiplied by scale
  5228. * @param scale defines the scaling factor to apply
  5229. * @returns a new Color4 object
  5230. */
  5231. scale(scale: number): Color4;
  5232. /**
  5233. * Multiplies the current Color4 values by scale and stores the result in "result"
  5234. * @param scale defines the scaling factor to apply
  5235. * @param result defines the Color4 object where to store the result
  5236. * @returns the current unmodified Color4
  5237. */
  5238. scaleToRef(scale: number, result: Color4): Color4;
  5239. /**
  5240. * Scale the current Color4 values by a factor and add the result to a given Color4
  5241. * @param scale defines the scale factor
  5242. * @param result defines the Color4 object where to store the result
  5243. * @returns the unmodified current Color4
  5244. */
  5245. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5246. /**
  5247. * Clamps the rgb values by the min and max values and stores the result into "result"
  5248. * @param min defines minimum clamping value (default is 0)
  5249. * @param max defines maximum clamping value (default is 1)
  5250. * @param result defines color to store the result into.
  5251. * @returns the cuurent Color4
  5252. */
  5253. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5254. /**
  5255. * Multipy an Color4 value by another and return a new Color4 object
  5256. * @param color defines the Color4 value to multiply by
  5257. * @returns a new Color4 object
  5258. */
  5259. multiply(color: Color4): Color4;
  5260. /**
  5261. * Multipy a Color4 value by another and push the result in a reference value
  5262. * @param color defines the Color4 value to multiply by
  5263. * @param result defines the Color4 to fill the result in
  5264. * @returns the result Color4
  5265. */
  5266. multiplyToRef(color: Color4, result: Color4): Color4;
  5267. /**
  5268. * Creates a string with the Color4 current values
  5269. * @returns the string representation of the Color4 object
  5270. */
  5271. toString(): string;
  5272. /**
  5273. * Returns the string "Color4"
  5274. * @returns "Color4"
  5275. */
  5276. getClassName(): string;
  5277. /**
  5278. * Compute the Color4 hash code
  5279. * @returns an unique number that can be used to hash Color4 objects
  5280. */
  5281. getHashCode(): number;
  5282. /**
  5283. * Creates a new Color4 copied from the current one
  5284. * @returns a new Color4 object
  5285. */
  5286. clone(): Color4;
  5287. /**
  5288. * Copies the given Color4 values into the current one
  5289. * @param source defines the source Color4 object
  5290. * @returns the current updated Color4 object
  5291. */
  5292. copyFrom(source: Color4): Color4;
  5293. /**
  5294. * Copies the given float values into the current one
  5295. * @param r defines the red component to read from
  5296. * @param g defines the green component to read from
  5297. * @param b defines the blue component to read from
  5298. * @param a defines the alpha component to read from
  5299. * @returns the current updated Color4 object
  5300. */
  5301. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5302. /**
  5303. * Copies the given float values into the current one
  5304. * @param r defines the red component to read from
  5305. * @param g defines the green component to read from
  5306. * @param b defines the blue component to read from
  5307. * @param a defines the alpha component to read from
  5308. * @returns the current updated Color4 object
  5309. */
  5310. set(r: number, g: number, b: number, a: number): Color4;
  5311. /**
  5312. * Compute the Color4 hexadecimal code as a string
  5313. * @returns a string containing the hexadecimal representation of the Color4 object
  5314. */
  5315. toHexString(): string;
  5316. /**
  5317. * Computes a new Color4 converted from the current one to linear space
  5318. * @returns a new Color4 object
  5319. */
  5320. toLinearSpace(): Color4;
  5321. /**
  5322. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5323. * @param convertedColor defines the Color4 object where to store the linear space version
  5324. * @returns the unmodified Color4
  5325. */
  5326. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5327. /**
  5328. * Computes a new Color4 converted from the current one to gamma space
  5329. * @returns a new Color4 object
  5330. */
  5331. toGammaSpace(): Color4;
  5332. /**
  5333. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5334. * @param convertedColor defines the Color4 object where to store the gamma space version
  5335. * @returns the unmodified Color4
  5336. */
  5337. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5338. /**
  5339. * Creates a new Color4 from the string containing valid hexadecimal values
  5340. * @param hex defines a string containing valid hexadecimal values
  5341. * @returns a new Color4 object
  5342. */
  5343. static FromHexString(hex: string): Color4;
  5344. /**
  5345. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5346. * @param left defines the start value
  5347. * @param right defines the end value
  5348. * @param amount defines the gradient factor
  5349. * @returns a new Color4 object
  5350. */
  5351. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5352. /**
  5353. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5354. * @param left defines the start value
  5355. * @param right defines the end value
  5356. * @param amount defines the gradient factor
  5357. * @param result defines the Color4 object where to store data
  5358. */
  5359. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5360. /**
  5361. * Creates a new Color4 from a Color3 and an alpha value
  5362. * @param color3 defines the source Color3 to read from
  5363. * @param alpha defines the alpha component (1.0 by default)
  5364. * @returns a new Color4 object
  5365. */
  5366. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5367. /**
  5368. * Creates a new Color4 from the starting index element of the given array
  5369. * @param array defines the source array to read from
  5370. * @param offset defines the offset in the source array
  5371. * @returns a new Color4 object
  5372. */
  5373. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5374. /**
  5375. * Creates a new Color3 from integer values (< 256)
  5376. * @param r defines the red component to read from (value between 0 and 255)
  5377. * @param g defines the green component to read from (value between 0 and 255)
  5378. * @param b defines the blue component to read from (value between 0 and 255)
  5379. * @param a defines the alpha component to read from (value between 0 and 255)
  5380. * @returns a new Color3 object
  5381. */
  5382. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5383. /**
  5384. * Check the content of a given array and convert it to an array containing RGBA data
  5385. * If the original array was already containing count * 4 values then it is returned directly
  5386. * @param colors defines the array to check
  5387. * @param count defines the number of RGBA data to expect
  5388. * @returns an array containing count * 4 values (RGBA)
  5389. */
  5390. static CheckColors4(colors: number[], count: number): number[];
  5391. }
  5392. /**
  5393. * @hidden
  5394. */
  5395. export class TmpColors {
  5396. static Color3: Color3[];
  5397. static Color4: Color4[];
  5398. }
  5399. }
  5400. declare module "babylonjs/Maths/sphericalPolynomial" {
  5401. import { Vector3 } from "babylonjs/Maths/math.vector";
  5402. import { Color3 } from "babylonjs/Maths/math.color";
  5403. /**
  5404. * Class representing spherical harmonics coefficients to the 3rd degree
  5405. */
  5406. export class SphericalHarmonics {
  5407. /**
  5408. * Defines whether or not the harmonics have been prescaled for rendering.
  5409. */
  5410. preScaled: boolean;
  5411. /**
  5412. * The l0,0 coefficients of the spherical harmonics
  5413. */
  5414. l00: Vector3;
  5415. /**
  5416. * The l1,-1 coefficients of the spherical harmonics
  5417. */
  5418. l1_1: Vector3;
  5419. /**
  5420. * The l1,0 coefficients of the spherical harmonics
  5421. */
  5422. l10: Vector3;
  5423. /**
  5424. * The l1,1 coefficients of the spherical harmonics
  5425. */
  5426. l11: Vector3;
  5427. /**
  5428. * The l2,-2 coefficients of the spherical harmonics
  5429. */
  5430. l2_2: Vector3;
  5431. /**
  5432. * The l2,-1 coefficients of the spherical harmonics
  5433. */
  5434. l2_1: Vector3;
  5435. /**
  5436. * The l2,0 coefficients of the spherical harmonics
  5437. */
  5438. l20: Vector3;
  5439. /**
  5440. * The l2,1 coefficients of the spherical harmonics
  5441. */
  5442. l21: Vector3;
  5443. /**
  5444. * The l2,2 coefficients of the spherical harmonics
  5445. */
  5446. l22: Vector3;
  5447. /**
  5448. * Adds a light to the spherical harmonics
  5449. * @param direction the direction of the light
  5450. * @param color the color of the light
  5451. * @param deltaSolidAngle the delta solid angle of the light
  5452. */
  5453. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5454. /**
  5455. * Scales the spherical harmonics by the given amount
  5456. * @param scale the amount to scale
  5457. */
  5458. scaleInPlace(scale: number): void;
  5459. /**
  5460. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5461. *
  5462. * ```
  5463. * E_lm = A_l * L_lm
  5464. * ```
  5465. *
  5466. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5467. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5468. * the scaling factors are given in equation 9.
  5469. */
  5470. convertIncidentRadianceToIrradiance(): void;
  5471. /**
  5472. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5473. *
  5474. * ```
  5475. * L = (1/pi) * E * rho
  5476. * ```
  5477. *
  5478. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5479. */
  5480. convertIrradianceToLambertianRadiance(): void;
  5481. /**
  5482. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5483. * required operations at run time.
  5484. *
  5485. * This is simply done by scaling back the SH with Ylm constants parameter.
  5486. * The trigonometric part being applied by the shader at run time.
  5487. */
  5488. preScaleForRendering(): void;
  5489. /**
  5490. * Constructs a spherical harmonics from an array.
  5491. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5492. * @returns the spherical harmonics
  5493. */
  5494. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5495. /**
  5496. * Gets the spherical harmonics from polynomial
  5497. * @param polynomial the spherical polynomial
  5498. * @returns the spherical harmonics
  5499. */
  5500. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5501. }
  5502. /**
  5503. * Class representing spherical polynomial coefficients to the 3rd degree
  5504. */
  5505. export class SphericalPolynomial {
  5506. private _harmonics;
  5507. /**
  5508. * The spherical harmonics used to create the polynomials.
  5509. */
  5510. readonly preScaledHarmonics: SphericalHarmonics;
  5511. /**
  5512. * The x coefficients of the spherical polynomial
  5513. */
  5514. x: Vector3;
  5515. /**
  5516. * The y coefficients of the spherical polynomial
  5517. */
  5518. y: Vector3;
  5519. /**
  5520. * The z coefficients of the spherical polynomial
  5521. */
  5522. z: Vector3;
  5523. /**
  5524. * The xx coefficients of the spherical polynomial
  5525. */
  5526. xx: Vector3;
  5527. /**
  5528. * The yy coefficients of the spherical polynomial
  5529. */
  5530. yy: Vector3;
  5531. /**
  5532. * The zz coefficients of the spherical polynomial
  5533. */
  5534. zz: Vector3;
  5535. /**
  5536. * The xy coefficients of the spherical polynomial
  5537. */
  5538. xy: Vector3;
  5539. /**
  5540. * The yz coefficients of the spherical polynomial
  5541. */
  5542. yz: Vector3;
  5543. /**
  5544. * The zx coefficients of the spherical polynomial
  5545. */
  5546. zx: Vector3;
  5547. /**
  5548. * Adds an ambient color to the spherical polynomial
  5549. * @param color the color to add
  5550. */
  5551. addAmbient(color: Color3): void;
  5552. /**
  5553. * Scales the spherical polynomial by the given amount
  5554. * @param scale the amount to scale
  5555. */
  5556. scaleInPlace(scale: number): void;
  5557. /**
  5558. * Gets the spherical polynomial from harmonics
  5559. * @param harmonics the spherical harmonics
  5560. * @returns the spherical polynomial
  5561. */
  5562. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5563. /**
  5564. * Constructs a spherical polynomial from an array.
  5565. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5566. * @returns the spherical polynomial
  5567. */
  5568. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5569. }
  5570. }
  5571. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5572. /**
  5573. * Define options used to create a render target texture
  5574. */
  5575. export class RenderTargetCreationOptions {
  5576. /**
  5577. * Specifies is mipmaps must be generated
  5578. */
  5579. generateMipMaps?: boolean;
  5580. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5581. generateDepthBuffer?: boolean;
  5582. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5583. generateStencilBuffer?: boolean;
  5584. /** Defines texture type (int by default) */
  5585. type?: number;
  5586. /** Defines sampling mode (trilinear by default) */
  5587. samplingMode?: number;
  5588. /** Defines format (RGBA by default) */
  5589. format?: number;
  5590. }
  5591. }
  5592. declare module "babylonjs/States/alphaCullingState" {
  5593. /**
  5594. * @hidden
  5595. **/
  5596. export class _AlphaState {
  5597. private _isAlphaBlendDirty;
  5598. private _isBlendFunctionParametersDirty;
  5599. private _isBlendEquationParametersDirty;
  5600. private _isBlendConstantsDirty;
  5601. private _alphaBlend;
  5602. private _blendFunctionParameters;
  5603. private _blendEquationParameters;
  5604. private _blendConstants;
  5605. /**
  5606. * Initializes the state.
  5607. */
  5608. constructor();
  5609. readonly isDirty: boolean;
  5610. alphaBlend: boolean;
  5611. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5612. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5613. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5614. reset(): void;
  5615. apply(gl: WebGLRenderingContext): void;
  5616. }
  5617. }
  5618. declare module "babylonjs/States/depthCullingState" {
  5619. import { Nullable } from "babylonjs/types";
  5620. /**
  5621. * @hidden
  5622. **/
  5623. export class _DepthCullingState {
  5624. private _isDepthTestDirty;
  5625. private _isDepthMaskDirty;
  5626. private _isDepthFuncDirty;
  5627. private _isCullFaceDirty;
  5628. private _isCullDirty;
  5629. private _isZOffsetDirty;
  5630. private _isFrontFaceDirty;
  5631. private _depthTest;
  5632. private _depthMask;
  5633. private _depthFunc;
  5634. private _cull;
  5635. private _cullFace;
  5636. private _zOffset;
  5637. private _frontFace;
  5638. /**
  5639. * Initializes the state.
  5640. */
  5641. constructor();
  5642. readonly isDirty: boolean;
  5643. zOffset: number;
  5644. cullFace: Nullable<number>;
  5645. cull: Nullable<boolean>;
  5646. depthFunc: Nullable<number>;
  5647. depthMask: boolean;
  5648. depthTest: boolean;
  5649. frontFace: Nullable<number>;
  5650. reset(): void;
  5651. apply(gl: WebGLRenderingContext): void;
  5652. }
  5653. }
  5654. declare module "babylonjs/States/stencilState" {
  5655. /**
  5656. * @hidden
  5657. **/
  5658. export class _StencilState {
  5659. /** 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 */
  5660. static readonly ALWAYS: number;
  5661. /** Passed to stencilOperation to specify that stencil value must be kept */
  5662. static readonly KEEP: number;
  5663. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5664. static readonly REPLACE: number;
  5665. private _isStencilTestDirty;
  5666. private _isStencilMaskDirty;
  5667. private _isStencilFuncDirty;
  5668. private _isStencilOpDirty;
  5669. private _stencilTest;
  5670. private _stencilMask;
  5671. private _stencilFunc;
  5672. private _stencilFuncRef;
  5673. private _stencilFuncMask;
  5674. private _stencilOpStencilFail;
  5675. private _stencilOpDepthFail;
  5676. private _stencilOpStencilDepthPass;
  5677. readonly isDirty: boolean;
  5678. stencilFunc: number;
  5679. stencilFuncRef: number;
  5680. stencilFuncMask: number;
  5681. stencilOpStencilFail: number;
  5682. stencilOpDepthFail: number;
  5683. stencilOpStencilDepthPass: number;
  5684. stencilMask: number;
  5685. stencilTest: boolean;
  5686. constructor();
  5687. reset(): void;
  5688. apply(gl: WebGLRenderingContext): void;
  5689. }
  5690. }
  5691. declare module "babylonjs/States/index" {
  5692. export * from "babylonjs/States/alphaCullingState";
  5693. export * from "babylonjs/States/depthCullingState";
  5694. export * from "babylonjs/States/stencilState";
  5695. }
  5696. declare module "babylonjs/Instrumentation/timeToken" {
  5697. import { Nullable } from "babylonjs/types";
  5698. /**
  5699. * @hidden
  5700. **/
  5701. export class _TimeToken {
  5702. _startTimeQuery: Nullable<WebGLQuery>;
  5703. _endTimeQuery: Nullable<WebGLQuery>;
  5704. _timeElapsedQuery: Nullable<WebGLQuery>;
  5705. _timeElapsedQueryEnded: boolean;
  5706. }
  5707. }
  5708. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5709. /**
  5710. * Class used to evalaute queries containing `and` and `or` operators
  5711. */
  5712. export class AndOrNotEvaluator {
  5713. /**
  5714. * Evaluate a query
  5715. * @param query defines the query to evaluate
  5716. * @param evaluateCallback defines the callback used to filter result
  5717. * @returns true if the query matches
  5718. */
  5719. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5720. private static _HandleParenthesisContent;
  5721. private static _SimplifyNegation;
  5722. }
  5723. }
  5724. declare module "babylonjs/Misc/tags" {
  5725. /**
  5726. * Class used to store custom tags
  5727. */
  5728. export class Tags {
  5729. /**
  5730. * Adds support for tags on the given object
  5731. * @param obj defines the object to use
  5732. */
  5733. static EnableFor(obj: any): void;
  5734. /**
  5735. * Removes tags support
  5736. * @param obj defines the object to use
  5737. */
  5738. static DisableFor(obj: any): void;
  5739. /**
  5740. * Gets a boolean indicating if the given object has tags
  5741. * @param obj defines the object to use
  5742. * @returns a boolean
  5743. */
  5744. static HasTags(obj: any): boolean;
  5745. /**
  5746. * Gets the tags available on a given object
  5747. * @param obj defines the object to use
  5748. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5749. * @returns the tags
  5750. */
  5751. static GetTags(obj: any, asString?: boolean): any;
  5752. /**
  5753. * Adds tags to an object
  5754. * @param obj defines the object to use
  5755. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5756. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5757. */
  5758. static AddTagsTo(obj: any, tagsString: string): void;
  5759. /**
  5760. * @hidden
  5761. */
  5762. static _AddTagTo(obj: any, tag: string): void;
  5763. /**
  5764. * Removes specific tags from a specific object
  5765. * @param obj defines the object to use
  5766. * @param tagsString defines the tags to remove
  5767. */
  5768. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5769. /**
  5770. * @hidden
  5771. */
  5772. static _RemoveTagFrom(obj: any, tag: string): void;
  5773. /**
  5774. * Defines if tags hosted on an object match a given query
  5775. * @param obj defines the object to use
  5776. * @param tagsQuery defines the tag query
  5777. * @returns a boolean
  5778. */
  5779. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5780. }
  5781. }
  5782. declare module "babylonjs/Maths/math.path" {
  5783. import { DeepImmutable, Nullable } from "babylonjs/types";
  5784. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5785. /**
  5786. * Defines potential orientation for back face culling
  5787. */
  5788. export enum Orientation {
  5789. /**
  5790. * Clockwise
  5791. */
  5792. CW = 0,
  5793. /** Counter clockwise */
  5794. CCW = 1
  5795. }
  5796. /** Class used to represent a Bezier curve */
  5797. export class BezierCurve {
  5798. /**
  5799. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5800. * @param t defines the time
  5801. * @param x1 defines the left coordinate on X axis
  5802. * @param y1 defines the left coordinate on Y axis
  5803. * @param x2 defines the right coordinate on X axis
  5804. * @param y2 defines the right coordinate on Y axis
  5805. * @returns the interpolated value
  5806. */
  5807. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5808. }
  5809. /**
  5810. * Defines angle representation
  5811. */
  5812. export class Angle {
  5813. private _radians;
  5814. /**
  5815. * Creates an Angle object of "radians" radians (float).
  5816. * @param radians the angle in radians
  5817. */
  5818. constructor(radians: number);
  5819. /**
  5820. * Get value in degrees
  5821. * @returns the Angle value in degrees (float)
  5822. */
  5823. degrees(): number;
  5824. /**
  5825. * Get value in radians
  5826. * @returns the Angle value in radians (float)
  5827. */
  5828. radians(): number;
  5829. /**
  5830. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5831. * @param a defines first vector
  5832. * @param b defines second vector
  5833. * @returns a new Angle
  5834. */
  5835. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5836. /**
  5837. * Gets a new Angle object from the given float in radians
  5838. * @param radians defines the angle value in radians
  5839. * @returns a new Angle
  5840. */
  5841. static FromRadians(radians: number): Angle;
  5842. /**
  5843. * Gets a new Angle object from the given float in degrees
  5844. * @param degrees defines the angle value in degrees
  5845. * @returns a new Angle
  5846. */
  5847. static FromDegrees(degrees: number): Angle;
  5848. }
  5849. /**
  5850. * This represents an arc in a 2d space.
  5851. */
  5852. export class Arc2 {
  5853. /** Defines the start point of the arc */
  5854. startPoint: Vector2;
  5855. /** Defines the mid point of the arc */
  5856. midPoint: Vector2;
  5857. /** Defines the end point of the arc */
  5858. endPoint: Vector2;
  5859. /**
  5860. * Defines the center point of the arc.
  5861. */
  5862. centerPoint: Vector2;
  5863. /**
  5864. * Defines the radius of the arc.
  5865. */
  5866. radius: number;
  5867. /**
  5868. * Defines the angle of the arc (from mid point to end point).
  5869. */
  5870. angle: Angle;
  5871. /**
  5872. * Defines the start angle of the arc (from start point to middle point).
  5873. */
  5874. startAngle: Angle;
  5875. /**
  5876. * Defines the orientation of the arc (clock wise/counter clock wise).
  5877. */
  5878. orientation: Orientation;
  5879. /**
  5880. * Creates an Arc object from the three given points : start, middle and end.
  5881. * @param startPoint Defines the start point of the arc
  5882. * @param midPoint Defines the midlle point of the arc
  5883. * @param endPoint Defines the end point of the arc
  5884. */
  5885. constructor(
  5886. /** Defines the start point of the arc */
  5887. startPoint: Vector2,
  5888. /** Defines the mid point of the arc */
  5889. midPoint: Vector2,
  5890. /** Defines the end point of the arc */
  5891. endPoint: Vector2);
  5892. }
  5893. /**
  5894. * Represents a 2D path made up of multiple 2D points
  5895. */
  5896. export class Path2 {
  5897. private _points;
  5898. private _length;
  5899. /**
  5900. * If the path start and end point are the same
  5901. */
  5902. closed: boolean;
  5903. /**
  5904. * Creates a Path2 object from the starting 2D coordinates x and y.
  5905. * @param x the starting points x value
  5906. * @param y the starting points y value
  5907. */
  5908. constructor(x: number, y: number);
  5909. /**
  5910. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5911. * @param x the added points x value
  5912. * @param y the added points y value
  5913. * @returns the updated Path2.
  5914. */
  5915. addLineTo(x: number, y: number): Path2;
  5916. /**
  5917. * 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.
  5918. * @param midX middle point x value
  5919. * @param midY middle point y value
  5920. * @param endX end point x value
  5921. * @param endY end point y value
  5922. * @param numberOfSegments (default: 36)
  5923. * @returns the updated Path2.
  5924. */
  5925. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5926. /**
  5927. * Closes the Path2.
  5928. * @returns the Path2.
  5929. */
  5930. close(): Path2;
  5931. /**
  5932. * Gets the sum of the distance between each sequential point in the path
  5933. * @returns the Path2 total length (float).
  5934. */
  5935. length(): number;
  5936. /**
  5937. * Gets the points which construct the path
  5938. * @returns the Path2 internal array of points.
  5939. */
  5940. getPoints(): Vector2[];
  5941. /**
  5942. * Retreives the point at the distance aways from the starting point
  5943. * @param normalizedLengthPosition the length along the path to retreive the point from
  5944. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5945. */
  5946. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5947. /**
  5948. * Creates a new path starting from an x and y position
  5949. * @param x starting x value
  5950. * @param y starting y value
  5951. * @returns a new Path2 starting at the coordinates (x, y).
  5952. */
  5953. static StartingAt(x: number, y: number): Path2;
  5954. }
  5955. /**
  5956. * Represents a 3D path made up of multiple 3D points
  5957. */
  5958. export class Path3D {
  5959. /**
  5960. * an array of Vector3, the curve axis of the Path3D
  5961. */
  5962. path: Vector3[];
  5963. private _curve;
  5964. private _distances;
  5965. private _tangents;
  5966. private _normals;
  5967. private _binormals;
  5968. private _raw;
  5969. /**
  5970. * new Path3D(path, normal, raw)
  5971. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5972. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5973. * @param path an array of Vector3, the curve axis of the Path3D
  5974. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5975. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5976. */
  5977. constructor(
  5978. /**
  5979. * an array of Vector3, the curve axis of the Path3D
  5980. */
  5981. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5982. /**
  5983. * Returns the Path3D array of successive Vector3 designing its curve.
  5984. * @returns the Path3D array of successive Vector3 designing its curve.
  5985. */
  5986. getCurve(): Vector3[];
  5987. /**
  5988. * Returns an array populated with tangent vectors on each Path3D curve point.
  5989. * @returns an array populated with tangent vectors on each Path3D curve point.
  5990. */
  5991. getTangents(): Vector3[];
  5992. /**
  5993. * Returns an array populated with normal vectors on each Path3D curve point.
  5994. * @returns an array populated with normal vectors on each Path3D curve point.
  5995. */
  5996. getNormals(): Vector3[];
  5997. /**
  5998. * Returns an array populated with binormal vectors on each Path3D curve point.
  5999. * @returns an array populated with binormal vectors on each Path3D curve point.
  6000. */
  6001. getBinormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6004. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6005. */
  6006. getDistances(): number[];
  6007. /**
  6008. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6009. * @param path path which all values are copied into the curves points
  6010. * @param firstNormal which should be projected onto the curve
  6011. * @returns the same object updated.
  6012. */
  6013. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6014. private _compute;
  6015. private _getFirstNonNullVector;
  6016. private _getLastNonNullVector;
  6017. private _normalVector;
  6018. }
  6019. /**
  6020. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6021. * A Curve3 is designed from a series of successive Vector3.
  6022. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6023. */
  6024. export class Curve3 {
  6025. private _points;
  6026. private _length;
  6027. /**
  6028. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6029. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6030. * @param v1 (Vector3) the control point
  6031. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6032. * @param nbPoints (integer) the wanted number of points in the curve
  6033. * @returns the created Curve3
  6034. */
  6035. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6036. /**
  6037. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6038. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6039. * @param v1 (Vector3) the first control point
  6040. * @param v2 (Vector3) the second control point
  6041. * @param v3 (Vector3) the end point of the Cubic Bezier
  6042. * @param nbPoints (integer) the wanted number of points in the curve
  6043. * @returns the created Curve3
  6044. */
  6045. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6046. /**
  6047. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6048. * @param p1 (Vector3) the origin point of the Hermite Spline
  6049. * @param t1 (Vector3) the tangent vector at the origin point
  6050. * @param p2 (Vector3) the end point of the Hermite Spline
  6051. * @param t2 (Vector3) the tangent vector at the end point
  6052. * @param nbPoints (integer) the wanted number of points in the curve
  6053. * @returns the created Curve3
  6054. */
  6055. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6056. /**
  6057. * Returns a Curve3 object along a CatmullRom Spline curve :
  6058. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6059. * @param nbPoints (integer) the wanted number of points between each curve control points
  6060. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6061. * @returns the created Curve3
  6062. */
  6063. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6064. /**
  6065. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6066. * A Curve3 is designed from a series of successive Vector3.
  6067. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6068. * @param points points which make up the curve
  6069. */
  6070. constructor(points: Vector3[]);
  6071. /**
  6072. * @returns the Curve3 stored array of successive Vector3
  6073. */
  6074. getPoints(): Vector3[];
  6075. /**
  6076. * @returns the computed length (float) of the curve.
  6077. */
  6078. length(): number;
  6079. /**
  6080. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6081. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6082. * curveA and curveB keep unchanged.
  6083. * @param curve the curve to continue from this curve
  6084. * @returns the newly constructed curve
  6085. */
  6086. continue(curve: DeepImmutable<Curve3>): Curve3;
  6087. private _computeLength;
  6088. }
  6089. }
  6090. declare module "babylonjs/Animations/easing" {
  6091. /**
  6092. * This represents the main contract an easing function should follow.
  6093. * Easing functions are used throughout the animation system.
  6094. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6095. */
  6096. export interface IEasingFunction {
  6097. /**
  6098. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6099. * of the easing function.
  6100. * The link below provides some of the most common examples of easing functions.
  6101. * @see https://easings.net/
  6102. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6103. * @returns the corresponding value on the curve defined by the easing function
  6104. */
  6105. ease(gradient: number): number;
  6106. }
  6107. /**
  6108. * Base class used for every default easing function.
  6109. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6110. */
  6111. export class EasingFunction implements IEasingFunction {
  6112. /**
  6113. * Interpolation follows the mathematical formula associated with the easing function.
  6114. */
  6115. static readonly EASINGMODE_EASEIN: number;
  6116. /**
  6117. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6118. */
  6119. static readonly EASINGMODE_EASEOUT: number;
  6120. /**
  6121. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6122. */
  6123. static readonly EASINGMODE_EASEINOUT: number;
  6124. private _easingMode;
  6125. /**
  6126. * Sets the easing mode of the current function.
  6127. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6128. */
  6129. setEasingMode(easingMode: number): void;
  6130. /**
  6131. * Gets the current easing mode.
  6132. * @returns the easing mode
  6133. */
  6134. getEasingMode(): number;
  6135. /**
  6136. * @hidden
  6137. */
  6138. easeInCore(gradient: number): number;
  6139. /**
  6140. * Given an input gradient between 0 and 1, this returns the corresponding value
  6141. * of the easing function.
  6142. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6143. * @returns the corresponding value on the curve defined by the easing function
  6144. */
  6145. ease(gradient: number): number;
  6146. }
  6147. /**
  6148. * Easing function with a circle shape (see link below).
  6149. * @see https://easings.net/#easeInCirc
  6150. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6151. */
  6152. export class CircleEase extends EasingFunction implements IEasingFunction {
  6153. /** @hidden */
  6154. easeInCore(gradient: number): number;
  6155. }
  6156. /**
  6157. * Easing function with a ease back shape (see link below).
  6158. * @see https://easings.net/#easeInBack
  6159. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6160. */
  6161. export class BackEase extends EasingFunction implements IEasingFunction {
  6162. /** Defines the amplitude of the function */
  6163. amplitude: number;
  6164. /**
  6165. * Instantiates a back ease easing
  6166. * @see https://easings.net/#easeInBack
  6167. * @param amplitude Defines the amplitude of the function
  6168. */
  6169. constructor(
  6170. /** Defines the amplitude of the function */
  6171. amplitude?: number);
  6172. /** @hidden */
  6173. easeInCore(gradient: number): number;
  6174. }
  6175. /**
  6176. * Easing function with a bouncing shape (see link below).
  6177. * @see https://easings.net/#easeInBounce
  6178. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6179. */
  6180. export class BounceEase extends EasingFunction implements IEasingFunction {
  6181. /** Defines the number of bounces */
  6182. bounces: number;
  6183. /** Defines the amplitude of the bounce */
  6184. bounciness: number;
  6185. /**
  6186. * Instantiates a bounce easing
  6187. * @see https://easings.net/#easeInBounce
  6188. * @param bounces Defines the number of bounces
  6189. * @param bounciness Defines the amplitude of the bounce
  6190. */
  6191. constructor(
  6192. /** Defines the number of bounces */
  6193. bounces?: number,
  6194. /** Defines the amplitude of the bounce */
  6195. bounciness?: number);
  6196. /** @hidden */
  6197. easeInCore(gradient: number): number;
  6198. }
  6199. /**
  6200. * Easing function with a power of 3 shape (see link below).
  6201. * @see https://easings.net/#easeInCubic
  6202. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6203. */
  6204. export class CubicEase extends EasingFunction implements IEasingFunction {
  6205. /** @hidden */
  6206. easeInCore(gradient: number): number;
  6207. }
  6208. /**
  6209. * Easing function with an elastic shape (see link below).
  6210. * @see https://easings.net/#easeInElastic
  6211. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6212. */
  6213. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6214. /** Defines the number of oscillations*/
  6215. oscillations: number;
  6216. /** Defines the amplitude of the oscillations*/
  6217. springiness: number;
  6218. /**
  6219. * Instantiates an elastic easing function
  6220. * @see https://easings.net/#easeInElastic
  6221. * @param oscillations Defines the number of oscillations
  6222. * @param springiness Defines the amplitude of the oscillations
  6223. */
  6224. constructor(
  6225. /** Defines the number of oscillations*/
  6226. oscillations?: number,
  6227. /** Defines the amplitude of the oscillations*/
  6228. springiness?: number);
  6229. /** @hidden */
  6230. easeInCore(gradient: number): number;
  6231. }
  6232. /**
  6233. * Easing function with an exponential shape (see link below).
  6234. * @see https://easings.net/#easeInExpo
  6235. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6236. */
  6237. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6238. /** Defines the exponent of the function */
  6239. exponent: number;
  6240. /**
  6241. * Instantiates an exponential easing function
  6242. * @see https://easings.net/#easeInExpo
  6243. * @param exponent Defines the exponent of the function
  6244. */
  6245. constructor(
  6246. /** Defines the exponent of the function */
  6247. exponent?: number);
  6248. /** @hidden */
  6249. easeInCore(gradient: number): number;
  6250. }
  6251. /**
  6252. * Easing function with a power shape (see link below).
  6253. * @see https://easings.net/#easeInQuad
  6254. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6255. */
  6256. export class PowerEase extends EasingFunction implements IEasingFunction {
  6257. /** Defines the power of the function */
  6258. power: number;
  6259. /**
  6260. * Instantiates an power base easing function
  6261. * @see https://easings.net/#easeInQuad
  6262. * @param power Defines the power of the function
  6263. */
  6264. constructor(
  6265. /** Defines the power of the function */
  6266. power?: number);
  6267. /** @hidden */
  6268. easeInCore(gradient: number): number;
  6269. }
  6270. /**
  6271. * Easing function with a power of 2 shape (see link below).
  6272. * @see https://easings.net/#easeInQuad
  6273. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6274. */
  6275. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6276. /** @hidden */
  6277. easeInCore(gradient: number): number;
  6278. }
  6279. /**
  6280. * Easing function with a power of 4 shape (see link below).
  6281. * @see https://easings.net/#easeInQuart
  6282. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6283. */
  6284. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6285. /** @hidden */
  6286. easeInCore(gradient: number): number;
  6287. }
  6288. /**
  6289. * Easing function with a power of 5 shape (see link below).
  6290. * @see https://easings.net/#easeInQuint
  6291. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6292. */
  6293. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6294. /** @hidden */
  6295. easeInCore(gradient: number): number;
  6296. }
  6297. /**
  6298. * Easing function with a sin shape (see link below).
  6299. * @see https://easings.net/#easeInSine
  6300. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6301. */
  6302. export class SineEase extends EasingFunction implements IEasingFunction {
  6303. /** @hidden */
  6304. easeInCore(gradient: number): number;
  6305. }
  6306. /**
  6307. * Easing function with a bezier shape (see link below).
  6308. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6309. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6310. */
  6311. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6312. /** Defines the x component of the start tangent in the bezier curve */
  6313. x1: number;
  6314. /** Defines the y component of the start tangent in the bezier curve */
  6315. y1: number;
  6316. /** Defines the x component of the end tangent in the bezier curve */
  6317. x2: number;
  6318. /** Defines the y component of the end tangent in the bezier curve */
  6319. y2: number;
  6320. /**
  6321. * Instantiates a bezier function
  6322. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6323. * @param x1 Defines the x component of the start tangent in the bezier curve
  6324. * @param y1 Defines the y component of the start tangent in the bezier curve
  6325. * @param x2 Defines the x component of the end tangent in the bezier curve
  6326. * @param y2 Defines the y component of the end tangent in the bezier curve
  6327. */
  6328. constructor(
  6329. /** Defines the x component of the start tangent in the bezier curve */
  6330. x1?: number,
  6331. /** Defines the y component of the start tangent in the bezier curve */
  6332. y1?: number,
  6333. /** Defines the x component of the end tangent in the bezier curve */
  6334. x2?: number,
  6335. /** Defines the y component of the end tangent in the bezier curve */
  6336. y2?: number);
  6337. /** @hidden */
  6338. easeInCore(gradient: number): number;
  6339. }
  6340. }
  6341. declare module "babylonjs/Animations/animationKey" {
  6342. /**
  6343. * Defines an interface which represents an animation key frame
  6344. */
  6345. export interface IAnimationKey {
  6346. /**
  6347. * Frame of the key frame
  6348. */
  6349. frame: number;
  6350. /**
  6351. * Value at the specifies key frame
  6352. */
  6353. value: any;
  6354. /**
  6355. * The input tangent for the cubic hermite spline
  6356. */
  6357. inTangent?: any;
  6358. /**
  6359. * The output tangent for the cubic hermite spline
  6360. */
  6361. outTangent?: any;
  6362. /**
  6363. * The animation interpolation type
  6364. */
  6365. interpolation?: AnimationKeyInterpolation;
  6366. }
  6367. /**
  6368. * Enum for the animation key frame interpolation type
  6369. */
  6370. export enum AnimationKeyInterpolation {
  6371. /**
  6372. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6373. */
  6374. STEP = 1
  6375. }
  6376. }
  6377. declare module "babylonjs/Animations/animationRange" {
  6378. /**
  6379. * Represents the range of an animation
  6380. */
  6381. export class AnimationRange {
  6382. /**The name of the animation range**/
  6383. name: string;
  6384. /**The starting frame of the animation */
  6385. from: number;
  6386. /**The ending frame of the animation*/
  6387. to: number;
  6388. /**
  6389. * Initializes the range of an animation
  6390. * @param name The name of the animation range
  6391. * @param from The starting frame of the animation
  6392. * @param to The ending frame of the animation
  6393. */
  6394. constructor(
  6395. /**The name of the animation range**/
  6396. name: string,
  6397. /**The starting frame of the animation */
  6398. from: number,
  6399. /**The ending frame of the animation*/
  6400. to: number);
  6401. /**
  6402. * Makes a copy of the animation range
  6403. * @returns A copy of the animation range
  6404. */
  6405. clone(): AnimationRange;
  6406. }
  6407. }
  6408. declare module "babylonjs/Animations/animationEvent" {
  6409. /**
  6410. * Composed of a frame, and an action function
  6411. */
  6412. export class AnimationEvent {
  6413. /** The frame for which the event is triggered **/
  6414. frame: number;
  6415. /** The event to perform when triggered **/
  6416. action: (currentFrame: number) => void;
  6417. /** Specifies if the event should be triggered only once**/
  6418. onlyOnce?: boolean | undefined;
  6419. /**
  6420. * Specifies if the animation event is done
  6421. */
  6422. isDone: boolean;
  6423. /**
  6424. * Initializes the animation event
  6425. * @param frame The frame for which the event is triggered
  6426. * @param action The event to perform when triggered
  6427. * @param onlyOnce Specifies if the event should be triggered only once
  6428. */
  6429. constructor(
  6430. /** The frame for which the event is triggered **/
  6431. frame: number,
  6432. /** The event to perform when triggered **/
  6433. action: (currentFrame: number) => void,
  6434. /** Specifies if the event should be triggered only once**/
  6435. onlyOnce?: boolean | undefined);
  6436. /** @hidden */
  6437. _clone(): AnimationEvent;
  6438. }
  6439. }
  6440. declare module "babylonjs/Behaviors/behavior" {
  6441. import { Nullable } from "babylonjs/types";
  6442. /**
  6443. * Interface used to define a behavior
  6444. */
  6445. export interface Behavior<T> {
  6446. /** gets or sets behavior's name */
  6447. name: string;
  6448. /**
  6449. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6450. */
  6451. init(): void;
  6452. /**
  6453. * Called when the behavior is attached to a target
  6454. * @param target defines the target where the behavior is attached to
  6455. */
  6456. attach(target: T): void;
  6457. /**
  6458. * Called when the behavior is detached from its target
  6459. */
  6460. detach(): void;
  6461. }
  6462. /**
  6463. * Interface implemented by classes supporting behaviors
  6464. */
  6465. export interface IBehaviorAware<T> {
  6466. /**
  6467. * Attach a behavior
  6468. * @param behavior defines the behavior to attach
  6469. * @returns the current host
  6470. */
  6471. addBehavior(behavior: Behavior<T>): T;
  6472. /**
  6473. * Remove a behavior from the current object
  6474. * @param behavior defines the behavior to detach
  6475. * @returns the current host
  6476. */
  6477. removeBehavior(behavior: Behavior<T>): T;
  6478. /**
  6479. * Gets a behavior using its name to search
  6480. * @param name defines the name to search
  6481. * @returns the behavior or null if not found
  6482. */
  6483. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6484. }
  6485. }
  6486. declare module "babylonjs/Misc/smartArray" {
  6487. /**
  6488. * Defines an array and its length.
  6489. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6490. */
  6491. export interface ISmartArrayLike<T> {
  6492. /**
  6493. * The data of the array.
  6494. */
  6495. data: Array<T>;
  6496. /**
  6497. * The active length of the array.
  6498. */
  6499. length: number;
  6500. }
  6501. /**
  6502. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6503. */
  6504. export class SmartArray<T> implements ISmartArrayLike<T> {
  6505. /**
  6506. * The full set of data from the array.
  6507. */
  6508. data: Array<T>;
  6509. /**
  6510. * The active length of the array.
  6511. */
  6512. length: number;
  6513. protected _id: number;
  6514. /**
  6515. * Instantiates a Smart Array.
  6516. * @param capacity defines the default capacity of the array.
  6517. */
  6518. constructor(capacity: number);
  6519. /**
  6520. * Pushes a value at the end of the active data.
  6521. * @param value defines the object to push in the array.
  6522. */
  6523. push(value: T): void;
  6524. /**
  6525. * Iterates over the active data and apply the lambda to them.
  6526. * @param func defines the action to apply on each value.
  6527. */
  6528. forEach(func: (content: T) => void): void;
  6529. /**
  6530. * Sorts the full sets of data.
  6531. * @param compareFn defines the comparison function to apply.
  6532. */
  6533. sort(compareFn: (a: T, b: T) => number): void;
  6534. /**
  6535. * Resets the active data to an empty array.
  6536. */
  6537. reset(): void;
  6538. /**
  6539. * Releases all the data from the array as well as the array.
  6540. */
  6541. dispose(): void;
  6542. /**
  6543. * Concats the active data with a given array.
  6544. * @param array defines the data to concatenate with.
  6545. */
  6546. concat(array: any): void;
  6547. /**
  6548. * Returns the position of a value in the active data.
  6549. * @param value defines the value to find the index for
  6550. * @returns the index if found in the active data otherwise -1
  6551. */
  6552. indexOf(value: T): number;
  6553. /**
  6554. * Returns whether an element is part of the active data.
  6555. * @param value defines the value to look for
  6556. * @returns true if found in the active data otherwise false
  6557. */
  6558. contains(value: T): boolean;
  6559. private static _GlobalId;
  6560. }
  6561. /**
  6562. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6563. * The data in this array can only be present once
  6564. */
  6565. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6566. private _duplicateId;
  6567. /**
  6568. * Pushes a value at the end of the active data.
  6569. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6570. * @param value defines the object to push in the array.
  6571. */
  6572. push(value: T): void;
  6573. /**
  6574. * Pushes a value at the end of the active data.
  6575. * If the data is already present, it won t be added again
  6576. * @param value defines the object to push in the array.
  6577. * @returns true if added false if it was already present
  6578. */
  6579. pushNoDuplicate(value: T): boolean;
  6580. /**
  6581. * Resets the active data to an empty array.
  6582. */
  6583. reset(): void;
  6584. /**
  6585. * Concats the active data with a given array.
  6586. * This ensures no dupplicate will be present in the result.
  6587. * @param array defines the data to concatenate with.
  6588. */
  6589. concatWithNoDuplicate(array: any): void;
  6590. }
  6591. }
  6592. declare module "babylonjs/Cameras/cameraInputsManager" {
  6593. import { Nullable } from "babylonjs/types";
  6594. import { Camera } from "babylonjs/Cameras/camera";
  6595. /**
  6596. * @ignore
  6597. * This is a list of all the different input types that are available in the application.
  6598. * Fo instance: ArcRotateCameraGamepadInput...
  6599. */
  6600. export var CameraInputTypes: {};
  6601. /**
  6602. * This is the contract to implement in order to create a new input class.
  6603. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6604. */
  6605. export interface ICameraInput<TCamera extends Camera> {
  6606. /**
  6607. * Defines the camera the input is attached to.
  6608. */
  6609. camera: Nullable<TCamera>;
  6610. /**
  6611. * Gets the class name of the current intput.
  6612. * @returns the class name
  6613. */
  6614. getClassName(): string;
  6615. /**
  6616. * Get the friendly name associated with the input class.
  6617. * @returns the input friendly name
  6618. */
  6619. getSimpleName(): string;
  6620. /**
  6621. * Attach the input controls to a specific dom element to get the input from.
  6622. * @param element Defines the element the controls should be listened from
  6623. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6624. */
  6625. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6626. /**
  6627. * Detach the current controls from the specified dom element.
  6628. * @param element Defines the element to stop listening the inputs from
  6629. */
  6630. detachControl(element: Nullable<HTMLElement>): void;
  6631. /**
  6632. * Update the current camera state depending on the inputs that have been used this frame.
  6633. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6634. */
  6635. checkInputs?: () => void;
  6636. }
  6637. /**
  6638. * Represents a map of input types to input instance or input index to input instance.
  6639. */
  6640. export interface CameraInputsMap<TCamera extends Camera> {
  6641. /**
  6642. * Accessor to the input by input type.
  6643. */
  6644. [name: string]: ICameraInput<TCamera>;
  6645. /**
  6646. * Accessor to the input by input index.
  6647. */
  6648. [idx: number]: ICameraInput<TCamera>;
  6649. }
  6650. /**
  6651. * This represents the input manager used within a camera.
  6652. * It helps dealing with all the different kind of input attached to a camera.
  6653. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6654. */
  6655. export class CameraInputsManager<TCamera extends Camera> {
  6656. /**
  6657. * Defines the list of inputs attahed to the camera.
  6658. */
  6659. attached: CameraInputsMap<TCamera>;
  6660. /**
  6661. * Defines the dom element the camera is collecting inputs from.
  6662. * This is null if the controls have not been attached.
  6663. */
  6664. attachedElement: Nullable<HTMLElement>;
  6665. /**
  6666. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6667. */
  6668. noPreventDefault: boolean;
  6669. /**
  6670. * Defined the camera the input manager belongs to.
  6671. */
  6672. camera: TCamera;
  6673. /**
  6674. * Update the current camera state depending on the inputs that have been used this frame.
  6675. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6676. */
  6677. checkInputs: () => void;
  6678. /**
  6679. * Instantiate a new Camera Input Manager.
  6680. * @param camera Defines the camera the input manager blongs to
  6681. */
  6682. constructor(camera: TCamera);
  6683. /**
  6684. * Add an input method to a camera
  6685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6686. * @param input camera input method
  6687. */
  6688. add(input: ICameraInput<TCamera>): void;
  6689. /**
  6690. * Remove a specific input method from a camera
  6691. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6692. * @param inputToRemove camera input method
  6693. */
  6694. remove(inputToRemove: ICameraInput<TCamera>): void;
  6695. /**
  6696. * Remove a specific input type from a camera
  6697. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6698. * @param inputType the type of the input to remove
  6699. */
  6700. removeByType(inputType: string): void;
  6701. private _addCheckInputs;
  6702. /**
  6703. * Attach the input controls to the currently attached dom element to listen the events from.
  6704. * @param input Defines the input to attach
  6705. */
  6706. attachInput(input: ICameraInput<TCamera>): void;
  6707. /**
  6708. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6709. * @param element Defines the dom element to collect the events from
  6710. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6711. */
  6712. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6713. /**
  6714. * Detach the current manager inputs controls from a specific dom element.
  6715. * @param element Defines the dom element to collect the events from
  6716. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6717. */
  6718. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6719. /**
  6720. * Rebuild the dynamic inputCheck function from the current list of
  6721. * defined inputs in the manager.
  6722. */
  6723. rebuildInputCheck(): void;
  6724. /**
  6725. * Remove all attached input methods from a camera
  6726. */
  6727. clear(): void;
  6728. /**
  6729. * Serialize the current input manager attached to a camera.
  6730. * This ensures than once parsed,
  6731. * the input associated to the camera will be identical to the current ones
  6732. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6733. */
  6734. serialize(serializedCamera: any): void;
  6735. /**
  6736. * Parses an input manager serialized JSON to restore the previous list of inputs
  6737. * and states associated to a camera.
  6738. * @param parsedCamera Defines the JSON to parse
  6739. */
  6740. parse(parsedCamera: any): void;
  6741. }
  6742. }
  6743. declare module "babylonjs/Collisions/intersectionInfo" {
  6744. import { Nullable } from "babylonjs/types";
  6745. /**
  6746. * @hidden
  6747. */
  6748. export class IntersectionInfo {
  6749. bu: Nullable<number>;
  6750. bv: Nullable<number>;
  6751. distance: number;
  6752. faceId: number;
  6753. subMeshId: number;
  6754. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6755. }
  6756. }
  6757. declare module "babylonjs/Maths/math.plane" {
  6758. import { DeepImmutable } from "babylonjs/types";
  6759. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6760. /**
  6761. * Represens a plane by the equation ax + by + cz + d = 0
  6762. */
  6763. export class Plane {
  6764. private static _TmpMatrix;
  6765. /**
  6766. * Normal of the plane (a,b,c)
  6767. */
  6768. normal: Vector3;
  6769. /**
  6770. * d component of the plane
  6771. */
  6772. d: number;
  6773. /**
  6774. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6775. * @param a a component of the plane
  6776. * @param b b component of the plane
  6777. * @param c c component of the plane
  6778. * @param d d component of the plane
  6779. */
  6780. constructor(a: number, b: number, c: number, d: number);
  6781. /**
  6782. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6783. */
  6784. asArray(): number[];
  6785. /**
  6786. * @returns a new plane copied from the current Plane.
  6787. */
  6788. clone(): Plane;
  6789. /**
  6790. * @returns the string "Plane".
  6791. */
  6792. getClassName(): string;
  6793. /**
  6794. * @returns the Plane hash code.
  6795. */
  6796. getHashCode(): number;
  6797. /**
  6798. * Normalize the current Plane in place.
  6799. * @returns the updated Plane.
  6800. */
  6801. normalize(): Plane;
  6802. /**
  6803. * Applies a transformation the plane and returns the result
  6804. * @param transformation the transformation matrix to be applied to the plane
  6805. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6806. */
  6807. transform(transformation: DeepImmutable<Matrix>): Plane;
  6808. /**
  6809. * Calcualtte the dot product between the point and the plane normal
  6810. * @param point point to calculate the dot product with
  6811. * @returns the dot product (float) of the point coordinates and the plane normal.
  6812. */
  6813. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6814. /**
  6815. * Updates the current Plane from the plane defined by the three given points.
  6816. * @param point1 one of the points used to contruct the plane
  6817. * @param point2 one of the points used to contruct the plane
  6818. * @param point3 one of the points used to contruct the plane
  6819. * @returns the updated Plane.
  6820. */
  6821. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6822. /**
  6823. * Checks if the plane is facing a given direction
  6824. * @param direction the direction to check if the plane is facing
  6825. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6826. * @returns True is the vector "direction" is the same side than the plane normal.
  6827. */
  6828. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6829. /**
  6830. * Calculates the distance to a point
  6831. * @param point point to calculate distance to
  6832. * @returns the signed distance (float) from the given point to the Plane.
  6833. */
  6834. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6835. /**
  6836. * Creates a plane from an array
  6837. * @param array the array to create a plane from
  6838. * @returns a new Plane from the given array.
  6839. */
  6840. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6841. /**
  6842. * Creates a plane from three points
  6843. * @param point1 point used to create the plane
  6844. * @param point2 point used to create the plane
  6845. * @param point3 point used to create the plane
  6846. * @returns a new Plane defined by the three given points.
  6847. */
  6848. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6849. /**
  6850. * Creates a plane from an origin point and a normal
  6851. * @param origin origin of the plane to be constructed
  6852. * @param normal normal of the plane to be constructed
  6853. * @returns a new Plane the normal vector to this plane at the given origin point.
  6854. * Note : the vector "normal" is updated because normalized.
  6855. */
  6856. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6857. /**
  6858. * Calculates the distance from a plane and a point
  6859. * @param origin origin of the plane to be constructed
  6860. * @param normal normal of the plane to be constructed
  6861. * @param point point to calculate distance to
  6862. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6863. */
  6864. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6865. }
  6866. }
  6867. declare module "babylonjs/Culling/boundingSphere" {
  6868. import { DeepImmutable } from "babylonjs/types";
  6869. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6870. import { Plane } from "babylonjs/Maths/math.plane";
  6871. /**
  6872. * Class used to store bounding sphere information
  6873. */
  6874. export class BoundingSphere {
  6875. /**
  6876. * Gets the center of the bounding sphere in local space
  6877. */
  6878. readonly center: Vector3;
  6879. /**
  6880. * Radius of the bounding sphere in local space
  6881. */
  6882. radius: number;
  6883. /**
  6884. * Gets the center of the bounding sphere in world space
  6885. */
  6886. readonly centerWorld: Vector3;
  6887. /**
  6888. * Radius of the bounding sphere in world space
  6889. */
  6890. radiusWorld: number;
  6891. /**
  6892. * Gets the minimum vector in local space
  6893. */
  6894. readonly minimum: Vector3;
  6895. /**
  6896. * Gets the maximum vector in local space
  6897. */
  6898. readonly maximum: Vector3;
  6899. private _worldMatrix;
  6900. private static readonly TmpVector3;
  6901. /**
  6902. * Creates a new bounding sphere
  6903. * @param min defines the minimum vector (in local space)
  6904. * @param max defines the maximum vector (in local space)
  6905. * @param worldMatrix defines the new world matrix
  6906. */
  6907. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6908. /**
  6909. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6910. * @param min defines the new minimum vector (in local space)
  6911. * @param max defines the new maximum vector (in local space)
  6912. * @param worldMatrix defines the new world matrix
  6913. */
  6914. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6915. /**
  6916. * Scale the current bounding sphere by applying a scale factor
  6917. * @param factor defines the scale factor to apply
  6918. * @returns the current bounding box
  6919. */
  6920. scale(factor: number): BoundingSphere;
  6921. /**
  6922. * Gets the world matrix of the bounding box
  6923. * @returns a matrix
  6924. */
  6925. getWorldMatrix(): DeepImmutable<Matrix>;
  6926. /** @hidden */
  6927. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6928. /**
  6929. * Tests if the bounding sphere is intersecting the frustum planes
  6930. * @param frustumPlanes defines the frustum planes to test
  6931. * @returns true if there is an intersection
  6932. */
  6933. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6934. /**
  6935. * Tests if the bounding sphere center is in between the frustum planes.
  6936. * Used for optimistic fast inclusion.
  6937. * @param frustumPlanes defines the frustum planes to test
  6938. * @returns true if the sphere center is in between the frustum planes
  6939. */
  6940. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6941. /**
  6942. * Tests if a point is inside the bounding sphere
  6943. * @param point defines the point to test
  6944. * @returns true if the point is inside the bounding sphere
  6945. */
  6946. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6947. /**
  6948. * Checks if two sphere intersct
  6949. * @param sphere0 sphere 0
  6950. * @param sphere1 sphere 1
  6951. * @returns true if the speres intersect
  6952. */
  6953. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6954. }
  6955. }
  6956. declare module "babylonjs/Culling/boundingBox" {
  6957. import { DeepImmutable } from "babylonjs/types";
  6958. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6959. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6960. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6961. import { Plane } from "babylonjs/Maths/math.plane";
  6962. /**
  6963. * Class used to store bounding box information
  6964. */
  6965. export class BoundingBox implements ICullable {
  6966. /**
  6967. * Gets the 8 vectors representing the bounding box in local space
  6968. */
  6969. readonly vectors: Vector3[];
  6970. /**
  6971. * Gets the center of the bounding box in local space
  6972. */
  6973. readonly center: Vector3;
  6974. /**
  6975. * Gets the center of the bounding box in world space
  6976. */
  6977. readonly centerWorld: Vector3;
  6978. /**
  6979. * Gets the extend size in local space
  6980. */
  6981. readonly extendSize: Vector3;
  6982. /**
  6983. * Gets the extend size in world space
  6984. */
  6985. readonly extendSizeWorld: Vector3;
  6986. /**
  6987. * Gets the OBB (object bounding box) directions
  6988. */
  6989. readonly directions: Vector3[];
  6990. /**
  6991. * Gets the 8 vectors representing the bounding box in world space
  6992. */
  6993. readonly vectorsWorld: Vector3[];
  6994. /**
  6995. * Gets the minimum vector in world space
  6996. */
  6997. readonly minimumWorld: Vector3;
  6998. /**
  6999. * Gets the maximum vector in world space
  7000. */
  7001. readonly maximumWorld: Vector3;
  7002. /**
  7003. * Gets the minimum vector in local space
  7004. */
  7005. readonly minimum: Vector3;
  7006. /**
  7007. * Gets the maximum vector in local space
  7008. */
  7009. readonly maximum: Vector3;
  7010. private _worldMatrix;
  7011. private static readonly TmpVector3;
  7012. /**
  7013. * @hidden
  7014. */
  7015. _tag: number;
  7016. /**
  7017. * Creates a new bounding box
  7018. * @param min defines the minimum vector (in local space)
  7019. * @param max defines the maximum vector (in local space)
  7020. * @param worldMatrix defines the new world matrix
  7021. */
  7022. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7023. /**
  7024. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7025. * @param min defines the new minimum vector (in local space)
  7026. * @param max defines the new maximum vector (in local space)
  7027. * @param worldMatrix defines the new world matrix
  7028. */
  7029. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7030. /**
  7031. * Scale the current bounding box by applying a scale factor
  7032. * @param factor defines the scale factor to apply
  7033. * @returns the current bounding box
  7034. */
  7035. scale(factor: number): BoundingBox;
  7036. /**
  7037. * Gets the world matrix of the bounding box
  7038. * @returns a matrix
  7039. */
  7040. getWorldMatrix(): DeepImmutable<Matrix>;
  7041. /** @hidden */
  7042. _update(world: DeepImmutable<Matrix>): void;
  7043. /**
  7044. * Tests if the bounding box is intersecting the frustum planes
  7045. * @param frustumPlanes defines the frustum planes to test
  7046. * @returns true if there is an intersection
  7047. */
  7048. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7049. /**
  7050. * Tests if the bounding box is entirely inside the frustum planes
  7051. * @param frustumPlanes defines the frustum planes to test
  7052. * @returns true if there is an inclusion
  7053. */
  7054. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7055. /**
  7056. * Tests if a point is inside the bounding box
  7057. * @param point defines the point to test
  7058. * @returns true if the point is inside the bounding box
  7059. */
  7060. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7061. /**
  7062. * Tests if the bounding box intersects with a bounding sphere
  7063. * @param sphere defines the sphere to test
  7064. * @returns true if there is an intersection
  7065. */
  7066. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7067. /**
  7068. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7069. * @param min defines the min vector to use
  7070. * @param max defines the max vector to use
  7071. * @returns true if there is an intersection
  7072. */
  7073. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7074. /**
  7075. * Tests if two bounding boxes are intersections
  7076. * @param box0 defines the first box to test
  7077. * @param box1 defines the second box to test
  7078. * @returns true if there is an intersection
  7079. */
  7080. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7081. /**
  7082. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7083. * @param minPoint defines the minimum vector of the bounding box
  7084. * @param maxPoint defines the maximum vector of the bounding box
  7085. * @param sphereCenter defines the sphere center
  7086. * @param sphereRadius defines the sphere radius
  7087. * @returns true if there is an intersection
  7088. */
  7089. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7090. /**
  7091. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7092. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7093. * @param frustumPlanes defines the frustum planes to test
  7094. * @return true if there is an inclusion
  7095. */
  7096. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7097. /**
  7098. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7099. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7100. * @param frustumPlanes defines the frustum planes to test
  7101. * @return true if there is an intersection
  7102. */
  7103. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7104. }
  7105. }
  7106. declare module "babylonjs/Collisions/collider" {
  7107. import { Nullable, IndicesArray } from "babylonjs/types";
  7108. import { Vector3 } from "babylonjs/Maths/math.vector";
  7109. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7110. import { Plane } from "babylonjs/Maths/math.plane";
  7111. /** @hidden */
  7112. export class Collider {
  7113. /** Define if a collision was found */
  7114. collisionFound: boolean;
  7115. /**
  7116. * Define last intersection point in local space
  7117. */
  7118. intersectionPoint: Vector3;
  7119. /**
  7120. * Define last collided mesh
  7121. */
  7122. collidedMesh: Nullable<AbstractMesh>;
  7123. private _collisionPoint;
  7124. private _planeIntersectionPoint;
  7125. private _tempVector;
  7126. private _tempVector2;
  7127. private _tempVector3;
  7128. private _tempVector4;
  7129. private _edge;
  7130. private _baseToVertex;
  7131. private _destinationPoint;
  7132. private _slidePlaneNormal;
  7133. private _displacementVector;
  7134. /** @hidden */
  7135. _radius: Vector3;
  7136. /** @hidden */
  7137. _retry: number;
  7138. private _velocity;
  7139. private _basePoint;
  7140. private _epsilon;
  7141. /** @hidden */
  7142. _velocityWorldLength: number;
  7143. /** @hidden */
  7144. _basePointWorld: Vector3;
  7145. private _velocityWorld;
  7146. private _normalizedVelocity;
  7147. /** @hidden */
  7148. _initialVelocity: Vector3;
  7149. /** @hidden */
  7150. _initialPosition: Vector3;
  7151. private _nearestDistance;
  7152. private _collisionMask;
  7153. collisionMask: number;
  7154. /**
  7155. * Gets the plane normal used to compute the sliding response (in local space)
  7156. */
  7157. readonly slidePlaneNormal: Vector3;
  7158. /** @hidden */
  7159. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7160. /** @hidden */
  7161. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7162. /** @hidden */
  7163. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7164. /** @hidden */
  7165. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7166. /** @hidden */
  7167. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7168. /** @hidden */
  7169. _getResponse(pos: Vector3, vel: Vector3): void;
  7170. }
  7171. }
  7172. declare module "babylonjs/Culling/boundingInfo" {
  7173. import { DeepImmutable } from "babylonjs/types";
  7174. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7175. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7176. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7177. import { Plane } from "babylonjs/Maths/math.plane";
  7178. import { Collider } from "babylonjs/Collisions/collider";
  7179. /**
  7180. * Interface for cullable objects
  7181. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7182. */
  7183. export interface ICullable {
  7184. /**
  7185. * Checks if the object or part of the object is in the frustum
  7186. * @param frustumPlanes Camera near/planes
  7187. * @returns true if the object is in frustum otherwise false
  7188. */
  7189. isInFrustum(frustumPlanes: Plane[]): boolean;
  7190. /**
  7191. * Checks if a cullable object (mesh...) is in the camera frustum
  7192. * Unlike isInFrustum this cheks the full bounding box
  7193. * @param frustumPlanes Camera near/planes
  7194. * @returns true if the object is in frustum otherwise false
  7195. */
  7196. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7197. }
  7198. /**
  7199. * Info for a bounding data of a mesh
  7200. */
  7201. export class BoundingInfo implements ICullable {
  7202. /**
  7203. * Bounding box for the mesh
  7204. */
  7205. readonly boundingBox: BoundingBox;
  7206. /**
  7207. * Bounding sphere for the mesh
  7208. */
  7209. readonly boundingSphere: BoundingSphere;
  7210. private _isLocked;
  7211. private static readonly TmpVector3;
  7212. /**
  7213. * Constructs bounding info
  7214. * @param minimum min vector of the bounding box/sphere
  7215. * @param maximum max vector of the bounding box/sphere
  7216. * @param worldMatrix defines the new world matrix
  7217. */
  7218. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7219. /**
  7220. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7221. * @param min defines the new minimum vector (in local space)
  7222. * @param max defines the new maximum vector (in local space)
  7223. * @param worldMatrix defines the new world matrix
  7224. */
  7225. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7226. /**
  7227. * min vector of the bounding box/sphere
  7228. */
  7229. readonly minimum: Vector3;
  7230. /**
  7231. * max vector of the bounding box/sphere
  7232. */
  7233. readonly maximum: Vector3;
  7234. /**
  7235. * If the info is locked and won't be updated to avoid perf overhead
  7236. */
  7237. isLocked: boolean;
  7238. /**
  7239. * Updates the bounding sphere and box
  7240. * @param world world matrix to be used to update
  7241. */
  7242. update(world: DeepImmutable<Matrix>): void;
  7243. /**
  7244. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7245. * @param center New center of the bounding info
  7246. * @param extend New extend of the bounding info
  7247. * @returns the current bounding info
  7248. */
  7249. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7250. /**
  7251. * Scale the current bounding info by applying a scale factor
  7252. * @param factor defines the scale factor to apply
  7253. * @returns the current bounding info
  7254. */
  7255. scale(factor: number): BoundingInfo;
  7256. /**
  7257. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7258. * @param frustumPlanes defines the frustum to test
  7259. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7260. * @returns true if the bounding info is in the frustum planes
  7261. */
  7262. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7263. /**
  7264. * Gets the world distance between the min and max points of the bounding box
  7265. */
  7266. readonly diagonalLength: number;
  7267. /**
  7268. * Checks if a cullable object (mesh...) is in the camera frustum
  7269. * Unlike isInFrustum this cheks the full bounding box
  7270. * @param frustumPlanes Camera near/planes
  7271. * @returns true if the object is in frustum otherwise false
  7272. */
  7273. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7274. /** @hidden */
  7275. _checkCollision(collider: Collider): boolean;
  7276. /**
  7277. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7278. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7279. * @param point the point to check intersection with
  7280. * @returns if the point intersects
  7281. */
  7282. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7283. /**
  7284. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7285. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7286. * @param boundingInfo the bounding info to check intersection with
  7287. * @param precise if the intersection should be done using OBB
  7288. * @returns if the bounding info intersects
  7289. */
  7290. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7291. }
  7292. }
  7293. declare module "babylonjs/Maths/math.functions" {
  7294. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7295. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7296. /**
  7297. * Extracts minimum and maximum values from a list of indexed positions
  7298. * @param positions defines the positions to use
  7299. * @param indices defines the indices to the positions
  7300. * @param indexStart defines the start index
  7301. * @param indexCount defines the end index
  7302. * @param bias defines bias value to add to the result
  7303. * @return minimum and maximum values
  7304. */
  7305. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7306. minimum: Vector3;
  7307. maximum: Vector3;
  7308. };
  7309. /**
  7310. * Extracts minimum and maximum values from a list of positions
  7311. * @param positions defines the positions to use
  7312. * @param start defines the start index in the positions array
  7313. * @param count defines the number of positions to handle
  7314. * @param bias defines bias value to add to the result
  7315. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7316. * @return minimum and maximum values
  7317. */
  7318. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7319. minimum: Vector3;
  7320. maximum: Vector3;
  7321. };
  7322. }
  7323. declare module "babylonjs/Misc/iInspectable" {
  7324. /**
  7325. * Enum that determines the text-wrapping mode to use.
  7326. */
  7327. export enum InspectableType {
  7328. /**
  7329. * Checkbox for booleans
  7330. */
  7331. Checkbox = 0,
  7332. /**
  7333. * Sliders for numbers
  7334. */
  7335. Slider = 1,
  7336. /**
  7337. * Vector3
  7338. */
  7339. Vector3 = 2,
  7340. /**
  7341. * Quaternions
  7342. */
  7343. Quaternion = 3,
  7344. /**
  7345. * Color3
  7346. */
  7347. Color3 = 4,
  7348. /**
  7349. * String
  7350. */
  7351. String = 5
  7352. }
  7353. /**
  7354. * Interface used to define custom inspectable properties.
  7355. * This interface is used by the inspector to display custom property grids
  7356. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7357. */
  7358. export interface IInspectable {
  7359. /**
  7360. * Gets the label to display
  7361. */
  7362. label: string;
  7363. /**
  7364. * Gets the name of the property to edit
  7365. */
  7366. propertyName: string;
  7367. /**
  7368. * Gets the type of the editor to use
  7369. */
  7370. type: InspectableType;
  7371. /**
  7372. * Gets the minimum value of the property when using in "slider" mode
  7373. */
  7374. min?: number;
  7375. /**
  7376. * Gets the maximum value of the property when using in "slider" mode
  7377. */
  7378. max?: number;
  7379. /**
  7380. * Gets the setp to use when using in "slider" mode
  7381. */
  7382. step?: number;
  7383. }
  7384. }
  7385. declare module "babylonjs/Misc/timingTools" {
  7386. /**
  7387. * Class used to provide helper for timing
  7388. */
  7389. export class TimingTools {
  7390. /**
  7391. * Polyfill for setImmediate
  7392. * @param action defines the action to execute after the current execution block
  7393. */
  7394. static SetImmediate(action: () => void): void;
  7395. }
  7396. }
  7397. declare module "babylonjs/Misc/instantiationTools" {
  7398. /**
  7399. * Class used to enable instatition of objects by class name
  7400. */
  7401. export class InstantiationTools {
  7402. /**
  7403. * Use this object to register external classes like custom textures or material
  7404. * to allow the laoders to instantiate them
  7405. */
  7406. static RegisteredExternalClasses: {
  7407. [key: string]: Object;
  7408. };
  7409. /**
  7410. * Tries to instantiate a new object from a given class name
  7411. * @param className defines the class name to instantiate
  7412. * @returns the new object or null if the system was not able to do the instantiation
  7413. */
  7414. static Instantiate(className: string): any;
  7415. }
  7416. }
  7417. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7418. import { Nullable } from "babylonjs/types";
  7419. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7420. /**
  7421. * This represents the required contract to create a new type of texture loader.
  7422. */
  7423. export interface IInternalTextureLoader {
  7424. /**
  7425. * Defines wether the loader supports cascade loading the different faces.
  7426. */
  7427. supportCascades: boolean;
  7428. /**
  7429. * This returns if the loader support the current file information.
  7430. * @param extension defines the file extension of the file being loaded
  7431. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7432. * @param fallback defines the fallback internal texture if any
  7433. * @param isBase64 defines whether the texture is encoded as a base64
  7434. * @param isBuffer defines whether the texture data are stored as a buffer
  7435. * @returns true if the loader can load the specified file
  7436. */
  7437. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7438. /**
  7439. * Transform the url before loading if required.
  7440. * @param rootUrl the url of the texture
  7441. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7442. * @returns the transformed texture
  7443. */
  7444. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7445. /**
  7446. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7447. * @param rootUrl the url of the texture
  7448. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7449. * @returns the fallback texture
  7450. */
  7451. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7452. /**
  7453. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7454. * @param data contains the texture data
  7455. * @param texture defines the BabylonJS internal texture
  7456. * @param createPolynomials will be true if polynomials have been requested
  7457. * @param onLoad defines the callback to trigger once the texture is ready
  7458. * @param onError defines the callback to trigger in case of error
  7459. */
  7460. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7461. /**
  7462. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7463. * @param data contains the texture data
  7464. * @param texture defines the BabylonJS internal texture
  7465. * @param callback defines the method to call once ready to upload
  7466. */
  7467. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7468. }
  7469. }
  7470. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7471. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7472. import { Nullable } from "babylonjs/types";
  7473. import { Scene } from "babylonjs/scene";
  7474. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7475. module "babylonjs/Engines/engine" {
  7476. interface Engine {
  7477. /**
  7478. * Creates a depth stencil cube texture.
  7479. * This is only available in WebGL 2.
  7480. * @param size The size of face edge in the cube texture.
  7481. * @param options The options defining the cube texture.
  7482. * @returns The cube texture
  7483. */
  7484. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7485. /**
  7486. * Creates a cube texture
  7487. * @param rootUrl defines the url where the files to load is located
  7488. * @param scene defines the current scene
  7489. * @param files defines the list of files to load (1 per face)
  7490. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7491. * @param onLoad defines an optional callback raised when the texture is loaded
  7492. * @param onError defines an optional callback raised if there is an issue to load the texture
  7493. * @param format defines the format of the data
  7494. * @param forcedExtension defines the extension to use to pick the right loader
  7495. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7496. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7497. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7498. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7499. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7500. * @returns the cube texture as an InternalTexture
  7501. */
  7502. 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;
  7503. /**
  7504. * Creates a cube texture
  7505. * @param rootUrl defines the url where the files to load is located
  7506. * @param scene defines the current scene
  7507. * @param files defines the list of files to load (1 per face)
  7508. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7509. * @param onLoad defines an optional callback raised when the texture is loaded
  7510. * @param onError defines an optional callback raised if there is an issue to load the texture
  7511. * @param format defines the format of the data
  7512. * @param forcedExtension defines the extension to use to pick the right loader
  7513. * @returns the cube texture as an InternalTexture
  7514. */
  7515. 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;
  7516. /**
  7517. * Creates a cube texture
  7518. * @param rootUrl defines the url where the files to load is located
  7519. * @param scene defines the current scene
  7520. * @param files defines the list of files to load (1 per face)
  7521. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7522. * @param onLoad defines an optional callback raised when the texture is loaded
  7523. * @param onError defines an optional callback raised if there is an issue to load the texture
  7524. * @param format defines the format of the data
  7525. * @param forcedExtension defines the extension to use to pick the right loader
  7526. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7527. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7528. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7529. * @returns the cube texture as an InternalTexture
  7530. */
  7531. 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;
  7532. /** @hidden */
  7533. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7534. /** @hidden */
  7535. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7536. /** @hidden */
  7537. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7538. /** @hidden */
  7539. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7540. }
  7541. }
  7542. }
  7543. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7544. import { Nullable } from "babylonjs/types";
  7545. import { Scene } from "babylonjs/scene";
  7546. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7547. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7548. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7549. /**
  7550. * Class for creating a cube texture
  7551. */
  7552. export class CubeTexture extends BaseTexture {
  7553. private _delayedOnLoad;
  7554. /**
  7555. * The url of the texture
  7556. */
  7557. url: string;
  7558. /**
  7559. * Gets or sets the center of the bounding box associated with the cube texture.
  7560. * It must define where the camera used to render the texture was set
  7561. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7562. */
  7563. boundingBoxPosition: Vector3;
  7564. private _boundingBoxSize;
  7565. /**
  7566. * Gets or sets the size of the bounding box associated with the cube texture
  7567. * When defined, the cubemap will switch to local mode
  7568. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7569. * @example https://www.babylonjs-playground.com/#RNASML
  7570. */
  7571. /**
  7572. * Returns the bounding box size
  7573. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7574. */
  7575. boundingBoxSize: Vector3;
  7576. protected _rotationY: number;
  7577. /**
  7578. * Sets texture matrix rotation angle around Y axis in radians.
  7579. */
  7580. /**
  7581. * Gets texture matrix rotation angle around Y axis radians.
  7582. */
  7583. rotationY: number;
  7584. /**
  7585. * Are mip maps generated for this texture or not.
  7586. */
  7587. readonly noMipmap: boolean;
  7588. private _noMipmap;
  7589. private _files;
  7590. private _extensions;
  7591. private _textureMatrix;
  7592. private _format;
  7593. private _createPolynomials;
  7594. /** @hidden */
  7595. _prefiltered: boolean;
  7596. /**
  7597. * Creates a cube texture from an array of image urls
  7598. * @param files defines an array of image urls
  7599. * @param scene defines the hosting scene
  7600. * @param noMipmap specifies if mip maps are not used
  7601. * @returns a cube texture
  7602. */
  7603. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7604. /**
  7605. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7606. * @param url defines the url of the prefiltered texture
  7607. * @param scene defines the scene the texture is attached to
  7608. * @param forcedExtension defines the extension of the file if different from the url
  7609. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7610. * @return the prefiltered texture
  7611. */
  7612. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7613. /**
  7614. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7615. * as prefiltered data.
  7616. * @param rootUrl defines the url of the texture or the root name of the six images
  7617. * @param scene defines the scene the texture is attached to
  7618. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7619. * @param noMipmap defines if mipmaps should be created or not
  7620. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7621. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7622. * @param onError defines a callback triggered in case of error during load
  7623. * @param format defines the internal format to use for the texture once loaded
  7624. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7625. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7626. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7627. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7628. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7629. * @return the cube texture
  7630. */
  7631. 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);
  7632. /**
  7633. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7634. */
  7635. readonly isPrefiltered: boolean;
  7636. /**
  7637. * Get the current class name of the texture useful for serialization or dynamic coding.
  7638. * @returns "CubeTexture"
  7639. */
  7640. getClassName(): string;
  7641. /**
  7642. * Update the url (and optional buffer) of this texture if url was null during construction.
  7643. * @param url the url of the texture
  7644. * @param forcedExtension defines the extension to use
  7645. * @param onLoad callback called when the texture is loaded (defaults to null)
  7646. */
  7647. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7648. /**
  7649. * Delays loading of the cube texture
  7650. * @param forcedExtension defines the extension to use
  7651. */
  7652. delayLoad(forcedExtension?: string): void;
  7653. /**
  7654. * Returns the reflection texture matrix
  7655. * @returns the reflection texture matrix
  7656. */
  7657. getReflectionTextureMatrix(): Matrix;
  7658. /**
  7659. * Sets the reflection texture matrix
  7660. * @param value Reflection texture matrix
  7661. */
  7662. setReflectionTextureMatrix(value: Matrix): void;
  7663. /**
  7664. * Parses text to create a cube texture
  7665. * @param parsedTexture define the serialized text to read from
  7666. * @param scene defines the hosting scene
  7667. * @param rootUrl defines the root url of the cube texture
  7668. * @returns a cube texture
  7669. */
  7670. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7671. /**
  7672. * Makes a clone, or deep copy, of the cube texture
  7673. * @returns a new cube texture
  7674. */
  7675. clone(): CubeTexture;
  7676. }
  7677. }
  7678. declare module "babylonjs/Materials/materialDefines" {
  7679. /**
  7680. * Manages the defines for the Material
  7681. */
  7682. export class MaterialDefines {
  7683. /** @hidden */
  7684. protected _keys: string[];
  7685. private _isDirty;
  7686. /** @hidden */
  7687. _renderId: number;
  7688. /** @hidden */
  7689. _areLightsDirty: boolean;
  7690. /** @hidden */
  7691. _areAttributesDirty: boolean;
  7692. /** @hidden */
  7693. _areTexturesDirty: boolean;
  7694. /** @hidden */
  7695. _areFresnelDirty: boolean;
  7696. /** @hidden */
  7697. _areMiscDirty: boolean;
  7698. /** @hidden */
  7699. _areImageProcessingDirty: boolean;
  7700. /** @hidden */
  7701. _normals: boolean;
  7702. /** @hidden */
  7703. _uvs: boolean;
  7704. /** @hidden */
  7705. _needNormals: boolean;
  7706. /** @hidden */
  7707. _needUVs: boolean;
  7708. [id: string]: any;
  7709. /**
  7710. * Specifies if the material needs to be re-calculated
  7711. */
  7712. readonly isDirty: boolean;
  7713. /**
  7714. * Marks the material to indicate that it has been re-calculated
  7715. */
  7716. markAsProcessed(): void;
  7717. /**
  7718. * Marks the material to indicate that it needs to be re-calculated
  7719. */
  7720. markAsUnprocessed(): void;
  7721. /**
  7722. * Marks the material to indicate all of its defines need to be re-calculated
  7723. */
  7724. markAllAsDirty(): void;
  7725. /**
  7726. * Marks the material to indicate that image processing needs to be re-calculated
  7727. */
  7728. markAsImageProcessingDirty(): void;
  7729. /**
  7730. * Marks the material to indicate the lights need to be re-calculated
  7731. */
  7732. markAsLightDirty(): void;
  7733. /**
  7734. * Marks the attribute state as changed
  7735. */
  7736. markAsAttributesDirty(): void;
  7737. /**
  7738. * Marks the texture state as changed
  7739. */
  7740. markAsTexturesDirty(): void;
  7741. /**
  7742. * Marks the fresnel state as changed
  7743. */
  7744. markAsFresnelDirty(): void;
  7745. /**
  7746. * Marks the misc state as changed
  7747. */
  7748. markAsMiscDirty(): void;
  7749. /**
  7750. * Rebuilds the material defines
  7751. */
  7752. rebuild(): void;
  7753. /**
  7754. * Specifies if two material defines are equal
  7755. * @param other - A material define instance to compare to
  7756. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7757. */
  7758. isEqual(other: MaterialDefines): boolean;
  7759. /**
  7760. * Clones this instance's defines to another instance
  7761. * @param other - material defines to clone values to
  7762. */
  7763. cloneTo(other: MaterialDefines): void;
  7764. /**
  7765. * Resets the material define values
  7766. */
  7767. reset(): void;
  7768. /**
  7769. * Converts the material define values to a string
  7770. * @returns - String of material define information
  7771. */
  7772. toString(): string;
  7773. }
  7774. }
  7775. declare module "babylonjs/Materials/colorCurves" {
  7776. import { Effect } from "babylonjs/Materials/effect";
  7777. /**
  7778. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7779. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7780. * 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;
  7781. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7782. */
  7783. export class ColorCurves {
  7784. private _dirty;
  7785. private _tempColor;
  7786. private _globalCurve;
  7787. private _highlightsCurve;
  7788. private _midtonesCurve;
  7789. private _shadowsCurve;
  7790. private _positiveCurve;
  7791. private _negativeCurve;
  7792. private _globalHue;
  7793. private _globalDensity;
  7794. private _globalSaturation;
  7795. private _globalExposure;
  7796. /**
  7797. * Gets the global Hue value.
  7798. * 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).
  7799. */
  7800. /**
  7801. * Sets the global Hue value.
  7802. * 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).
  7803. */
  7804. globalHue: number;
  7805. /**
  7806. * Gets the global Density value.
  7807. * 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.
  7808. * Values less than zero provide a filter of opposite hue.
  7809. */
  7810. /**
  7811. * Sets the global Density value.
  7812. * 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.
  7813. * Values less than zero provide a filter of opposite hue.
  7814. */
  7815. globalDensity: number;
  7816. /**
  7817. * Gets the global Saturation value.
  7818. * 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.
  7819. */
  7820. /**
  7821. * Sets the global Saturation value.
  7822. * 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.
  7823. */
  7824. globalSaturation: number;
  7825. /**
  7826. * Gets the global Exposure value.
  7827. * 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.
  7828. */
  7829. /**
  7830. * Sets the global Exposure value.
  7831. * 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.
  7832. */
  7833. globalExposure: number;
  7834. private _highlightsHue;
  7835. private _highlightsDensity;
  7836. private _highlightsSaturation;
  7837. private _highlightsExposure;
  7838. /**
  7839. * Gets the highlights Hue value.
  7840. * 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).
  7841. */
  7842. /**
  7843. * Sets the highlights Hue value.
  7844. * 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).
  7845. */
  7846. highlightsHue: number;
  7847. /**
  7848. * Gets the highlights Density value.
  7849. * 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.
  7850. * Values less than zero provide a filter of opposite hue.
  7851. */
  7852. /**
  7853. * Sets the highlights Density value.
  7854. * 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.
  7855. * Values less than zero provide a filter of opposite hue.
  7856. */
  7857. highlightsDensity: number;
  7858. /**
  7859. * Gets the highlights Saturation value.
  7860. * 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.
  7861. */
  7862. /**
  7863. * Sets the highlights Saturation value.
  7864. * 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.
  7865. */
  7866. highlightsSaturation: number;
  7867. /**
  7868. * Gets the highlights Exposure value.
  7869. * 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.
  7870. */
  7871. /**
  7872. * Sets the highlights Exposure value.
  7873. * 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.
  7874. */
  7875. highlightsExposure: number;
  7876. private _midtonesHue;
  7877. private _midtonesDensity;
  7878. private _midtonesSaturation;
  7879. private _midtonesExposure;
  7880. /**
  7881. * Gets the midtones Hue value.
  7882. * 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).
  7883. */
  7884. /**
  7885. * Sets the midtones Hue value.
  7886. * 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).
  7887. */
  7888. midtonesHue: number;
  7889. /**
  7890. * Gets the midtones Density value.
  7891. * 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.
  7892. * Values less than zero provide a filter of opposite hue.
  7893. */
  7894. /**
  7895. * Sets the midtones Density value.
  7896. * 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.
  7897. * Values less than zero provide a filter of opposite hue.
  7898. */
  7899. midtonesDensity: number;
  7900. /**
  7901. * Gets the midtones Saturation value.
  7902. * 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.
  7903. */
  7904. /**
  7905. * Sets the midtones Saturation value.
  7906. * 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.
  7907. */
  7908. midtonesSaturation: number;
  7909. /**
  7910. * Gets the midtones Exposure value.
  7911. * 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.
  7912. */
  7913. /**
  7914. * Sets the midtones Exposure value.
  7915. * 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.
  7916. */
  7917. midtonesExposure: number;
  7918. private _shadowsHue;
  7919. private _shadowsDensity;
  7920. private _shadowsSaturation;
  7921. private _shadowsExposure;
  7922. /**
  7923. * Gets the shadows Hue value.
  7924. * 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).
  7925. */
  7926. /**
  7927. * Sets the shadows Hue value.
  7928. * 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).
  7929. */
  7930. shadowsHue: number;
  7931. /**
  7932. * Gets the shadows Density value.
  7933. * 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.
  7934. * Values less than zero provide a filter of opposite hue.
  7935. */
  7936. /**
  7937. * Sets the shadows Density value.
  7938. * 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.
  7939. * Values less than zero provide a filter of opposite hue.
  7940. */
  7941. shadowsDensity: number;
  7942. /**
  7943. * Gets the shadows Saturation value.
  7944. * 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.
  7945. */
  7946. /**
  7947. * Sets the shadows Saturation value.
  7948. * 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.
  7949. */
  7950. shadowsSaturation: number;
  7951. /**
  7952. * Gets the shadows Exposure value.
  7953. * 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.
  7954. */
  7955. /**
  7956. * Sets the shadows Exposure value.
  7957. * 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.
  7958. */
  7959. shadowsExposure: number;
  7960. /**
  7961. * Returns the class name
  7962. * @returns The class name
  7963. */
  7964. getClassName(): string;
  7965. /**
  7966. * Binds the color curves to the shader.
  7967. * @param colorCurves The color curve to bind
  7968. * @param effect The effect to bind to
  7969. * @param positiveUniform The positive uniform shader parameter
  7970. * @param neutralUniform The neutral uniform shader parameter
  7971. * @param negativeUniform The negative uniform shader parameter
  7972. */
  7973. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7974. /**
  7975. * Prepare the list of uniforms associated with the ColorCurves effects.
  7976. * @param uniformsList The list of uniforms used in the effect
  7977. */
  7978. static PrepareUniforms(uniformsList: string[]): void;
  7979. /**
  7980. * Returns color grading data based on a hue, density, saturation and exposure value.
  7981. * @param filterHue The hue of the color filter.
  7982. * @param filterDensity The density of the color filter.
  7983. * @param saturation The saturation.
  7984. * @param exposure The exposure.
  7985. * @param result The result data container.
  7986. */
  7987. private getColorGradingDataToRef;
  7988. /**
  7989. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7990. * @param value The input slider value in range [-100,100].
  7991. * @returns Adjusted value.
  7992. */
  7993. private static applyColorGradingSliderNonlinear;
  7994. /**
  7995. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  7996. * @param hue The hue (H) input.
  7997. * @param saturation The saturation (S) input.
  7998. * @param brightness The brightness (B) input.
  7999. * @result An RGBA color represented as Vector4.
  8000. */
  8001. private static fromHSBToRef;
  8002. /**
  8003. * Returns a value clamped between min and max
  8004. * @param value The value to clamp
  8005. * @param min The minimum of value
  8006. * @param max The maximum of value
  8007. * @returns The clamped value.
  8008. */
  8009. private static clamp;
  8010. /**
  8011. * Clones the current color curve instance.
  8012. * @return The cloned curves
  8013. */
  8014. clone(): ColorCurves;
  8015. /**
  8016. * Serializes the current color curve instance to a json representation.
  8017. * @return a JSON representation
  8018. */
  8019. serialize(): any;
  8020. /**
  8021. * Parses the color curve from a json representation.
  8022. * @param source the JSON source to parse
  8023. * @return The parsed curves
  8024. */
  8025. static Parse(source: any): ColorCurves;
  8026. }
  8027. }
  8028. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8029. import { Observable } from "babylonjs/Misc/observable";
  8030. import { Nullable } from "babylonjs/types";
  8031. import { Color4 } from "babylonjs/Maths/math.color";
  8032. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8033. import { Effect } from "babylonjs/Materials/effect";
  8034. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8035. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8036. /**
  8037. * Interface to follow in your material defines to integrate easily the
  8038. * Image proccessing functions.
  8039. * @hidden
  8040. */
  8041. export interface IImageProcessingConfigurationDefines {
  8042. IMAGEPROCESSING: boolean;
  8043. VIGNETTE: boolean;
  8044. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8045. VIGNETTEBLENDMODEOPAQUE: boolean;
  8046. TONEMAPPING: boolean;
  8047. TONEMAPPING_ACES: boolean;
  8048. CONTRAST: boolean;
  8049. EXPOSURE: boolean;
  8050. COLORCURVES: boolean;
  8051. COLORGRADING: boolean;
  8052. COLORGRADING3D: boolean;
  8053. SAMPLER3DGREENDEPTH: boolean;
  8054. SAMPLER3DBGRMAP: boolean;
  8055. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8056. }
  8057. /**
  8058. * @hidden
  8059. */
  8060. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8061. IMAGEPROCESSING: boolean;
  8062. VIGNETTE: boolean;
  8063. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8064. VIGNETTEBLENDMODEOPAQUE: boolean;
  8065. TONEMAPPING: boolean;
  8066. TONEMAPPING_ACES: boolean;
  8067. CONTRAST: boolean;
  8068. COLORCURVES: boolean;
  8069. COLORGRADING: boolean;
  8070. COLORGRADING3D: boolean;
  8071. SAMPLER3DGREENDEPTH: boolean;
  8072. SAMPLER3DBGRMAP: boolean;
  8073. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8074. EXPOSURE: boolean;
  8075. constructor();
  8076. }
  8077. /**
  8078. * This groups together the common properties used for image processing either in direct forward pass
  8079. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8080. * or not.
  8081. */
  8082. export class ImageProcessingConfiguration {
  8083. /**
  8084. * Default tone mapping applied in BabylonJS.
  8085. */
  8086. static readonly TONEMAPPING_STANDARD: number;
  8087. /**
  8088. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8089. * to other engines rendering to increase portability.
  8090. */
  8091. static readonly TONEMAPPING_ACES: number;
  8092. /**
  8093. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8094. */
  8095. colorCurves: Nullable<ColorCurves>;
  8096. private _colorCurvesEnabled;
  8097. /**
  8098. * Gets wether the color curves effect is enabled.
  8099. */
  8100. /**
  8101. * Sets wether the color curves effect is enabled.
  8102. */
  8103. colorCurvesEnabled: boolean;
  8104. private _colorGradingTexture;
  8105. /**
  8106. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8107. */
  8108. /**
  8109. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8110. */
  8111. colorGradingTexture: Nullable<BaseTexture>;
  8112. private _colorGradingEnabled;
  8113. /**
  8114. * Gets wether the color grading effect is enabled.
  8115. */
  8116. /**
  8117. * Sets wether the color grading effect is enabled.
  8118. */
  8119. colorGradingEnabled: boolean;
  8120. private _colorGradingWithGreenDepth;
  8121. /**
  8122. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8126. */
  8127. colorGradingWithGreenDepth: boolean;
  8128. private _colorGradingBGR;
  8129. /**
  8130. * Gets wether the color grading texture contains BGR values.
  8131. */
  8132. /**
  8133. * Sets wether the color grading texture contains BGR values.
  8134. */
  8135. colorGradingBGR: boolean;
  8136. /** @hidden */
  8137. _exposure: number;
  8138. /**
  8139. * Gets the Exposure used in the effect.
  8140. */
  8141. /**
  8142. * Sets the Exposure used in the effect.
  8143. */
  8144. exposure: number;
  8145. private _toneMappingEnabled;
  8146. /**
  8147. * Gets wether the tone mapping effect is enabled.
  8148. */
  8149. /**
  8150. * Sets wether the tone mapping effect is enabled.
  8151. */
  8152. toneMappingEnabled: boolean;
  8153. private _toneMappingType;
  8154. /**
  8155. * Gets the type of tone mapping effect.
  8156. */
  8157. /**
  8158. * Sets the type of tone mapping effect used in BabylonJS.
  8159. */
  8160. toneMappingType: number;
  8161. protected _contrast: number;
  8162. /**
  8163. * Gets the contrast used in the effect.
  8164. */
  8165. /**
  8166. * Sets the contrast used in the effect.
  8167. */
  8168. contrast: number;
  8169. /**
  8170. * Vignette stretch size.
  8171. */
  8172. vignetteStretch: number;
  8173. /**
  8174. * Vignette centre X Offset.
  8175. */
  8176. vignetteCentreX: number;
  8177. /**
  8178. * Vignette centre Y Offset.
  8179. */
  8180. vignetteCentreY: number;
  8181. /**
  8182. * Vignette weight or intensity of the vignette effect.
  8183. */
  8184. vignetteWeight: number;
  8185. /**
  8186. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8187. * if vignetteEnabled is set to true.
  8188. */
  8189. vignetteColor: Color4;
  8190. /**
  8191. * Camera field of view used by the Vignette effect.
  8192. */
  8193. vignetteCameraFov: number;
  8194. private _vignetteBlendMode;
  8195. /**
  8196. * Gets the vignette blend mode allowing different kind of effect.
  8197. */
  8198. /**
  8199. * Sets the vignette blend mode allowing different kind of effect.
  8200. */
  8201. vignetteBlendMode: number;
  8202. private _vignetteEnabled;
  8203. /**
  8204. * Gets wether the vignette effect is enabled.
  8205. */
  8206. /**
  8207. * Sets wether the vignette effect is enabled.
  8208. */
  8209. vignetteEnabled: boolean;
  8210. private _applyByPostProcess;
  8211. /**
  8212. * Gets wether the image processing is applied through a post process or not.
  8213. */
  8214. /**
  8215. * Sets wether the image processing is applied through a post process or not.
  8216. */
  8217. applyByPostProcess: boolean;
  8218. private _isEnabled;
  8219. /**
  8220. * Gets wether the image processing is enabled or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is enabled or not.
  8224. */
  8225. isEnabled: boolean;
  8226. /**
  8227. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8228. */
  8229. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8230. /**
  8231. * Method called each time the image processing information changes requires to recompile the effect.
  8232. */
  8233. protected _updateParameters(): void;
  8234. /**
  8235. * Gets the current class name.
  8236. * @return "ImageProcessingConfiguration"
  8237. */
  8238. getClassName(): string;
  8239. /**
  8240. * Prepare the list of uniforms associated with the Image Processing effects.
  8241. * @param uniforms The list of uniforms used in the effect
  8242. * @param defines the list of defines currently in use
  8243. */
  8244. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8245. /**
  8246. * Prepare the list of samplers associated with the Image Processing effects.
  8247. * @param samplersList The list of uniforms used in the effect
  8248. * @param defines the list of defines currently in use
  8249. */
  8250. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8251. /**
  8252. * Prepare the list of defines associated to the shader.
  8253. * @param defines the list of defines to complete
  8254. * @param forPostProcess Define if we are currently in post process mode or not
  8255. */
  8256. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8257. /**
  8258. * Returns true if all the image processing information are ready.
  8259. * @returns True if ready, otherwise, false
  8260. */
  8261. isReady(): boolean;
  8262. /**
  8263. * Binds the image processing to the shader.
  8264. * @param effect The effect to bind to
  8265. * @param aspectRatio Define the current aspect ratio of the effect
  8266. */
  8267. bind(effect: Effect, aspectRatio?: number): void;
  8268. /**
  8269. * Clones the current image processing instance.
  8270. * @return The cloned image processing
  8271. */
  8272. clone(): ImageProcessingConfiguration;
  8273. /**
  8274. * Serializes the current image processing instance to a json representation.
  8275. * @return a JSON representation
  8276. */
  8277. serialize(): any;
  8278. /**
  8279. * Parses the image processing from a json representation.
  8280. * @param source the JSON source to parse
  8281. * @return The parsed image processing
  8282. */
  8283. static Parse(source: any): ImageProcessingConfiguration;
  8284. private static _VIGNETTEMODE_MULTIPLY;
  8285. private static _VIGNETTEMODE_OPAQUE;
  8286. /**
  8287. * Used to apply the vignette as a mix with the pixel color.
  8288. */
  8289. static readonly VIGNETTEMODE_MULTIPLY: number;
  8290. /**
  8291. * Used to apply the vignette as a replacement of the pixel color.
  8292. */
  8293. static readonly VIGNETTEMODE_OPAQUE: number;
  8294. }
  8295. }
  8296. declare module "babylonjs/Shaders/postprocess.vertex" {
  8297. /** @hidden */
  8298. export var postprocessVertexShader: {
  8299. name: string;
  8300. shader: string;
  8301. };
  8302. }
  8303. declare module "babylonjs/Maths/math.axis" {
  8304. import { Vector3 } from "babylonjs/Maths/math.vector";
  8305. /** Defines supported spaces */
  8306. export enum Space {
  8307. /** Local (object) space */
  8308. LOCAL = 0,
  8309. /** World space */
  8310. WORLD = 1,
  8311. /** Bone space */
  8312. BONE = 2
  8313. }
  8314. /** Defines the 3 main axes */
  8315. export class Axis {
  8316. /** X axis */
  8317. static X: Vector3;
  8318. /** Y axis */
  8319. static Y: Vector3;
  8320. /** Z axis */
  8321. static Z: Vector3;
  8322. }
  8323. }
  8324. declare module "babylonjs/Cameras/targetCamera" {
  8325. import { Nullable } from "babylonjs/types";
  8326. import { Camera } from "babylonjs/Cameras/camera";
  8327. import { Scene } from "babylonjs/scene";
  8328. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8329. /**
  8330. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8331. * This is the base of the follow, arc rotate cameras and Free camera
  8332. * @see http://doc.babylonjs.com/features/cameras
  8333. */
  8334. export class TargetCamera extends Camera {
  8335. private static _RigCamTransformMatrix;
  8336. private static _TargetTransformMatrix;
  8337. private static _TargetFocalPoint;
  8338. /**
  8339. * Define the current direction the camera is moving to
  8340. */
  8341. cameraDirection: Vector3;
  8342. /**
  8343. * Define the current rotation the camera is rotating to
  8344. */
  8345. cameraRotation: Vector2;
  8346. /**
  8347. * When set, the up vector of the camera will be updated by the rotation of the camera
  8348. */
  8349. updateUpVectorFromRotation: boolean;
  8350. private _tmpQuaternion;
  8351. /**
  8352. * Define the current rotation of the camera
  8353. */
  8354. rotation: Vector3;
  8355. /**
  8356. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8357. */
  8358. rotationQuaternion: Quaternion;
  8359. /**
  8360. * Define the current speed of the camera
  8361. */
  8362. speed: number;
  8363. /**
  8364. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8365. * around all axis.
  8366. */
  8367. noRotationConstraint: boolean;
  8368. /**
  8369. * Define the current target of the camera as an object or a position.
  8370. */
  8371. lockedTarget: any;
  8372. /** @hidden */
  8373. _currentTarget: Vector3;
  8374. /** @hidden */
  8375. _initialFocalDistance: number;
  8376. /** @hidden */
  8377. _viewMatrix: Matrix;
  8378. /** @hidden */
  8379. _camMatrix: Matrix;
  8380. /** @hidden */
  8381. _cameraTransformMatrix: Matrix;
  8382. /** @hidden */
  8383. _cameraRotationMatrix: Matrix;
  8384. /** @hidden */
  8385. _referencePoint: Vector3;
  8386. /** @hidden */
  8387. _transformedReferencePoint: Vector3;
  8388. protected _globalCurrentTarget: Vector3;
  8389. protected _globalCurrentUpVector: Vector3;
  8390. /** @hidden */
  8391. _reset: () => void;
  8392. private _defaultUp;
  8393. /**
  8394. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  8395. * This is the base of the follow, arc rotate cameras and Free camera
  8396. * @see http://doc.babylonjs.com/features/cameras
  8397. * @param name Defines the name of the camera in the scene
  8398. * @param position Defines the start position of the camera in the scene
  8399. * @param scene Defines the scene the camera belongs to
  8400. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8401. */
  8402. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8403. /**
  8404. * Gets the position in front of the camera at a given distance.
  8405. * @param distance The distance from the camera we want the position to be
  8406. * @returns the position
  8407. */
  8408. getFrontPosition(distance: number): Vector3;
  8409. /** @hidden */
  8410. _getLockedTargetPosition(): Nullable<Vector3>;
  8411. private _storedPosition;
  8412. private _storedRotation;
  8413. private _storedRotationQuaternion;
  8414. /**
  8415. * Store current camera state of the camera (fov, position, rotation, etc..)
  8416. * @returns the camera
  8417. */
  8418. storeState(): Camera;
  8419. /**
  8420. * Restored camera state. You must call storeState() first
  8421. * @returns whether it was successful or not
  8422. * @hidden
  8423. */
  8424. _restoreStateValues(): boolean;
  8425. /** @hidden */
  8426. _initCache(): void;
  8427. /** @hidden */
  8428. _updateCache(ignoreParentClass?: boolean): void;
  8429. /** @hidden */
  8430. _isSynchronizedViewMatrix(): boolean;
  8431. /** @hidden */
  8432. _computeLocalCameraSpeed(): number;
  8433. /**
  8434. * Defines the target the camera should look at.
  8435. * @param target Defines the new target as a Vector or a mesh
  8436. */
  8437. setTarget(target: Vector3): void;
  8438. /**
  8439. * Return the current target position of the camera. This value is expressed in local space.
  8440. * @returns the target position
  8441. */
  8442. getTarget(): Vector3;
  8443. /** @hidden */
  8444. _decideIfNeedsToMove(): boolean;
  8445. /** @hidden */
  8446. _updatePosition(): void;
  8447. /** @hidden */
  8448. _checkInputs(): void;
  8449. protected _updateCameraRotationMatrix(): void;
  8450. /**
  8451. * 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)
  8452. * @returns the current camera
  8453. */
  8454. private _rotateUpVectorWithCameraRotationMatrix;
  8455. private _cachedRotationZ;
  8456. private _cachedQuaternionRotationZ;
  8457. /** @hidden */
  8458. _getViewMatrix(): Matrix;
  8459. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8460. /**
  8461. * @hidden
  8462. */
  8463. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8464. /**
  8465. * @hidden
  8466. */
  8467. _updateRigCameras(): void;
  8468. private _getRigCamPositionAndTarget;
  8469. /**
  8470. * Gets the current object class name.
  8471. * @return the class name
  8472. */
  8473. getClassName(): string;
  8474. }
  8475. }
  8476. declare module "babylonjs/Events/keyboardEvents" {
  8477. /**
  8478. * Gather the list of keyboard event types as constants.
  8479. */
  8480. export class KeyboardEventTypes {
  8481. /**
  8482. * The keydown event is fired when a key becomes active (pressed).
  8483. */
  8484. static readonly KEYDOWN: number;
  8485. /**
  8486. * The keyup event is fired when a key has been released.
  8487. */
  8488. static readonly KEYUP: number;
  8489. }
  8490. /**
  8491. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8492. */
  8493. export class KeyboardInfo {
  8494. /**
  8495. * Defines the type of event (KeyboardEventTypes)
  8496. */
  8497. type: number;
  8498. /**
  8499. * Defines the related dom event
  8500. */
  8501. event: KeyboardEvent;
  8502. /**
  8503. * Instantiates a new keyboard info.
  8504. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8505. * @param type Defines the type of event (KeyboardEventTypes)
  8506. * @param event Defines the related dom event
  8507. */
  8508. constructor(
  8509. /**
  8510. * Defines the type of event (KeyboardEventTypes)
  8511. */
  8512. type: number,
  8513. /**
  8514. * Defines the related dom event
  8515. */
  8516. event: KeyboardEvent);
  8517. }
  8518. /**
  8519. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8520. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8521. */
  8522. export class KeyboardInfoPre extends KeyboardInfo {
  8523. /**
  8524. * Defines the type of event (KeyboardEventTypes)
  8525. */
  8526. type: number;
  8527. /**
  8528. * Defines the related dom event
  8529. */
  8530. event: KeyboardEvent;
  8531. /**
  8532. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8533. */
  8534. skipOnPointerObservable: boolean;
  8535. /**
  8536. * Instantiates a new keyboard pre info.
  8537. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8538. * @param type Defines the type of event (KeyboardEventTypes)
  8539. * @param event Defines the related dom event
  8540. */
  8541. constructor(
  8542. /**
  8543. * Defines the type of event (KeyboardEventTypes)
  8544. */
  8545. type: number,
  8546. /**
  8547. * Defines the related dom event
  8548. */
  8549. event: KeyboardEvent);
  8550. }
  8551. }
  8552. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8553. import { Nullable } from "babylonjs/types";
  8554. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8555. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8556. /**
  8557. * Manage the keyboard inputs to control the movement of a free camera.
  8558. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8559. */
  8560. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8561. /**
  8562. * Defines the camera the input is attached to.
  8563. */
  8564. camera: FreeCamera;
  8565. /**
  8566. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8567. */
  8568. keysUp: number[];
  8569. /**
  8570. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8571. */
  8572. keysDown: number[];
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8575. */
  8576. keysLeft: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8579. */
  8580. keysRight: number[];
  8581. private _keys;
  8582. private _onCanvasBlurObserver;
  8583. private _onKeyboardObserver;
  8584. private _engine;
  8585. private _scene;
  8586. /**
  8587. * Attach the input controls to a specific dom element to get the input from.
  8588. * @param element Defines the element the controls should be listened from
  8589. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8590. */
  8591. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8592. /**
  8593. * Detach the current controls from the specified dom element.
  8594. * @param element Defines the element to stop listening the inputs from
  8595. */
  8596. detachControl(element: Nullable<HTMLElement>): void;
  8597. /**
  8598. * Update the current camera state depending on the inputs that have been used this frame.
  8599. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8600. */
  8601. checkInputs(): void;
  8602. /**
  8603. * Gets the class name of the current intput.
  8604. * @returns the class name
  8605. */
  8606. getClassName(): string;
  8607. /** @hidden */
  8608. _onLostFocus(): void;
  8609. /**
  8610. * Get the friendly name associated with the input class.
  8611. * @returns the input friendly name
  8612. */
  8613. getSimpleName(): string;
  8614. }
  8615. }
  8616. declare module "babylonjs/Lights/shadowLight" {
  8617. import { Camera } from "babylonjs/Cameras/camera";
  8618. import { Scene } from "babylonjs/scene";
  8619. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8620. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8621. import { Light } from "babylonjs/Lights/light";
  8622. /**
  8623. * Interface describing all the common properties and methods a shadow light needs to implement.
  8624. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8625. * as well as binding the different shadow properties to the effects.
  8626. */
  8627. export interface IShadowLight extends Light {
  8628. /**
  8629. * The light id in the scene (used in scene.findLighById for instance)
  8630. */
  8631. id: string;
  8632. /**
  8633. * The position the shdow will be casted from.
  8634. */
  8635. position: Vector3;
  8636. /**
  8637. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8638. */
  8639. direction: Vector3;
  8640. /**
  8641. * The transformed position. Position of the light in world space taking parenting in account.
  8642. */
  8643. transformedPosition: Vector3;
  8644. /**
  8645. * The transformed direction. Direction of the light in world space taking parenting in account.
  8646. */
  8647. transformedDirection: Vector3;
  8648. /**
  8649. * The friendly name of the light in the scene.
  8650. */
  8651. name: string;
  8652. /**
  8653. * Defines the shadow projection clipping minimum z value.
  8654. */
  8655. shadowMinZ: number;
  8656. /**
  8657. * Defines the shadow projection clipping maximum z value.
  8658. */
  8659. shadowMaxZ: number;
  8660. /**
  8661. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8662. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8663. */
  8664. computeTransformedInformation(): boolean;
  8665. /**
  8666. * Gets the scene the light belongs to.
  8667. * @returns The scene
  8668. */
  8669. getScene(): Scene;
  8670. /**
  8671. * Callback defining a custom Projection Matrix Builder.
  8672. * This can be used to override the default projection matrix computation.
  8673. */
  8674. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8675. /**
  8676. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8677. * @param matrix The materix to updated with the projection information
  8678. * @param viewMatrix The transform matrix of the light
  8679. * @param renderList The list of mesh to render in the map
  8680. * @returns The current light
  8681. */
  8682. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8683. /**
  8684. * Gets the current depth scale used in ESM.
  8685. * @returns The scale
  8686. */
  8687. getDepthScale(): number;
  8688. /**
  8689. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8690. * @returns true if a cube texture needs to be use
  8691. */
  8692. needCube(): boolean;
  8693. /**
  8694. * Detects if the projection matrix requires to be recomputed this frame.
  8695. * @returns true if it requires to be recomputed otherwise, false.
  8696. */
  8697. needProjectionMatrixCompute(): boolean;
  8698. /**
  8699. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8700. */
  8701. forceProjectionMatrixCompute(): void;
  8702. /**
  8703. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8704. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8705. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8706. */
  8707. getShadowDirection(faceIndex?: number): Vector3;
  8708. /**
  8709. * Gets the minZ used for shadow according to both the scene and the light.
  8710. * @param activeCamera The camera we are returning the min for
  8711. * @returns the depth min z
  8712. */
  8713. getDepthMinZ(activeCamera: Camera): number;
  8714. /**
  8715. * Gets the maxZ used for shadow according to both the scene and the light.
  8716. * @param activeCamera The camera we are returning the max for
  8717. * @returns the depth max z
  8718. */
  8719. getDepthMaxZ(activeCamera: Camera): number;
  8720. }
  8721. /**
  8722. * Base implementation IShadowLight
  8723. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8724. */
  8725. export abstract class ShadowLight extends Light implements IShadowLight {
  8726. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8727. protected _position: Vector3;
  8728. protected _setPosition(value: Vector3): void;
  8729. /**
  8730. * Sets the position the shadow will be casted from. Also use as the light position for both
  8731. * point and spot lights.
  8732. */
  8733. /**
  8734. * Sets the position the shadow will be casted from. Also use as the light position for both
  8735. * point and spot lights.
  8736. */
  8737. position: Vector3;
  8738. protected _direction: Vector3;
  8739. protected _setDirection(value: Vector3): void;
  8740. /**
  8741. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8742. * Also use as the light direction on spot and directional lights.
  8743. */
  8744. /**
  8745. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8746. * Also use as the light direction on spot and directional lights.
  8747. */
  8748. direction: Vector3;
  8749. private _shadowMinZ;
  8750. /**
  8751. * Gets the shadow projection clipping minimum z value.
  8752. */
  8753. /**
  8754. * Sets the shadow projection clipping minimum z value.
  8755. */
  8756. shadowMinZ: number;
  8757. private _shadowMaxZ;
  8758. /**
  8759. * Sets the shadow projection clipping maximum z value.
  8760. */
  8761. /**
  8762. * Gets the shadow projection clipping maximum z value.
  8763. */
  8764. shadowMaxZ: number;
  8765. /**
  8766. * Callback defining a custom Projection Matrix Builder.
  8767. * This can be used to override the default projection matrix computation.
  8768. */
  8769. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8770. /**
  8771. * The transformed position. Position of the light in world space taking parenting in account.
  8772. */
  8773. transformedPosition: Vector3;
  8774. /**
  8775. * The transformed direction. Direction of the light in world space taking parenting in account.
  8776. */
  8777. transformedDirection: Vector3;
  8778. private _needProjectionMatrixCompute;
  8779. /**
  8780. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8781. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8782. */
  8783. computeTransformedInformation(): boolean;
  8784. /**
  8785. * Return the depth scale used for the shadow map.
  8786. * @returns the depth scale.
  8787. */
  8788. getDepthScale(): number;
  8789. /**
  8790. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8791. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8792. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8793. */
  8794. getShadowDirection(faceIndex?: number): Vector3;
  8795. /**
  8796. * Returns the ShadowLight absolute position in the World.
  8797. * @returns the position vector in world space
  8798. */
  8799. getAbsolutePosition(): Vector3;
  8800. /**
  8801. * Sets the ShadowLight direction toward the passed target.
  8802. * @param target The point to target in local space
  8803. * @returns the updated ShadowLight direction
  8804. */
  8805. setDirectionToTarget(target: Vector3): Vector3;
  8806. /**
  8807. * Returns the light rotation in euler definition.
  8808. * @returns the x y z rotation in local space.
  8809. */
  8810. getRotation(): Vector3;
  8811. /**
  8812. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8813. * @returns true if a cube texture needs to be use
  8814. */
  8815. needCube(): boolean;
  8816. /**
  8817. * Detects if the projection matrix requires to be recomputed this frame.
  8818. * @returns true if it requires to be recomputed otherwise, false.
  8819. */
  8820. needProjectionMatrixCompute(): boolean;
  8821. /**
  8822. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8823. */
  8824. forceProjectionMatrixCompute(): void;
  8825. /** @hidden */
  8826. _initCache(): void;
  8827. /** @hidden */
  8828. _isSynchronized(): boolean;
  8829. /**
  8830. * Computes the world matrix of the node
  8831. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8832. * @returns the world matrix
  8833. */
  8834. computeWorldMatrix(force?: boolean): Matrix;
  8835. /**
  8836. * Gets the minZ used for shadow according to both the scene and the light.
  8837. * @param activeCamera The camera we are returning the min for
  8838. * @returns the depth min z
  8839. */
  8840. getDepthMinZ(activeCamera: Camera): number;
  8841. /**
  8842. * Gets the maxZ used for shadow according to both the scene and the light.
  8843. * @param activeCamera The camera we are returning the max for
  8844. * @returns the depth max z
  8845. */
  8846. getDepthMaxZ(activeCamera: Camera): number;
  8847. /**
  8848. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8849. * @param matrix The materix to updated with the projection information
  8850. * @param viewMatrix The transform matrix of the light
  8851. * @param renderList The list of mesh to render in the map
  8852. * @returns The current light
  8853. */
  8854. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8855. }
  8856. }
  8857. declare module "babylonjs/Materials/materialHelper" {
  8858. import { Nullable } from "babylonjs/types";
  8859. import { Scene } from "babylonjs/scene";
  8860. import { Engine } from "babylonjs/Engines/engine";
  8861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8862. import { Light } from "babylonjs/Lights/light";
  8863. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8864. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8865. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8866. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8867. /**
  8868. * "Static Class" containing the most commonly used helper while dealing with material for
  8869. * rendering purpose.
  8870. *
  8871. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8872. *
  8873. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8874. */
  8875. export class MaterialHelper {
  8876. /**
  8877. * Bind the current view position to an effect.
  8878. * @param effect The effect to be bound
  8879. * @param scene The scene the eyes position is used from
  8880. */
  8881. static BindEyePosition(effect: Effect, scene: Scene): void;
  8882. /**
  8883. * Helps preparing the defines values about the UVs in used in the effect.
  8884. * UVs are shared as much as we can accross channels in the shaders.
  8885. * @param texture The texture we are preparing the UVs for
  8886. * @param defines The defines to update
  8887. * @param key The channel key "diffuse", "specular"... used in the shader
  8888. */
  8889. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8890. /**
  8891. * Binds a texture matrix value to its corrsponding uniform
  8892. * @param texture The texture to bind the matrix for
  8893. * @param uniformBuffer The uniform buffer receivin the data
  8894. * @param key The channel key "diffuse", "specular"... used in the shader
  8895. */
  8896. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8897. /**
  8898. * Gets the current status of the fog (should it be enabled?)
  8899. * @param mesh defines the mesh to evaluate for fog support
  8900. * @param scene defines the hosting scene
  8901. * @returns true if fog must be enabled
  8902. */
  8903. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8904. /**
  8905. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8906. * @param mesh defines the current mesh
  8907. * @param scene defines the current scene
  8908. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8909. * @param pointsCloud defines if point cloud rendering has to be turned on
  8910. * @param fogEnabled defines if fog has to be turned on
  8911. * @param alphaTest defines if alpha testing has to be turned on
  8912. * @param defines defines the current list of defines
  8913. */
  8914. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8915. /**
  8916. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8917. * @param scene defines the current scene
  8918. * @param engine defines the current engine
  8919. * @param defines specifies the list of active defines
  8920. * @param useInstances defines if instances have to be turned on
  8921. * @param useClipPlane defines if clip plane have to be turned on
  8922. */
  8923. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8924. /**
  8925. * Prepares the defines for bones
  8926. * @param mesh The mesh containing the geometry data we will draw
  8927. * @param defines The defines to update
  8928. */
  8929. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8930. /**
  8931. * Prepares the defines for morph targets
  8932. * @param mesh The mesh containing the geometry data we will draw
  8933. * @param defines The defines to update
  8934. */
  8935. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8936. /**
  8937. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8938. * @param mesh The mesh containing the geometry data we will draw
  8939. * @param defines The defines to update
  8940. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8941. * @param useBones Precise whether bones should be used or not (override mesh info)
  8942. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8943. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8944. * @returns false if defines are considered not dirty and have not been checked
  8945. */
  8946. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8947. /**
  8948. * Prepares the defines related to multiview
  8949. * @param scene The scene we are intending to draw
  8950. * @param defines The defines to update
  8951. */
  8952. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8953. /**
  8954. * Prepares the defines related to the light information passed in parameter
  8955. * @param scene The scene we are intending to draw
  8956. * @param mesh The mesh the effect is compiling for
  8957. * @param light The light the effect is compiling for
  8958. * @param lightIndex The index of the light
  8959. * @param defines The defines to update
  8960. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8961. * @param state Defines the current state regarding what is needed (normals, etc...)
  8962. */
  8963. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8964. needNormals: boolean;
  8965. needRebuild: boolean;
  8966. shadowEnabled: boolean;
  8967. specularEnabled: boolean;
  8968. lightmapMode: boolean;
  8969. }): void;
  8970. /**
  8971. * Prepares the defines related to the light information passed in parameter
  8972. * @param scene The scene we are intending to draw
  8973. * @param mesh The mesh the effect is compiling for
  8974. * @param defines The defines to update
  8975. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8976. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8977. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8978. * @returns true if normals will be required for the rest of the effect
  8979. */
  8980. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8981. /**
  8982. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8983. * @param lightIndex defines the light index
  8984. * @param uniformsList The uniform list
  8985. * @param samplersList The sampler list
  8986. * @param projectedLightTexture defines if projected texture must be used
  8987. * @param uniformBuffersList defines an optional list of uniform buffers
  8988. */
  8989. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8990. /**
  8991. * Prepares the uniforms and samplers list to be used in the effect
  8992. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  8993. * @param samplersList The sampler list
  8994. * @param defines The defines helping in the list generation
  8995. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  8996. */
  8997. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  8998. /**
  8999. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9000. * @param defines The defines to update while falling back
  9001. * @param fallbacks The authorized effect fallbacks
  9002. * @param maxSimultaneousLights The maximum number of lights allowed
  9003. * @param rank the current rank of the Effect
  9004. * @returns The newly affected rank
  9005. */
  9006. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9007. private static _TmpMorphInfluencers;
  9008. /**
  9009. * Prepares the list of attributes required for morph targets according to the effect defines.
  9010. * @param attribs The current list of supported attribs
  9011. * @param mesh The mesh to prepare the morph targets attributes for
  9012. * @param influencers The number of influencers
  9013. */
  9014. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9015. /**
  9016. * Prepares the list of attributes required for morph targets according to the effect defines.
  9017. * @param attribs The current list of supported attribs
  9018. * @param mesh The mesh to prepare the morph targets attributes for
  9019. * @param defines The current Defines of the effect
  9020. */
  9021. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9022. /**
  9023. * Prepares the list of attributes required for bones according to the effect defines.
  9024. * @param attribs The current list of supported attribs
  9025. * @param mesh The mesh to prepare the bones attributes for
  9026. * @param defines The current Defines of the effect
  9027. * @param fallbacks The current efffect fallback strategy
  9028. */
  9029. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9030. /**
  9031. * Check and prepare the list of attributes required for instances according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param defines The current MaterialDefines of the effect
  9034. */
  9035. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9036. /**
  9037. * Add the list of attributes required for instances to the attribs array.
  9038. * @param attribs The current list of supported attribs
  9039. */
  9040. static PushAttributesForInstances(attribs: string[]): void;
  9041. /**
  9042. * Binds the light shadow information to the effect for the given mesh.
  9043. * @param light The light containing the generator
  9044. * @param scene The scene the lights belongs to
  9045. * @param mesh The mesh we are binding the information to render
  9046. * @param lightIndex The light index in the effect used to render the mesh
  9047. * @param effect The effect we are binding the data to
  9048. */
  9049. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9050. /**
  9051. * Binds the light information to the effect.
  9052. * @param light The light containing the generator
  9053. * @param effect The effect we are binding the data to
  9054. * @param lightIndex The light index in the effect used to render
  9055. */
  9056. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9057. /**
  9058. * Binds the lights information from the scene to the effect for the given mesh.
  9059. * @param light Light to bind
  9060. * @param lightIndex Light index
  9061. * @param scene The scene where the light belongs to
  9062. * @param mesh The mesh we are binding the information to render
  9063. * @param effect The effect we are binding the data to
  9064. * @param useSpecular Defines if specular is supported
  9065. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9066. */
  9067. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  9068. /**
  9069. * Binds the lights information from the scene to the effect for the given mesh.
  9070. * @param scene The scene the lights belongs to
  9071. * @param mesh The mesh we are binding the information to render
  9072. * @param effect The effect we are binding the data to
  9073. * @param defines The generated defines for the effect
  9074. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9075. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9076. */
  9077. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  9078. private static _tempFogColor;
  9079. /**
  9080. * Binds the fog information from the scene to the effect for the given mesh.
  9081. * @param scene The scene the lights belongs to
  9082. * @param mesh The mesh we are binding the information to render
  9083. * @param effect The effect we are binding the data to
  9084. * @param linearSpace Defines if the fog effect is applied in linear space
  9085. */
  9086. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9087. /**
  9088. * Binds the bones information from the mesh to the effect.
  9089. * @param mesh The mesh we are binding the information to render
  9090. * @param effect The effect we are binding the data to
  9091. */
  9092. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9093. /**
  9094. * Binds the morph targets information from the mesh to the effect.
  9095. * @param abstractMesh The mesh we are binding the information to render
  9096. * @param effect The effect we are binding the data to
  9097. */
  9098. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9099. /**
  9100. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9101. * @param defines The generated defines used in the effect
  9102. * @param effect The effect we are binding the data to
  9103. * @param scene The scene we are willing to render with logarithmic scale for
  9104. */
  9105. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9106. /**
  9107. * Binds the clip plane information from the scene to the effect.
  9108. * @param scene The scene the clip plane information are extracted from
  9109. * @param effect The effect we are binding the data to
  9110. */
  9111. static BindClipPlane(effect: Effect, scene: Scene): void;
  9112. }
  9113. }
  9114. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9115. /** @hidden */
  9116. export var packingFunctions: {
  9117. name: string;
  9118. shader: string;
  9119. };
  9120. }
  9121. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9122. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9123. /** @hidden */
  9124. export var shadowMapPixelShader: {
  9125. name: string;
  9126. shader: string;
  9127. };
  9128. }
  9129. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9130. /** @hidden */
  9131. export var bonesDeclaration: {
  9132. name: string;
  9133. shader: string;
  9134. };
  9135. }
  9136. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9137. /** @hidden */
  9138. export var morphTargetsVertexGlobalDeclaration: {
  9139. name: string;
  9140. shader: string;
  9141. };
  9142. }
  9143. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9144. /** @hidden */
  9145. export var morphTargetsVertexDeclaration: {
  9146. name: string;
  9147. shader: string;
  9148. };
  9149. }
  9150. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9151. /** @hidden */
  9152. export var instancesDeclaration: {
  9153. name: string;
  9154. shader: string;
  9155. };
  9156. }
  9157. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9158. /** @hidden */
  9159. export var helperFunctions: {
  9160. name: string;
  9161. shader: string;
  9162. };
  9163. }
  9164. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9165. /** @hidden */
  9166. export var morphTargetsVertex: {
  9167. name: string;
  9168. shader: string;
  9169. };
  9170. }
  9171. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9172. /** @hidden */
  9173. export var instancesVertex: {
  9174. name: string;
  9175. shader: string;
  9176. };
  9177. }
  9178. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9179. /** @hidden */
  9180. export var bonesVertex: {
  9181. name: string;
  9182. shader: string;
  9183. };
  9184. }
  9185. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9186. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9187. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9188. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9189. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9190. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9191. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9192. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9193. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9194. /** @hidden */
  9195. export var shadowMapVertexShader: {
  9196. name: string;
  9197. shader: string;
  9198. };
  9199. }
  9200. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9201. /** @hidden */
  9202. export var depthBoxBlurPixelShader: {
  9203. name: string;
  9204. shader: string;
  9205. };
  9206. }
  9207. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9208. import { Nullable } from "babylonjs/types";
  9209. import { Scene } from "babylonjs/scene";
  9210. import { Matrix } from "babylonjs/Maths/math.vector";
  9211. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9212. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9213. import { Mesh } from "babylonjs/Meshes/mesh";
  9214. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9215. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9216. import { Effect } from "babylonjs/Materials/effect";
  9217. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9218. import "babylonjs/Shaders/shadowMap.fragment";
  9219. import "babylonjs/Shaders/shadowMap.vertex";
  9220. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9221. import { Observable } from "babylonjs/Misc/observable";
  9222. /**
  9223. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9224. */
  9225. export interface ICustomShaderOptions {
  9226. /**
  9227. * Gets or sets the custom shader name to use
  9228. */
  9229. shaderName: string;
  9230. /**
  9231. * The list of attribute names used in the shader
  9232. */
  9233. attributes?: string[];
  9234. /**
  9235. * The list of unifrom names used in the shader
  9236. */
  9237. uniforms?: string[];
  9238. /**
  9239. * The list of sampler names used in the shader
  9240. */
  9241. samplers?: string[];
  9242. /**
  9243. * The list of defines used in the shader
  9244. */
  9245. defines?: string[];
  9246. }
  9247. /**
  9248. * Interface to implement to create a shadow generator compatible with BJS.
  9249. */
  9250. export interface IShadowGenerator {
  9251. /**
  9252. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9253. * @returns The render target texture if present otherwise, null
  9254. */
  9255. getShadowMap(): Nullable<RenderTargetTexture>;
  9256. /**
  9257. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9258. * @returns The render target texture if the shadow map is present otherwise, null
  9259. */
  9260. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9261. /**
  9262. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9263. * @param subMesh The submesh we want to render in the shadow map
  9264. * @param useInstances Defines wether will draw in the map using instances
  9265. * @returns true if ready otherwise, false
  9266. */
  9267. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9268. /**
  9269. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9270. * @param defines Defines of the material we want to update
  9271. * @param lightIndex Index of the light in the enabled light list of the material
  9272. */
  9273. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9274. /**
  9275. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9276. * defined in the generator but impacting the effect).
  9277. * It implies the unifroms available on the materials are the standard BJS ones.
  9278. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9279. * @param effect The effect we are binfing the information for
  9280. */
  9281. bindShadowLight(lightIndex: string, effect: Effect): void;
  9282. /**
  9283. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9284. * (eq to shadow prjection matrix * light transform matrix)
  9285. * @returns The transform matrix used to create the shadow map
  9286. */
  9287. getTransformMatrix(): Matrix;
  9288. /**
  9289. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9290. * Cube and 2D textures for instance.
  9291. */
  9292. recreateShadowMap(): void;
  9293. /**
  9294. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9295. * @param onCompiled Callback triggered at the and of the effects compilation
  9296. * @param options Sets of optional options forcing the compilation with different modes
  9297. */
  9298. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9299. useInstances: boolean;
  9300. }>): void;
  9301. /**
  9302. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9303. * @param options Sets of optional options forcing the compilation with different modes
  9304. * @returns A promise that resolves when the compilation completes
  9305. */
  9306. forceCompilationAsync(options?: Partial<{
  9307. useInstances: boolean;
  9308. }>): Promise<void>;
  9309. /**
  9310. * Serializes the shadow generator setup to a json object.
  9311. * @returns The serialized JSON object
  9312. */
  9313. serialize(): any;
  9314. /**
  9315. * Disposes the Shadow map and related Textures and effects.
  9316. */
  9317. dispose(): void;
  9318. }
  9319. /**
  9320. * Default implementation IShadowGenerator.
  9321. * This is the main object responsible of generating shadows in the framework.
  9322. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9323. */
  9324. export class ShadowGenerator implements IShadowGenerator {
  9325. /**
  9326. * Shadow generator mode None: no filtering applied.
  9327. */
  9328. static readonly FILTER_NONE: number;
  9329. /**
  9330. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9331. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9332. */
  9333. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9334. /**
  9335. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9336. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9337. */
  9338. static readonly FILTER_POISSONSAMPLING: number;
  9339. /**
  9340. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9346. * edge artifacts on steep falloff.
  9347. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9348. */
  9349. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9350. /**
  9351. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9352. * edge artifacts on steep falloff.
  9353. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9354. */
  9355. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9356. /**
  9357. * Shadow generator mode PCF: Percentage Closer Filtering
  9358. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9359. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9360. */
  9361. static readonly FILTER_PCF: number;
  9362. /**
  9363. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9364. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9365. * Contact Hardening
  9366. */
  9367. static readonly FILTER_PCSS: number;
  9368. /**
  9369. * Reserved for PCF and PCSS
  9370. * Highest Quality.
  9371. *
  9372. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9373. *
  9374. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9375. */
  9376. static readonly QUALITY_HIGH: number;
  9377. /**
  9378. * Reserved for PCF and PCSS
  9379. * Good tradeoff for quality/perf cross devices
  9380. *
  9381. * Execute PCF on a 3*3 kernel.
  9382. *
  9383. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9384. */
  9385. static readonly QUALITY_MEDIUM: number;
  9386. /**
  9387. * Reserved for PCF and PCSS
  9388. * The lowest quality but the fastest.
  9389. *
  9390. * Execute PCF on a 1*1 kernel.
  9391. *
  9392. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9393. */
  9394. static readonly QUALITY_LOW: number;
  9395. /** Gets or sets the custom shader name to use */
  9396. customShaderOptions: ICustomShaderOptions;
  9397. /**
  9398. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9399. */
  9400. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9401. /**
  9402. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9403. */
  9404. onAfterShadowMapRenderObservable: Observable<Effect>;
  9405. /**
  9406. * Observable triggered before a mesh is rendered in the shadow map.
  9407. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9408. */
  9409. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9410. /**
  9411. * Observable triggered after a mesh is rendered in the shadow map.
  9412. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9413. */
  9414. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9415. private _bias;
  9416. /**
  9417. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9418. */
  9419. /**
  9420. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9421. */
  9422. bias: number;
  9423. private _normalBias;
  9424. /**
  9425. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9426. */
  9427. /**
  9428. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9429. */
  9430. normalBias: number;
  9431. private _blurBoxOffset;
  9432. /**
  9433. * Gets the blur box offset: offset applied during the blur pass.
  9434. * Only useful if useKernelBlur = false
  9435. */
  9436. /**
  9437. * Sets the blur box offset: offset applied during the blur pass.
  9438. * Only useful if useKernelBlur = false
  9439. */
  9440. blurBoxOffset: number;
  9441. private _blurScale;
  9442. /**
  9443. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9444. * 2 means half of the size.
  9445. */
  9446. /**
  9447. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9448. * 2 means half of the size.
  9449. */
  9450. blurScale: number;
  9451. private _blurKernel;
  9452. /**
  9453. * Gets the blur kernel: kernel size of the blur pass.
  9454. * Only useful if useKernelBlur = true
  9455. */
  9456. /**
  9457. * Sets the blur kernel: kernel size of the blur pass.
  9458. * Only useful if useKernelBlur = true
  9459. */
  9460. blurKernel: number;
  9461. private _useKernelBlur;
  9462. /**
  9463. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9464. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9465. */
  9466. /**
  9467. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9468. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9469. */
  9470. useKernelBlur: boolean;
  9471. private _depthScale;
  9472. /**
  9473. * Gets the depth scale used in ESM mode.
  9474. */
  9475. /**
  9476. * Sets the depth scale used in ESM mode.
  9477. * This can override the scale stored on the light.
  9478. */
  9479. depthScale: number;
  9480. private _filter;
  9481. /**
  9482. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9483. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9484. */
  9485. /**
  9486. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9487. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9488. */
  9489. filter: number;
  9490. /**
  9491. * Gets if the current filter is set to Poisson Sampling.
  9492. */
  9493. /**
  9494. * Sets the current filter to Poisson Sampling.
  9495. */
  9496. usePoissonSampling: boolean;
  9497. /**
  9498. * Gets if the current filter is set to ESM.
  9499. */
  9500. /**
  9501. * Sets the current filter is to ESM.
  9502. */
  9503. useExponentialShadowMap: boolean;
  9504. /**
  9505. * Gets if the current filter is set to filtered ESM.
  9506. */
  9507. /**
  9508. * Gets if the current filter is set to filtered ESM.
  9509. */
  9510. useBlurExponentialShadowMap: boolean;
  9511. /**
  9512. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9513. * exponential to prevent steep falloff artifacts).
  9514. */
  9515. /**
  9516. * Sets the current filter to "close ESM" (using the inverse of the
  9517. * exponential to prevent steep falloff artifacts).
  9518. */
  9519. useCloseExponentialShadowMap: boolean;
  9520. /**
  9521. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9522. * exponential to prevent steep falloff artifacts).
  9523. */
  9524. /**
  9525. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9526. * exponential to prevent steep falloff artifacts).
  9527. */
  9528. useBlurCloseExponentialShadowMap: boolean;
  9529. /**
  9530. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9531. */
  9532. /**
  9533. * Sets the current filter to "PCF" (percentage closer filtering).
  9534. */
  9535. usePercentageCloserFiltering: boolean;
  9536. private _filteringQuality;
  9537. /**
  9538. * Gets the PCF or PCSS Quality.
  9539. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9540. */
  9541. /**
  9542. * Sets the PCF or PCSS Quality.
  9543. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9544. */
  9545. filteringQuality: number;
  9546. /**
  9547. * Gets if the current filter is set to "PCSS" (contact hardening).
  9548. */
  9549. /**
  9550. * Sets the current filter to "PCSS" (contact hardening).
  9551. */
  9552. useContactHardeningShadow: boolean;
  9553. private _contactHardeningLightSizeUVRatio;
  9554. /**
  9555. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9556. * Using a ratio helps keeping shape stability independently of the map size.
  9557. *
  9558. * It does not account for the light projection as it was having too much
  9559. * instability during the light setup or during light position changes.
  9560. *
  9561. * Only valid if useContactHardeningShadow is true.
  9562. */
  9563. /**
  9564. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9565. * Using a ratio helps keeping shape stability independently of the map size.
  9566. *
  9567. * It does not account for the light projection as it was having too much
  9568. * instability during the light setup or during light position changes.
  9569. *
  9570. * Only valid if useContactHardeningShadow is true.
  9571. */
  9572. contactHardeningLightSizeUVRatio: number;
  9573. private _darkness;
  9574. /** Gets or sets the actual darkness of a shadow */
  9575. darkness: number;
  9576. /**
  9577. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9578. * 0 means strongest and 1 would means no shadow.
  9579. * @returns the darkness.
  9580. */
  9581. getDarkness(): number;
  9582. /**
  9583. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9584. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9585. * @returns the shadow generator allowing fluent coding.
  9586. */
  9587. setDarkness(darkness: number): ShadowGenerator;
  9588. private _transparencyShadow;
  9589. /** Gets or sets the ability to have transparent shadow */
  9590. transparencyShadow: boolean;
  9591. /**
  9592. * Sets the ability to have transparent shadow (boolean).
  9593. * @param transparent True if transparent else False
  9594. * @returns the shadow generator allowing fluent coding
  9595. */
  9596. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9597. private _shadowMap;
  9598. private _shadowMap2;
  9599. /**
  9600. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9601. * @returns The render target texture if present otherwise, null
  9602. */
  9603. getShadowMap(): Nullable<RenderTargetTexture>;
  9604. /**
  9605. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9606. * @returns The render target texture if the shadow map is present otherwise, null
  9607. */
  9608. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9609. /**
  9610. * Gets the class name of that object
  9611. * @returns "ShadowGenerator"
  9612. */
  9613. getClassName(): string;
  9614. /**
  9615. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9616. * @param mesh Mesh to add
  9617. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9618. * @returns the Shadow Generator itself
  9619. */
  9620. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9621. /**
  9622. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9623. * @param mesh Mesh to remove
  9624. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9625. * @returns the Shadow Generator itself
  9626. */
  9627. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9628. /**
  9629. * Controls the extent to which the shadows fade out at the edge of the frustum
  9630. * Used only by directionals and spots
  9631. */
  9632. frustumEdgeFalloff: number;
  9633. private _light;
  9634. /**
  9635. * Returns the associated light object.
  9636. * @returns the light generating the shadow
  9637. */
  9638. getLight(): IShadowLight;
  9639. /**
  9640. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9641. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9642. * It might on the other hand introduce peter panning.
  9643. */
  9644. forceBackFacesOnly: boolean;
  9645. private _scene;
  9646. private _lightDirection;
  9647. private _effect;
  9648. private _viewMatrix;
  9649. private _projectionMatrix;
  9650. private _transformMatrix;
  9651. private _cachedPosition;
  9652. private _cachedDirection;
  9653. private _cachedDefines;
  9654. private _currentRenderID;
  9655. private _boxBlurPostprocess;
  9656. private _kernelBlurXPostprocess;
  9657. private _kernelBlurYPostprocess;
  9658. private _blurPostProcesses;
  9659. private _mapSize;
  9660. private _currentFaceIndex;
  9661. private _currentFaceIndexCache;
  9662. private _textureType;
  9663. private _defaultTextureMatrix;
  9664. /** @hidden */
  9665. static _SceneComponentInitialization: (scene: Scene) => void;
  9666. /**
  9667. * Creates a ShadowGenerator object.
  9668. * A ShadowGenerator is the required tool to use the shadows.
  9669. * Each light casting shadows needs to use its own ShadowGenerator.
  9670. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9671. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9672. * @param light The light object generating the shadows.
  9673. * @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.
  9674. */
  9675. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9676. private _initializeGenerator;
  9677. private _initializeShadowMap;
  9678. private _initializeBlurRTTAndPostProcesses;
  9679. private _renderForShadowMap;
  9680. private _renderSubMeshForShadowMap;
  9681. private _applyFilterValues;
  9682. /**
  9683. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9684. * @param onCompiled Callback triggered at the and of the effects compilation
  9685. * @param options Sets of optional options forcing the compilation with different modes
  9686. */
  9687. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9688. useInstances: boolean;
  9689. }>): void;
  9690. /**
  9691. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9692. * @param options Sets of optional options forcing the compilation with different modes
  9693. * @returns A promise that resolves when the compilation completes
  9694. */
  9695. forceCompilationAsync(options?: Partial<{
  9696. useInstances: boolean;
  9697. }>): Promise<void>;
  9698. /**
  9699. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9700. * @param subMesh The submesh we want to render in the shadow map
  9701. * @param useInstances Defines wether will draw in the map using instances
  9702. * @returns true if ready otherwise, false
  9703. */
  9704. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9705. /**
  9706. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9707. * @param defines Defines of the material we want to update
  9708. * @param lightIndex Index of the light in the enabled light list of the material
  9709. */
  9710. prepareDefines(defines: any, lightIndex: number): void;
  9711. /**
  9712. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9713. * defined in the generator but impacting the effect).
  9714. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9715. * @param effect The effect we are binfing the information for
  9716. */
  9717. bindShadowLight(lightIndex: string, effect: Effect): void;
  9718. /**
  9719. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9720. * (eq to shadow prjection matrix * light transform matrix)
  9721. * @returns The transform matrix used to create the shadow map
  9722. */
  9723. getTransformMatrix(): Matrix;
  9724. /**
  9725. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9726. * Cube and 2D textures for instance.
  9727. */
  9728. recreateShadowMap(): void;
  9729. private _disposeBlurPostProcesses;
  9730. private _disposeRTTandPostProcesses;
  9731. /**
  9732. * Disposes the ShadowGenerator.
  9733. * Returns nothing.
  9734. */
  9735. dispose(): void;
  9736. /**
  9737. * Serializes the shadow generator setup to a json object.
  9738. * @returns The serialized JSON object
  9739. */
  9740. serialize(): any;
  9741. /**
  9742. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9743. * @param parsedShadowGenerator The JSON object to parse
  9744. * @param scene The scene to create the shadow map for
  9745. * @returns The parsed shadow generator
  9746. */
  9747. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9748. }
  9749. }
  9750. declare module "babylonjs/Lights/light" {
  9751. import { Nullable } from "babylonjs/types";
  9752. import { Scene } from "babylonjs/scene";
  9753. import { Vector3 } from "babylonjs/Maths/math.vector";
  9754. import { Color3 } from "babylonjs/Maths/math.color";
  9755. import { Node } from "babylonjs/node";
  9756. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9757. import { Effect } from "babylonjs/Materials/effect";
  9758. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9759. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9760. /**
  9761. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9762. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9763. * 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.
  9764. */
  9765. export abstract class Light extends Node {
  9766. /**
  9767. * Falloff Default: light is falling off following the material specification:
  9768. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9769. */
  9770. static readonly FALLOFF_DEFAULT: number;
  9771. /**
  9772. * Falloff Physical: light is falling off following the inverse squared distance law.
  9773. */
  9774. static readonly FALLOFF_PHYSICAL: number;
  9775. /**
  9776. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9777. * to enhance interoperability with other engines.
  9778. */
  9779. static readonly FALLOFF_GLTF: number;
  9780. /**
  9781. * Falloff Standard: light is falling off like in the standard material
  9782. * to enhance interoperability with other materials.
  9783. */
  9784. static readonly FALLOFF_STANDARD: number;
  9785. /**
  9786. * If every light affecting the material is in this lightmapMode,
  9787. * material.lightmapTexture adds or multiplies
  9788. * (depends on material.useLightmapAsShadowmap)
  9789. * after every other light calculations.
  9790. */
  9791. static readonly LIGHTMAP_DEFAULT: number;
  9792. /**
  9793. * material.lightmapTexture as only diffuse lighting from this light
  9794. * adds only specular lighting from this light
  9795. * adds dynamic shadows
  9796. */
  9797. static readonly LIGHTMAP_SPECULAR: number;
  9798. /**
  9799. * material.lightmapTexture as only lighting
  9800. * no light calculation from this light
  9801. * only adds dynamic shadows from this light
  9802. */
  9803. static readonly LIGHTMAP_SHADOWSONLY: number;
  9804. /**
  9805. * Each light type uses the default quantity according to its type:
  9806. * point/spot lights use luminous intensity
  9807. * directional lights use illuminance
  9808. */
  9809. static readonly INTENSITYMODE_AUTOMATIC: number;
  9810. /**
  9811. * lumen (lm)
  9812. */
  9813. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9814. /**
  9815. * candela (lm/sr)
  9816. */
  9817. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9818. /**
  9819. * lux (lm/m^2)
  9820. */
  9821. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9822. /**
  9823. * nit (cd/m^2)
  9824. */
  9825. static readonly INTENSITYMODE_LUMINANCE: number;
  9826. /**
  9827. * Light type const id of the point light.
  9828. */
  9829. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9830. /**
  9831. * Light type const id of the directional light.
  9832. */
  9833. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9834. /**
  9835. * Light type const id of the spot light.
  9836. */
  9837. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9838. /**
  9839. * Light type const id of the hemispheric light.
  9840. */
  9841. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9842. /**
  9843. * Diffuse gives the basic color to an object.
  9844. */
  9845. diffuse: Color3;
  9846. /**
  9847. * Specular produces a highlight color on an object.
  9848. * Note: This is note affecting PBR materials.
  9849. */
  9850. specular: Color3;
  9851. /**
  9852. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9853. * falling off base on range or angle.
  9854. * This can be set to any values in Light.FALLOFF_x.
  9855. *
  9856. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9857. * other types of materials.
  9858. */
  9859. falloffType: number;
  9860. /**
  9861. * Strength of the light.
  9862. * Note: By default it is define in the framework own unit.
  9863. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9864. */
  9865. intensity: number;
  9866. private _range;
  9867. protected _inverseSquaredRange: number;
  9868. /**
  9869. * Defines how far from the source the light is impacting in scene units.
  9870. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9871. */
  9872. /**
  9873. * Defines how far from the source the light is impacting in scene units.
  9874. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9875. */
  9876. range: number;
  9877. /**
  9878. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9879. * of light.
  9880. */
  9881. private _photometricScale;
  9882. private _intensityMode;
  9883. /**
  9884. * Gets the photometric scale used to interpret the intensity.
  9885. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9886. */
  9887. /**
  9888. * Sets the photometric scale used to interpret the intensity.
  9889. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9890. */
  9891. intensityMode: number;
  9892. private _radius;
  9893. /**
  9894. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9895. */
  9896. /**
  9897. * sets the light radius used by PBR Materials to simulate soft area lights.
  9898. */
  9899. radius: number;
  9900. private _renderPriority;
  9901. /**
  9902. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9903. * exceeding the number allowed of the materials.
  9904. */
  9905. renderPriority: number;
  9906. private _shadowEnabled;
  9907. /**
  9908. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9909. * the current shadow generator.
  9910. */
  9911. /**
  9912. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9913. * the current shadow generator.
  9914. */
  9915. shadowEnabled: boolean;
  9916. private _includedOnlyMeshes;
  9917. /**
  9918. * Gets the only meshes impacted by this light.
  9919. */
  9920. /**
  9921. * Sets the only meshes impacted by this light.
  9922. */
  9923. includedOnlyMeshes: AbstractMesh[];
  9924. private _excludedMeshes;
  9925. /**
  9926. * Gets the meshes not impacted by this light.
  9927. */
  9928. /**
  9929. * Sets the meshes not impacted by this light.
  9930. */
  9931. excludedMeshes: AbstractMesh[];
  9932. private _excludeWithLayerMask;
  9933. /**
  9934. * Gets the layer id use to find what meshes are not impacted by the light.
  9935. * Inactive if 0
  9936. */
  9937. /**
  9938. * Sets the layer id use to find what meshes are not impacted by the light.
  9939. * Inactive if 0
  9940. */
  9941. excludeWithLayerMask: number;
  9942. private _includeOnlyWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. includeOnlyWithLayerMask: number;
  9952. private _lightmapMode;
  9953. /**
  9954. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9955. */
  9956. /**
  9957. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9958. */
  9959. lightmapMode: number;
  9960. /**
  9961. * Shadow generator associted to the light.
  9962. * @hidden Internal use only.
  9963. */
  9964. _shadowGenerator: Nullable<IShadowGenerator>;
  9965. /**
  9966. * @hidden Internal use only.
  9967. */
  9968. _excludedMeshesIds: string[];
  9969. /**
  9970. * @hidden Internal use only.
  9971. */
  9972. _includedOnlyMeshesIds: string[];
  9973. /**
  9974. * The current light unifom buffer.
  9975. * @hidden Internal use only.
  9976. */
  9977. _uniformBuffer: UniformBuffer;
  9978. /**
  9979. * Creates a Light object in the scene.
  9980. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9981. * @param name The firendly name of the light
  9982. * @param scene The scene the light belongs too
  9983. */
  9984. constructor(name: string, scene: Scene);
  9985. protected abstract _buildUniformLayout(): void;
  9986. /**
  9987. * Sets the passed Effect "effect" with the Light information.
  9988. * @param effect The effect to update
  9989. * @param lightIndex The index of the light in the effect to update
  9990. * @returns The light
  9991. */
  9992. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  9993. /**
  9994. * Returns the string "Light".
  9995. * @returns the class name
  9996. */
  9997. getClassName(): string;
  9998. /** @hidden */
  9999. readonly _isLight: boolean;
  10000. /**
  10001. * Converts the light information to a readable string for debug purpose.
  10002. * @param fullDetails Supports for multiple levels of logging within scene loading
  10003. * @returns the human readable light info
  10004. */
  10005. toString(fullDetails?: boolean): string;
  10006. /** @hidden */
  10007. protected _syncParentEnabledState(): void;
  10008. /**
  10009. * Set the enabled state of this node.
  10010. * @param value - the new enabled state
  10011. */
  10012. setEnabled(value: boolean): void;
  10013. /**
  10014. * Returns the Light associated shadow generator if any.
  10015. * @return the associated shadow generator.
  10016. */
  10017. getShadowGenerator(): Nullable<IShadowGenerator>;
  10018. /**
  10019. * Returns a Vector3, the absolute light position in the World.
  10020. * @returns the world space position of the light
  10021. */
  10022. getAbsolutePosition(): Vector3;
  10023. /**
  10024. * Specifies if the light will affect the passed mesh.
  10025. * @param mesh The mesh to test against the light
  10026. * @return true the mesh is affected otherwise, false.
  10027. */
  10028. canAffectMesh(mesh: AbstractMesh): boolean;
  10029. /**
  10030. * Sort function to order lights for rendering.
  10031. * @param a First Light object to compare to second.
  10032. * @param b Second Light object to compare first.
  10033. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10034. */
  10035. static CompareLightsPriority(a: Light, b: Light): number;
  10036. /**
  10037. * Releases resources associated with this node.
  10038. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10039. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10040. */
  10041. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10042. /**
  10043. * Returns the light type ID (integer).
  10044. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10045. */
  10046. getTypeID(): number;
  10047. /**
  10048. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10049. * @returns the scaled intensity in intensity mode unit
  10050. */
  10051. getScaledIntensity(): number;
  10052. /**
  10053. * Returns a new Light object, named "name", from the current one.
  10054. * @param name The name of the cloned light
  10055. * @returns the new created light
  10056. */
  10057. clone(name: string): Nullable<Light>;
  10058. /**
  10059. * Serializes the current light into a Serialization object.
  10060. * @returns the serialized object.
  10061. */
  10062. serialize(): any;
  10063. /**
  10064. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10065. * This new light is named "name" and added to the passed scene.
  10066. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10067. * @param name The friendly name of the light
  10068. * @param scene The scene the new light will belong to
  10069. * @returns the constructor function
  10070. */
  10071. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10072. /**
  10073. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10074. * @param parsedLight The JSON representation of the light
  10075. * @param scene The scene to create the parsed light in
  10076. * @returns the created light after parsing
  10077. */
  10078. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10079. private _hookArrayForExcluded;
  10080. private _hookArrayForIncludedOnly;
  10081. private _resyncMeshes;
  10082. /**
  10083. * Forces the meshes to update their light related information in their rendering used effects
  10084. * @hidden Internal Use Only
  10085. */
  10086. _markMeshesAsLightDirty(): void;
  10087. /**
  10088. * Recomputes the cached photometric scale if needed.
  10089. */
  10090. private _computePhotometricScale;
  10091. /**
  10092. * Returns the Photometric Scale according to the light type and intensity mode.
  10093. */
  10094. private _getPhotometricScale;
  10095. /**
  10096. * Reorder the light in the scene according to their defined priority.
  10097. * @hidden Internal Use Only
  10098. */
  10099. _reorderLightsInScene(): void;
  10100. /**
  10101. * Prepares the list of defines specific to the light type.
  10102. * @param defines the list of defines
  10103. * @param lightIndex defines the index of the light for the effect
  10104. */
  10105. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10106. }
  10107. }
  10108. declare module "babylonjs/Actions/action" {
  10109. import { Observable } from "babylonjs/Misc/observable";
  10110. import { Condition } from "babylonjs/Actions/condition";
  10111. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10112. import { ActionManager } from "babylonjs/Actions/actionManager";
  10113. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10114. /**
  10115. * Interface used to define Action
  10116. */
  10117. export interface IAction {
  10118. /**
  10119. * Trigger for the action
  10120. */
  10121. trigger: number;
  10122. /** Options of the trigger */
  10123. triggerOptions: any;
  10124. /**
  10125. * Gets the trigger parameters
  10126. * @returns the trigger parameters
  10127. */
  10128. getTriggerParameter(): any;
  10129. /**
  10130. * Internal only - executes current action event
  10131. * @hidden
  10132. */
  10133. _executeCurrent(evt?: ActionEvent): void;
  10134. /**
  10135. * Serialize placeholder for child classes
  10136. * @param parent of child
  10137. * @returns the serialized object
  10138. */
  10139. serialize(parent: any): any;
  10140. /**
  10141. * Internal only
  10142. * @hidden
  10143. */
  10144. _prepare(): void;
  10145. /**
  10146. * Internal only - manager for action
  10147. * @hidden
  10148. */
  10149. _actionManager: AbstractActionManager;
  10150. /**
  10151. * Adds action to chain of actions, may be a DoNothingAction
  10152. * @param action defines the next action to execute
  10153. * @returns The action passed in
  10154. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10155. */
  10156. then(action: IAction): IAction;
  10157. }
  10158. /**
  10159. * The action to be carried out following a trigger
  10160. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10161. */
  10162. export class Action implements IAction {
  10163. /** the trigger, with or without parameters, for the action */
  10164. triggerOptions: any;
  10165. /**
  10166. * Trigger for the action
  10167. */
  10168. trigger: number;
  10169. /**
  10170. * Internal only - manager for action
  10171. * @hidden
  10172. */
  10173. _actionManager: ActionManager;
  10174. private _nextActiveAction;
  10175. private _child;
  10176. private _condition?;
  10177. private _triggerParameter;
  10178. /**
  10179. * An event triggered prior to action being executed.
  10180. */
  10181. onBeforeExecuteObservable: Observable<Action>;
  10182. /**
  10183. * Creates a new Action
  10184. * @param triggerOptions the trigger, with or without parameters, for the action
  10185. * @param condition an optional determinant of action
  10186. */
  10187. constructor(
  10188. /** the trigger, with or without parameters, for the action */
  10189. triggerOptions: any, condition?: Condition);
  10190. /**
  10191. * Internal only
  10192. * @hidden
  10193. */
  10194. _prepare(): void;
  10195. /**
  10196. * Gets the trigger parameters
  10197. * @returns the trigger parameters
  10198. */
  10199. getTriggerParameter(): any;
  10200. /**
  10201. * Internal only - executes current action event
  10202. * @hidden
  10203. */
  10204. _executeCurrent(evt?: ActionEvent): void;
  10205. /**
  10206. * Execute placeholder for child classes
  10207. * @param evt optional action event
  10208. */
  10209. execute(evt?: ActionEvent): void;
  10210. /**
  10211. * Skips to next active action
  10212. */
  10213. skipToNextActiveAction(): void;
  10214. /**
  10215. * Adds action to chain of actions, may be a DoNothingAction
  10216. * @param action defines the next action to execute
  10217. * @returns The action passed in
  10218. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10219. */
  10220. then(action: Action): Action;
  10221. /**
  10222. * Internal only
  10223. * @hidden
  10224. */
  10225. _getProperty(propertyPath: string): string;
  10226. /**
  10227. * Internal only
  10228. * @hidden
  10229. */
  10230. _getEffectiveTarget(target: any, propertyPath: string): any;
  10231. /**
  10232. * Serialize placeholder for child classes
  10233. * @param parent of child
  10234. * @returns the serialized object
  10235. */
  10236. serialize(parent: any): any;
  10237. /**
  10238. * Internal only called by serialize
  10239. * @hidden
  10240. */
  10241. protected _serialize(serializedAction: any, parent?: any): any;
  10242. /**
  10243. * Internal only
  10244. * @hidden
  10245. */
  10246. static _SerializeValueAsString: (value: any) => string;
  10247. /**
  10248. * Internal only
  10249. * @hidden
  10250. */
  10251. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10252. name: string;
  10253. targetType: string;
  10254. value: string;
  10255. };
  10256. }
  10257. }
  10258. declare module "babylonjs/Actions/condition" {
  10259. import { ActionManager } from "babylonjs/Actions/actionManager";
  10260. /**
  10261. * A Condition applied to an Action
  10262. */
  10263. export class Condition {
  10264. /**
  10265. * Internal only - manager for action
  10266. * @hidden
  10267. */
  10268. _actionManager: ActionManager;
  10269. /**
  10270. * Internal only
  10271. * @hidden
  10272. */
  10273. _evaluationId: number;
  10274. /**
  10275. * Internal only
  10276. * @hidden
  10277. */
  10278. _currentResult: boolean;
  10279. /**
  10280. * Creates a new Condition
  10281. * @param actionManager the manager of the action the condition is applied to
  10282. */
  10283. constructor(actionManager: ActionManager);
  10284. /**
  10285. * Check if the current condition is valid
  10286. * @returns a boolean
  10287. */
  10288. isValid(): boolean;
  10289. /**
  10290. * Internal only
  10291. * @hidden
  10292. */
  10293. _getProperty(propertyPath: string): string;
  10294. /**
  10295. * Internal only
  10296. * @hidden
  10297. */
  10298. _getEffectiveTarget(target: any, propertyPath: string): any;
  10299. /**
  10300. * Serialize placeholder for child classes
  10301. * @returns the serialized object
  10302. */
  10303. serialize(): any;
  10304. /**
  10305. * Internal only
  10306. * @hidden
  10307. */
  10308. protected _serialize(serializedCondition: any): any;
  10309. }
  10310. /**
  10311. * Defines specific conditional operators as extensions of Condition
  10312. */
  10313. export class ValueCondition extends Condition {
  10314. /** path to specify the property of the target the conditional operator uses */
  10315. propertyPath: string;
  10316. /** the value compared by the conditional operator against the current value of the property */
  10317. value: any;
  10318. /** the conditional operator, default ValueCondition.IsEqual */
  10319. operator: number;
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. private static _IsEqual;
  10325. /**
  10326. * Internal only
  10327. * @hidden
  10328. */
  10329. private static _IsDifferent;
  10330. /**
  10331. * Internal only
  10332. * @hidden
  10333. */
  10334. private static _IsGreater;
  10335. /**
  10336. * Internal only
  10337. * @hidden
  10338. */
  10339. private static _IsLesser;
  10340. /**
  10341. * returns the number for IsEqual
  10342. */
  10343. static readonly IsEqual: number;
  10344. /**
  10345. * Returns the number for IsDifferent
  10346. */
  10347. static readonly IsDifferent: number;
  10348. /**
  10349. * Returns the number for IsGreater
  10350. */
  10351. static readonly IsGreater: number;
  10352. /**
  10353. * Returns the number for IsLesser
  10354. */
  10355. static readonly IsLesser: number;
  10356. /**
  10357. * Internal only The action manager for the condition
  10358. * @hidden
  10359. */
  10360. _actionManager: ActionManager;
  10361. /**
  10362. * Internal only
  10363. * @hidden
  10364. */
  10365. private _target;
  10366. /**
  10367. * Internal only
  10368. * @hidden
  10369. */
  10370. private _effectiveTarget;
  10371. /**
  10372. * Internal only
  10373. * @hidden
  10374. */
  10375. private _property;
  10376. /**
  10377. * Creates a new ValueCondition
  10378. * @param actionManager manager for the action the condition applies to
  10379. * @param target for the action
  10380. * @param propertyPath path to specify the property of the target the conditional operator uses
  10381. * @param value the value compared by the conditional operator against the current value of the property
  10382. * @param operator the conditional operator, default ValueCondition.IsEqual
  10383. */
  10384. constructor(actionManager: ActionManager, target: any,
  10385. /** path to specify the property of the target the conditional operator uses */
  10386. propertyPath: string,
  10387. /** the value compared by the conditional operator against the current value of the property */
  10388. value: any,
  10389. /** the conditional operator, default ValueCondition.IsEqual */
  10390. operator?: number);
  10391. /**
  10392. * Compares the given value with the property value for the specified conditional operator
  10393. * @returns the result of the comparison
  10394. */
  10395. isValid(): boolean;
  10396. /**
  10397. * Serialize the ValueCondition into a JSON compatible object
  10398. * @returns serialization object
  10399. */
  10400. serialize(): any;
  10401. /**
  10402. * Gets the name of the conditional operator for the ValueCondition
  10403. * @param operator the conditional operator
  10404. * @returns the name
  10405. */
  10406. static GetOperatorName(operator: number): string;
  10407. }
  10408. /**
  10409. * Defines a predicate condition as an extension of Condition
  10410. */
  10411. export class PredicateCondition extends Condition {
  10412. /** defines the predicate function used to validate the condition */
  10413. predicate: () => boolean;
  10414. /**
  10415. * Internal only - manager for action
  10416. * @hidden
  10417. */
  10418. _actionManager: ActionManager;
  10419. /**
  10420. * Creates a new PredicateCondition
  10421. * @param actionManager manager for the action the condition applies to
  10422. * @param predicate defines the predicate function used to validate the condition
  10423. */
  10424. constructor(actionManager: ActionManager,
  10425. /** defines the predicate function used to validate the condition */
  10426. predicate: () => boolean);
  10427. /**
  10428. * @returns the validity of the predicate condition
  10429. */
  10430. isValid(): boolean;
  10431. }
  10432. /**
  10433. * Defines a state condition as an extension of Condition
  10434. */
  10435. export class StateCondition extends Condition {
  10436. /** Value to compare with target state */
  10437. value: string;
  10438. /**
  10439. * Internal only - manager for action
  10440. * @hidden
  10441. */
  10442. _actionManager: ActionManager;
  10443. /**
  10444. * Internal only
  10445. * @hidden
  10446. */
  10447. private _target;
  10448. /**
  10449. * Creates a new StateCondition
  10450. * @param actionManager manager for the action the condition applies to
  10451. * @param target of the condition
  10452. * @param value to compare with target state
  10453. */
  10454. constructor(actionManager: ActionManager, target: any,
  10455. /** Value to compare with target state */
  10456. value: string);
  10457. /**
  10458. * Gets a boolean indicating if the current condition is met
  10459. * @returns the validity of the state
  10460. */
  10461. isValid(): boolean;
  10462. /**
  10463. * Serialize the StateCondition into a JSON compatible object
  10464. * @returns serialization object
  10465. */
  10466. serialize(): any;
  10467. }
  10468. }
  10469. declare module "babylonjs/Actions/directActions" {
  10470. import { Action } from "babylonjs/Actions/action";
  10471. import { Condition } from "babylonjs/Actions/condition";
  10472. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10473. /**
  10474. * This defines an action responsible to toggle a boolean once triggered.
  10475. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10476. */
  10477. export class SwitchBooleanAction extends Action {
  10478. /**
  10479. * The path to the boolean property in the target object
  10480. */
  10481. propertyPath: string;
  10482. private _target;
  10483. private _effectiveTarget;
  10484. private _property;
  10485. /**
  10486. * Instantiate the action
  10487. * @param triggerOptions defines the trigger options
  10488. * @param target defines the object containing the boolean
  10489. * @param propertyPath defines the path to the boolean property in the target object
  10490. * @param condition defines the trigger related conditions
  10491. */
  10492. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10493. /** @hidden */
  10494. _prepare(): void;
  10495. /**
  10496. * Execute the action toggle the boolean value.
  10497. */
  10498. execute(): void;
  10499. /**
  10500. * Serializes the actions and its related information.
  10501. * @param parent defines the object to serialize in
  10502. * @returns the serialized object
  10503. */
  10504. serialize(parent: any): any;
  10505. }
  10506. /**
  10507. * This defines an action responsible to set a the state field of the target
  10508. * to a desired value once triggered.
  10509. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10510. */
  10511. export class SetStateAction extends Action {
  10512. /**
  10513. * The value to store in the state field.
  10514. */
  10515. value: string;
  10516. private _target;
  10517. /**
  10518. * Instantiate the action
  10519. * @param triggerOptions defines the trigger options
  10520. * @param target defines the object containing the state property
  10521. * @param value defines the value to store in the state field
  10522. * @param condition defines the trigger related conditions
  10523. */
  10524. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10525. /**
  10526. * Execute the action and store the value on the target state property.
  10527. */
  10528. execute(): void;
  10529. /**
  10530. * Serializes the actions and its related information.
  10531. * @param parent defines the object to serialize in
  10532. * @returns the serialized object
  10533. */
  10534. serialize(parent: any): any;
  10535. }
  10536. /**
  10537. * This defines an action responsible to set a property of the target
  10538. * to a desired value once triggered.
  10539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10540. */
  10541. export class SetValueAction extends Action {
  10542. /**
  10543. * The path of the property to set in the target.
  10544. */
  10545. propertyPath: string;
  10546. /**
  10547. * The value to set in the property
  10548. */
  10549. value: any;
  10550. private _target;
  10551. private _effectiveTarget;
  10552. private _property;
  10553. /**
  10554. * Instantiate the action
  10555. * @param triggerOptions defines the trigger options
  10556. * @param target defines the object containing the property
  10557. * @param propertyPath defines the path of the property to set in the target
  10558. * @param value defines the value to set in the property
  10559. * @param condition defines the trigger related conditions
  10560. */
  10561. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10562. /** @hidden */
  10563. _prepare(): void;
  10564. /**
  10565. * Execute the action and set the targetted property to the desired value.
  10566. */
  10567. execute(): void;
  10568. /**
  10569. * Serializes the actions and its related information.
  10570. * @param parent defines the object to serialize in
  10571. * @returns the serialized object
  10572. */
  10573. serialize(parent: any): any;
  10574. }
  10575. /**
  10576. * This defines an action responsible to increment the target value
  10577. * to a desired value once triggered.
  10578. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10579. */
  10580. export class IncrementValueAction extends Action {
  10581. /**
  10582. * The path of the property to increment in the target.
  10583. */
  10584. propertyPath: string;
  10585. /**
  10586. * The value we should increment the property by.
  10587. */
  10588. value: any;
  10589. private _target;
  10590. private _effectiveTarget;
  10591. private _property;
  10592. /**
  10593. * Instantiate the action
  10594. * @param triggerOptions defines the trigger options
  10595. * @param target defines the object containing the property
  10596. * @param propertyPath defines the path of the property to increment in the target
  10597. * @param value defines the value value we should increment the property by
  10598. * @param condition defines the trigger related conditions
  10599. */
  10600. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10601. /** @hidden */
  10602. _prepare(): void;
  10603. /**
  10604. * Execute the action and increment the target of the value amount.
  10605. */
  10606. execute(): void;
  10607. /**
  10608. * Serializes the actions and its related information.
  10609. * @param parent defines the object to serialize in
  10610. * @returns the serialized object
  10611. */
  10612. serialize(parent: any): any;
  10613. }
  10614. /**
  10615. * This defines an action responsible to start an animation once triggered.
  10616. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10617. */
  10618. export class PlayAnimationAction extends Action {
  10619. /**
  10620. * Where the animation should start (animation frame)
  10621. */
  10622. from: number;
  10623. /**
  10624. * Where the animation should stop (animation frame)
  10625. */
  10626. to: number;
  10627. /**
  10628. * Define if the animation should loop or stop after the first play.
  10629. */
  10630. loop?: boolean;
  10631. private _target;
  10632. /**
  10633. * Instantiate the action
  10634. * @param triggerOptions defines the trigger options
  10635. * @param target defines the target animation or animation name
  10636. * @param from defines from where the animation should start (animation frame)
  10637. * @param end defines where the animation should stop (animation frame)
  10638. * @param loop defines if the animation should loop or stop after the first play
  10639. * @param condition defines the trigger related conditions
  10640. */
  10641. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10642. /** @hidden */
  10643. _prepare(): void;
  10644. /**
  10645. * Execute the action and play the animation.
  10646. */
  10647. execute(): void;
  10648. /**
  10649. * Serializes the actions and its related information.
  10650. * @param parent defines the object to serialize in
  10651. * @returns the serialized object
  10652. */
  10653. serialize(parent: any): any;
  10654. }
  10655. /**
  10656. * This defines an action responsible to stop an animation once triggered.
  10657. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10658. */
  10659. export class StopAnimationAction extends Action {
  10660. private _target;
  10661. /**
  10662. * Instantiate the action
  10663. * @param triggerOptions defines the trigger options
  10664. * @param target defines the target animation or animation name
  10665. * @param condition defines the trigger related conditions
  10666. */
  10667. constructor(triggerOptions: any, target: any, condition?: Condition);
  10668. /** @hidden */
  10669. _prepare(): void;
  10670. /**
  10671. * Execute the action and stop the animation.
  10672. */
  10673. execute(): void;
  10674. /**
  10675. * Serializes the actions and its related information.
  10676. * @param parent defines the object to serialize in
  10677. * @returns the serialized object
  10678. */
  10679. serialize(parent: any): any;
  10680. }
  10681. /**
  10682. * This defines an action responsible that does nothing once triggered.
  10683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10684. */
  10685. export class DoNothingAction extends Action {
  10686. /**
  10687. * Instantiate the action
  10688. * @param triggerOptions defines the trigger options
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions?: any, condition?: Condition);
  10692. /**
  10693. * Execute the action and do nothing.
  10694. */
  10695. execute(): void;
  10696. /**
  10697. * Serializes the actions and its related information.
  10698. * @param parent defines the object to serialize in
  10699. * @returns the serialized object
  10700. */
  10701. serialize(parent: any): any;
  10702. }
  10703. /**
  10704. * This defines an action responsible to trigger several actions once triggered.
  10705. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10706. */
  10707. export class CombineAction extends Action {
  10708. /**
  10709. * The list of aggregated animations to run.
  10710. */
  10711. children: Action[];
  10712. /**
  10713. * Instantiate the action
  10714. * @param triggerOptions defines the trigger options
  10715. * @param children defines the list of aggregated animations to run
  10716. * @param condition defines the trigger related conditions
  10717. */
  10718. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10719. /** @hidden */
  10720. _prepare(): void;
  10721. /**
  10722. * Execute the action and executes all the aggregated actions.
  10723. */
  10724. execute(evt: ActionEvent): void;
  10725. /**
  10726. * Serializes the actions and its related information.
  10727. * @param parent defines the object to serialize in
  10728. * @returns the serialized object
  10729. */
  10730. serialize(parent: any): any;
  10731. }
  10732. /**
  10733. * This defines an action responsible to run code (external event) once triggered.
  10734. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10735. */
  10736. export class ExecuteCodeAction extends Action {
  10737. /**
  10738. * The callback function to run.
  10739. */
  10740. func: (evt: ActionEvent) => void;
  10741. /**
  10742. * Instantiate the action
  10743. * @param triggerOptions defines the trigger options
  10744. * @param func defines the callback function to run
  10745. * @param condition defines the trigger related conditions
  10746. */
  10747. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10748. /**
  10749. * Execute the action and run the attached code.
  10750. */
  10751. execute(evt: ActionEvent): void;
  10752. }
  10753. /**
  10754. * This defines an action responsible to set the parent property of the target once triggered.
  10755. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10756. */
  10757. export class SetParentAction extends Action {
  10758. private _parent;
  10759. private _target;
  10760. /**
  10761. * Instantiate the action
  10762. * @param triggerOptions defines the trigger options
  10763. * @param target defines the target containing the parent property
  10764. * @param parent defines from where the animation should start (animation frame)
  10765. * @param condition defines the trigger related conditions
  10766. */
  10767. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10768. /** @hidden */
  10769. _prepare(): void;
  10770. /**
  10771. * Execute the action and set the parent property.
  10772. */
  10773. execute(): void;
  10774. /**
  10775. * Serializes the actions and its related information.
  10776. * @param parent defines the object to serialize in
  10777. * @returns the serialized object
  10778. */
  10779. serialize(parent: any): any;
  10780. }
  10781. }
  10782. declare module "babylonjs/Actions/actionManager" {
  10783. import { Nullable } from "babylonjs/types";
  10784. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10785. import { Scene } from "babylonjs/scene";
  10786. import { IAction } from "babylonjs/Actions/action";
  10787. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10788. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10789. /**
  10790. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10791. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10792. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10793. */
  10794. export class ActionManager extends AbstractActionManager {
  10795. /**
  10796. * Nothing
  10797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10798. */
  10799. static readonly NothingTrigger: number;
  10800. /**
  10801. * On pick
  10802. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10803. */
  10804. static readonly OnPickTrigger: number;
  10805. /**
  10806. * On left pick
  10807. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10808. */
  10809. static readonly OnLeftPickTrigger: number;
  10810. /**
  10811. * On right pick
  10812. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10813. */
  10814. static readonly OnRightPickTrigger: number;
  10815. /**
  10816. * On center pick
  10817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10818. */
  10819. static readonly OnCenterPickTrigger: number;
  10820. /**
  10821. * On pick down
  10822. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10823. */
  10824. static readonly OnPickDownTrigger: number;
  10825. /**
  10826. * On double pick
  10827. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10828. */
  10829. static readonly OnDoublePickTrigger: number;
  10830. /**
  10831. * On pick up
  10832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10833. */
  10834. static readonly OnPickUpTrigger: number;
  10835. /**
  10836. * On pick out.
  10837. * This trigger will only be raised if you also declared a OnPickDown
  10838. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10839. */
  10840. static readonly OnPickOutTrigger: number;
  10841. /**
  10842. * On long press
  10843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10844. */
  10845. static readonly OnLongPressTrigger: number;
  10846. /**
  10847. * On pointer over
  10848. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10849. */
  10850. static readonly OnPointerOverTrigger: number;
  10851. /**
  10852. * On pointer out
  10853. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10854. */
  10855. static readonly OnPointerOutTrigger: number;
  10856. /**
  10857. * On every frame
  10858. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10859. */
  10860. static readonly OnEveryFrameTrigger: number;
  10861. /**
  10862. * On intersection enter
  10863. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10864. */
  10865. static readonly OnIntersectionEnterTrigger: number;
  10866. /**
  10867. * On intersection exit
  10868. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10869. */
  10870. static readonly OnIntersectionExitTrigger: number;
  10871. /**
  10872. * On key down
  10873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10874. */
  10875. static readonly OnKeyDownTrigger: number;
  10876. /**
  10877. * On key up
  10878. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10879. */
  10880. static readonly OnKeyUpTrigger: number;
  10881. private _scene;
  10882. /**
  10883. * Creates a new action manager
  10884. * @param scene defines the hosting scene
  10885. */
  10886. constructor(scene: Scene);
  10887. /**
  10888. * Releases all associated resources
  10889. */
  10890. dispose(): void;
  10891. /**
  10892. * Gets hosting scene
  10893. * @returns the hosting scene
  10894. */
  10895. getScene(): Scene;
  10896. /**
  10897. * Does this action manager handles actions of any of the given triggers
  10898. * @param triggers defines the triggers to be tested
  10899. * @return a boolean indicating whether one (or more) of the triggers is handled
  10900. */
  10901. hasSpecificTriggers(triggers: number[]): boolean;
  10902. /**
  10903. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10904. * speed.
  10905. * @param triggerA defines the trigger to be tested
  10906. * @param triggerB defines the trigger to be tested
  10907. * @return a boolean indicating whether one (or more) of the triggers is handled
  10908. */
  10909. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10910. /**
  10911. * Does this action manager handles actions of a given trigger
  10912. * @param trigger defines the trigger to be tested
  10913. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10914. * @return whether the trigger is handled
  10915. */
  10916. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10917. /**
  10918. * Does this action manager has pointer triggers
  10919. */
  10920. readonly hasPointerTriggers: boolean;
  10921. /**
  10922. * Does this action manager has pick triggers
  10923. */
  10924. readonly hasPickTriggers: boolean;
  10925. /**
  10926. * Registers an action to this action manager
  10927. * @param action defines the action to be registered
  10928. * @return the action amended (prepared) after registration
  10929. */
  10930. registerAction(action: IAction): Nullable<IAction>;
  10931. /**
  10932. * Unregisters an action to this action manager
  10933. * @param action defines the action to be unregistered
  10934. * @return a boolean indicating whether the action has been unregistered
  10935. */
  10936. unregisterAction(action: IAction): Boolean;
  10937. /**
  10938. * Process a specific trigger
  10939. * @param trigger defines the trigger to process
  10940. * @param evt defines the event details to be processed
  10941. */
  10942. processTrigger(trigger: number, evt?: IActionEvent): void;
  10943. /** @hidden */
  10944. _getEffectiveTarget(target: any, propertyPath: string): any;
  10945. /** @hidden */
  10946. _getProperty(propertyPath: string): string;
  10947. /**
  10948. * Serialize this manager to a JSON object
  10949. * @param name defines the property name to store this manager
  10950. * @returns a JSON representation of this manager
  10951. */
  10952. serialize(name: string): any;
  10953. /**
  10954. * Creates a new ActionManager from a JSON data
  10955. * @param parsedActions defines the JSON data to read from
  10956. * @param object defines the hosting mesh
  10957. * @param scene defines the hosting scene
  10958. */
  10959. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10960. /**
  10961. * Get a trigger name by index
  10962. * @param trigger defines the trigger index
  10963. * @returns a trigger name
  10964. */
  10965. static GetTriggerName(trigger: number): string;
  10966. }
  10967. }
  10968. declare module "babylonjs/Culling/ray" {
  10969. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10970. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10971. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10972. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10973. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10974. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10975. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10976. import { Plane } from "babylonjs/Maths/math.plane";
  10977. /**
  10978. * Class representing a ray with position and direction
  10979. */
  10980. export class Ray {
  10981. /** origin point */
  10982. origin: Vector3;
  10983. /** direction */
  10984. direction: Vector3;
  10985. /** length of the ray */
  10986. length: number;
  10987. private static readonly TmpVector3;
  10988. private _tmpRay;
  10989. /**
  10990. * Creates a new ray
  10991. * @param origin origin point
  10992. * @param direction direction
  10993. * @param length length of the ray
  10994. */
  10995. constructor(
  10996. /** origin point */
  10997. origin: Vector3,
  10998. /** direction */
  10999. direction: Vector3,
  11000. /** length of the ray */
  11001. length?: number);
  11002. /**
  11003. * Checks if the ray intersects a box
  11004. * @param minimum bound of the box
  11005. * @param maximum bound of the box
  11006. * @param intersectionTreshold extra extend to be added to the box in all direction
  11007. * @returns if the box was hit
  11008. */
  11009. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11010. /**
  11011. * Checks if the ray intersects a box
  11012. * @param box the bounding box to check
  11013. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11014. * @returns if the box was hit
  11015. */
  11016. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11017. /**
  11018. * If the ray hits a sphere
  11019. * @param sphere the bounding sphere to check
  11020. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11021. * @returns true if it hits the sphere
  11022. */
  11023. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11024. /**
  11025. * If the ray hits a triange
  11026. * @param vertex0 triangle vertex
  11027. * @param vertex1 triangle vertex
  11028. * @param vertex2 triangle vertex
  11029. * @returns intersection information if hit
  11030. */
  11031. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11032. /**
  11033. * Checks if ray intersects a plane
  11034. * @param plane the plane to check
  11035. * @returns the distance away it was hit
  11036. */
  11037. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11038. /**
  11039. * Calculate the intercept of a ray on a given axis
  11040. * @param axis to check 'x' | 'y' | 'z'
  11041. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11042. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11043. */
  11044. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11045. /**
  11046. * Checks if ray intersects a mesh
  11047. * @param mesh the mesh to check
  11048. * @param fastCheck if only the bounding box should checked
  11049. * @returns picking info of the intersecton
  11050. */
  11051. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11052. /**
  11053. * Checks if ray intersects a mesh
  11054. * @param meshes the meshes to check
  11055. * @param fastCheck if only the bounding box should checked
  11056. * @param results array to store result in
  11057. * @returns Array of picking infos
  11058. */
  11059. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11060. private _comparePickingInfo;
  11061. private static smallnum;
  11062. private static rayl;
  11063. /**
  11064. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11065. * @param sega the first point of the segment to test the intersection against
  11066. * @param segb the second point of the segment to test the intersection against
  11067. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11068. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11069. */
  11070. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11071. /**
  11072. * Update the ray from viewport position
  11073. * @param x position
  11074. * @param y y position
  11075. * @param viewportWidth viewport width
  11076. * @param viewportHeight viewport height
  11077. * @param world world matrix
  11078. * @param view view matrix
  11079. * @param projection projection matrix
  11080. * @returns this ray updated
  11081. */
  11082. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11083. /**
  11084. * Creates a ray with origin and direction of 0,0,0
  11085. * @returns the new ray
  11086. */
  11087. static Zero(): Ray;
  11088. /**
  11089. * Creates a new ray from screen space and viewport
  11090. * @param x position
  11091. * @param y y position
  11092. * @param viewportWidth viewport width
  11093. * @param viewportHeight viewport height
  11094. * @param world world matrix
  11095. * @param view view matrix
  11096. * @param projection projection matrix
  11097. * @returns new ray
  11098. */
  11099. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * 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
  11102. * transformed to the given world matrix.
  11103. * @param origin The origin point
  11104. * @param end The end point
  11105. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11106. * @returns the new ray
  11107. */
  11108. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11109. /**
  11110. * Transforms a ray by a matrix
  11111. * @param ray ray to transform
  11112. * @param matrix matrix to apply
  11113. * @returns the resulting new ray
  11114. */
  11115. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11116. /**
  11117. * Transforms a ray by a matrix
  11118. * @param ray ray to transform
  11119. * @param matrix matrix to apply
  11120. * @param result ray to store result in
  11121. */
  11122. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11123. /**
  11124. * Unproject a ray from screen space to object space
  11125. * @param sourceX defines the screen space x coordinate to use
  11126. * @param sourceY defines the screen space y coordinate to use
  11127. * @param viewportWidth defines the current width of the viewport
  11128. * @param viewportHeight defines the current height of the viewport
  11129. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11130. * @param view defines the view matrix to use
  11131. * @param projection defines the projection matrix to use
  11132. */
  11133. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11134. }
  11135. /**
  11136. * Type used to define predicate used to select faces when a mesh intersection is detected
  11137. */
  11138. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11139. module "babylonjs/scene" {
  11140. interface Scene {
  11141. /** @hidden */
  11142. _tempPickingRay: Nullable<Ray>;
  11143. /** @hidden */
  11144. _cachedRayForTransform: Ray;
  11145. /** @hidden */
  11146. _pickWithRayInverseMatrix: Matrix;
  11147. /** @hidden */
  11148. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11149. /** @hidden */
  11150. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11151. }
  11152. }
  11153. }
  11154. declare module "babylonjs/sceneComponent" {
  11155. import { Scene } from "babylonjs/scene";
  11156. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11157. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11158. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11159. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11160. import { Nullable } from "babylonjs/types";
  11161. import { Camera } from "babylonjs/Cameras/camera";
  11162. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11163. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11164. import { AbstractScene } from "babylonjs/abstractScene";
  11165. /**
  11166. * Groups all the scene component constants in one place to ease maintenance.
  11167. * @hidden
  11168. */
  11169. export class SceneComponentConstants {
  11170. static readonly NAME_EFFECTLAYER: string;
  11171. static readonly NAME_LAYER: string;
  11172. static readonly NAME_LENSFLARESYSTEM: string;
  11173. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11174. static readonly NAME_PARTICLESYSTEM: string;
  11175. static readonly NAME_GAMEPAD: string;
  11176. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11177. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11178. static readonly NAME_DEPTHRENDERER: string;
  11179. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11180. static readonly NAME_SPRITE: string;
  11181. static readonly NAME_OUTLINERENDERER: string;
  11182. static readonly NAME_PROCEDURALTEXTURE: string;
  11183. static readonly NAME_SHADOWGENERATOR: string;
  11184. static readonly NAME_OCTREE: string;
  11185. static readonly NAME_PHYSICSENGINE: string;
  11186. static readonly NAME_AUDIO: string;
  11187. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11188. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11189. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11190. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11191. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11192. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11193. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11194. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11195. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11196. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11197. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11198. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11199. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11200. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11201. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11202. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11203. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11204. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11205. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11206. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11207. static readonly STEP_AFTERRENDER_AUDIO: number;
  11208. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11209. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11210. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11211. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11212. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11213. static readonly STEP_POINTERMOVE_SPRITE: number;
  11214. static readonly STEP_POINTERDOWN_SPRITE: number;
  11215. static readonly STEP_POINTERUP_SPRITE: number;
  11216. }
  11217. /**
  11218. * This represents a scene component.
  11219. *
  11220. * This is used to decouple the dependency the scene is having on the different workloads like
  11221. * layers, post processes...
  11222. */
  11223. export interface ISceneComponent {
  11224. /**
  11225. * The name of the component. Each component must have a unique name.
  11226. */
  11227. name: string;
  11228. /**
  11229. * The scene the component belongs to.
  11230. */
  11231. scene: Scene;
  11232. /**
  11233. * Register the component to one instance of a scene.
  11234. */
  11235. register(): void;
  11236. /**
  11237. * Rebuilds the elements related to this component in case of
  11238. * context lost for instance.
  11239. */
  11240. rebuild(): void;
  11241. /**
  11242. * Disposes the component and the associated ressources.
  11243. */
  11244. dispose(): void;
  11245. }
  11246. /**
  11247. * This represents a SERIALIZABLE scene component.
  11248. *
  11249. * This extends Scene Component to add Serialization methods on top.
  11250. */
  11251. export interface ISceneSerializableComponent extends ISceneComponent {
  11252. /**
  11253. * Adds all the elements from the container to the scene
  11254. * @param container the container holding the elements
  11255. */
  11256. addFromContainer(container: AbstractScene): void;
  11257. /**
  11258. * Removes all the elements in the container from the scene
  11259. * @param container contains the elements to remove
  11260. * @param dispose if the removed element should be disposed (default: false)
  11261. */
  11262. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11263. /**
  11264. * Serializes the component data to the specified json object
  11265. * @param serializationObject The object to serialize to
  11266. */
  11267. serialize(serializationObject: any): void;
  11268. }
  11269. /**
  11270. * Strong typing of a Mesh related stage step action
  11271. */
  11272. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11273. /**
  11274. * Strong typing of a Evaluate Sub Mesh related stage step action
  11275. */
  11276. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11277. /**
  11278. * Strong typing of a Active Mesh related stage step action
  11279. */
  11280. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11281. /**
  11282. * Strong typing of a Camera related stage step action
  11283. */
  11284. export type CameraStageAction = (camera: Camera) => void;
  11285. /**
  11286. * Strong typing of a Camera Frame buffer related stage step action
  11287. */
  11288. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11289. /**
  11290. * Strong typing of a Render Target related stage step action
  11291. */
  11292. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11293. /**
  11294. * Strong typing of a RenderingGroup related stage step action
  11295. */
  11296. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11297. /**
  11298. * Strong typing of a Mesh Render related stage step action
  11299. */
  11300. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11301. /**
  11302. * Strong typing of a simple stage step action
  11303. */
  11304. export type SimpleStageAction = () => void;
  11305. /**
  11306. * Strong typing of a render target action.
  11307. */
  11308. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11309. /**
  11310. * Strong typing of a pointer move action.
  11311. */
  11312. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11313. /**
  11314. * Strong typing of a pointer up/down action.
  11315. */
  11316. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11317. /**
  11318. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11319. * @hidden
  11320. */
  11321. export class Stage<T extends Function> extends Array<{
  11322. index: number;
  11323. component: ISceneComponent;
  11324. action: T;
  11325. }> {
  11326. /**
  11327. * Hide ctor from the rest of the world.
  11328. * @param items The items to add.
  11329. */
  11330. private constructor();
  11331. /**
  11332. * Creates a new Stage.
  11333. * @returns A new instance of a Stage
  11334. */
  11335. static Create<T extends Function>(): Stage<T>;
  11336. /**
  11337. * Registers a step in an ordered way in the targeted stage.
  11338. * @param index Defines the position to register the step in
  11339. * @param component Defines the component attached to the step
  11340. * @param action Defines the action to launch during the step
  11341. */
  11342. registerStep(index: number, component: ISceneComponent, action: T): void;
  11343. /**
  11344. * Clears all the steps from the stage.
  11345. */
  11346. clear(): void;
  11347. }
  11348. }
  11349. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11350. import { Nullable } from "babylonjs/types";
  11351. import { Observable } from "babylonjs/Misc/observable";
  11352. import { Scene } from "babylonjs/scene";
  11353. import { Sprite } from "babylonjs/Sprites/sprite";
  11354. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11355. import { Ray } from "babylonjs/Culling/ray";
  11356. import { Camera } from "babylonjs/Cameras/camera";
  11357. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11358. import { ISceneComponent } from "babylonjs/sceneComponent";
  11359. module "babylonjs/scene" {
  11360. interface Scene {
  11361. /** @hidden */
  11362. _pointerOverSprite: Nullable<Sprite>;
  11363. /** @hidden */
  11364. _pickedDownSprite: Nullable<Sprite>;
  11365. /** @hidden */
  11366. _tempSpritePickingRay: Nullable<Ray>;
  11367. /**
  11368. * All of the sprite managers added to this scene
  11369. * @see http://doc.babylonjs.com/babylon101/sprites
  11370. */
  11371. spriteManagers: Array<ISpriteManager>;
  11372. /**
  11373. * An event triggered when sprites rendering is about to start
  11374. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11375. */
  11376. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11377. /**
  11378. * An event triggered when sprites rendering is done
  11379. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11380. */
  11381. onAfterSpritesRenderingObservable: Observable<Scene>;
  11382. /** @hidden */
  11383. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11384. /** Launch a ray to try to pick a sprite in the scene
  11385. * @param x position on screen
  11386. * @param y position on screen
  11387. * @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
  11388. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11389. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11390. * @returns a PickingInfo
  11391. */
  11392. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11393. /** Use the given ray to pick a sprite in the scene
  11394. * @param ray The ray (in world space) to use to pick meshes
  11395. * @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
  11396. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11397. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11398. * @returns a PickingInfo
  11399. */
  11400. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /**
  11402. * Force the sprite under the pointer
  11403. * @param sprite defines the sprite to use
  11404. */
  11405. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11406. /**
  11407. * Gets the sprite under the pointer
  11408. * @returns a Sprite or null if no sprite is under the pointer
  11409. */
  11410. getPointerOverSprite(): Nullable<Sprite>;
  11411. }
  11412. }
  11413. /**
  11414. * Defines the sprite scene component responsible to manage sprites
  11415. * in a given scene.
  11416. */
  11417. export class SpriteSceneComponent implements ISceneComponent {
  11418. /**
  11419. * The component name helpfull to identify the component in the list of scene components.
  11420. */
  11421. readonly name: string;
  11422. /**
  11423. * The scene the component belongs to.
  11424. */
  11425. scene: Scene;
  11426. /** @hidden */
  11427. private _spritePredicate;
  11428. /**
  11429. * Creates a new instance of the component for the given scene
  11430. * @param scene Defines the scene to register the component in
  11431. */
  11432. constructor(scene: Scene);
  11433. /**
  11434. * Registers the component in a given scene
  11435. */
  11436. register(): void;
  11437. /**
  11438. * Rebuilds the elements related to this component in case of
  11439. * context lost for instance.
  11440. */
  11441. rebuild(): void;
  11442. /**
  11443. * Disposes the component and the associated ressources.
  11444. */
  11445. dispose(): void;
  11446. private _pickSpriteButKeepRay;
  11447. private _pointerMove;
  11448. private _pointerDown;
  11449. private _pointerUp;
  11450. }
  11451. }
  11452. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11453. /** @hidden */
  11454. export var fogFragmentDeclaration: {
  11455. name: string;
  11456. shader: string;
  11457. };
  11458. }
  11459. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11460. /** @hidden */
  11461. export var fogFragment: {
  11462. name: string;
  11463. shader: string;
  11464. };
  11465. }
  11466. declare module "babylonjs/Shaders/sprites.fragment" {
  11467. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11468. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11469. /** @hidden */
  11470. export var spritesPixelShader: {
  11471. name: string;
  11472. shader: string;
  11473. };
  11474. }
  11475. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11476. /** @hidden */
  11477. export var fogVertexDeclaration: {
  11478. name: string;
  11479. shader: string;
  11480. };
  11481. }
  11482. declare module "babylonjs/Shaders/sprites.vertex" {
  11483. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11484. /** @hidden */
  11485. export var spritesVertexShader: {
  11486. name: string;
  11487. shader: string;
  11488. };
  11489. }
  11490. declare module "babylonjs/Sprites/spriteManager" {
  11491. import { IDisposable, Scene } from "babylonjs/scene";
  11492. import { Nullable } from "babylonjs/types";
  11493. import { Observable } from "babylonjs/Misc/observable";
  11494. import { Sprite } from "babylonjs/Sprites/sprite";
  11495. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11496. import { Camera } from "babylonjs/Cameras/camera";
  11497. import { Texture } from "babylonjs/Materials/Textures/texture";
  11498. import "babylonjs/Shaders/sprites.fragment";
  11499. import "babylonjs/Shaders/sprites.vertex";
  11500. import { Ray } from "babylonjs/Culling/ray";
  11501. /**
  11502. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11503. */
  11504. export interface ISpriteManager extends IDisposable {
  11505. /**
  11506. * Restricts the camera to viewing objects with the same layerMask.
  11507. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11508. */
  11509. layerMask: number;
  11510. /**
  11511. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11512. */
  11513. isPickable: boolean;
  11514. /**
  11515. * Specifies the rendering group id for this mesh (0 by default)
  11516. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11517. */
  11518. renderingGroupId: number;
  11519. /**
  11520. * Defines the list of sprites managed by the manager.
  11521. */
  11522. sprites: Array<Sprite>;
  11523. /**
  11524. * Tests the intersection of a sprite with a specific ray.
  11525. * @param ray The ray we are sending to test the collision
  11526. * @param camera The camera space we are sending rays in
  11527. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11528. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11529. * @returns picking info or null.
  11530. */
  11531. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11532. /**
  11533. * Renders the list of sprites on screen.
  11534. */
  11535. render(): void;
  11536. }
  11537. /**
  11538. * Class used to manage multiple sprites on the same spritesheet
  11539. * @see http://doc.babylonjs.com/babylon101/sprites
  11540. */
  11541. export class SpriteManager implements ISpriteManager {
  11542. /** defines the manager's name */
  11543. name: string;
  11544. /** Gets the list of sprites */
  11545. sprites: Sprite[];
  11546. /** Gets or sets the rendering group id (0 by default) */
  11547. renderingGroupId: number;
  11548. /** Gets or sets camera layer mask */
  11549. layerMask: number;
  11550. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11551. fogEnabled: boolean;
  11552. /** Gets or sets a boolean indicating if the sprites are pickable */
  11553. isPickable: boolean;
  11554. /** Defines the default width of a cell in the spritesheet */
  11555. cellWidth: number;
  11556. /** Defines the default height of a cell in the spritesheet */
  11557. cellHeight: number;
  11558. /**
  11559. * An event triggered when the manager is disposed.
  11560. */
  11561. onDisposeObservable: Observable<SpriteManager>;
  11562. private _onDisposeObserver;
  11563. /**
  11564. * Callback called when the manager is disposed
  11565. */
  11566. onDispose: () => void;
  11567. private _capacity;
  11568. private _spriteTexture;
  11569. private _epsilon;
  11570. private _scene;
  11571. private _vertexData;
  11572. private _buffer;
  11573. private _vertexBuffers;
  11574. private _indexBuffer;
  11575. private _effectBase;
  11576. private _effectFog;
  11577. /**
  11578. * Gets or sets the spritesheet texture
  11579. */
  11580. texture: Texture;
  11581. /**
  11582. * Creates a new sprite manager
  11583. * @param name defines the manager's name
  11584. * @param imgUrl defines the sprite sheet url
  11585. * @param capacity defines the maximum allowed number of sprites
  11586. * @param cellSize defines the size of a sprite cell
  11587. * @param scene defines the hosting scene
  11588. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11589. * @param samplingMode defines the smapling mode to use with spritesheet
  11590. */
  11591. constructor(
  11592. /** defines the manager's name */
  11593. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  11594. private _appendSpriteVertex;
  11595. /**
  11596. * Intersects the sprites with a ray
  11597. * @param ray defines the ray to intersect with
  11598. * @param camera defines the current active camera
  11599. * @param predicate defines a predicate used to select candidate sprites
  11600. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11601. * @returns null if no hit or a PickingInfo
  11602. */
  11603. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11604. /**
  11605. * Render all child sprites
  11606. */
  11607. render(): void;
  11608. /**
  11609. * Release associated resources
  11610. */
  11611. dispose(): void;
  11612. }
  11613. }
  11614. declare module "babylonjs/Sprites/sprite" {
  11615. import { Vector3 } from "babylonjs/Maths/math.vector";
  11616. import { Nullable } from "babylonjs/types";
  11617. import { ActionManager } from "babylonjs/Actions/actionManager";
  11618. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11619. import { Color4 } from "babylonjs/Maths/math.color";
  11620. /**
  11621. * Class used to represent a sprite
  11622. * @see http://doc.babylonjs.com/babylon101/sprites
  11623. */
  11624. export class Sprite {
  11625. /** defines the name */
  11626. name: string;
  11627. /** Gets or sets the current world position */
  11628. position: Vector3;
  11629. /** Gets or sets the main color */
  11630. color: Color4;
  11631. /** Gets or sets the width */
  11632. width: number;
  11633. /** Gets or sets the height */
  11634. height: number;
  11635. /** Gets or sets rotation angle */
  11636. angle: number;
  11637. /** Gets or sets the cell index in the sprite sheet */
  11638. cellIndex: number;
  11639. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11640. invertU: number;
  11641. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11642. invertV: number;
  11643. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11644. disposeWhenFinishedAnimating: boolean;
  11645. /** Gets the list of attached animations */
  11646. animations: Animation[];
  11647. /** Gets or sets a boolean indicating if the sprite can be picked */
  11648. isPickable: boolean;
  11649. /**
  11650. * Gets or sets the associated action manager
  11651. */
  11652. actionManager: Nullable<ActionManager>;
  11653. private _animationStarted;
  11654. private _loopAnimation;
  11655. private _fromIndex;
  11656. private _toIndex;
  11657. private _delay;
  11658. private _direction;
  11659. private _manager;
  11660. private _time;
  11661. private _onAnimationEnd;
  11662. /**
  11663. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11664. */
  11665. isVisible: boolean;
  11666. /**
  11667. * Gets or sets the sprite size
  11668. */
  11669. size: number;
  11670. /**
  11671. * Creates a new Sprite
  11672. * @param name defines the name
  11673. * @param manager defines the manager
  11674. */
  11675. constructor(
  11676. /** defines the name */
  11677. name: string, manager: ISpriteManager);
  11678. /**
  11679. * Starts an animation
  11680. * @param from defines the initial key
  11681. * @param to defines the end key
  11682. * @param loop defines if the animation must loop
  11683. * @param delay defines the start delay (in ms)
  11684. * @param onAnimationEnd defines a callback to call when animation ends
  11685. */
  11686. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11687. /** Stops current animation (if any) */
  11688. stopAnimation(): void;
  11689. /** @hidden */
  11690. _animate(deltaTime: number): void;
  11691. /** Release associated resources */
  11692. dispose(): void;
  11693. }
  11694. }
  11695. declare module "babylonjs/Collisions/pickingInfo" {
  11696. import { Nullable } from "babylonjs/types";
  11697. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11698. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11699. import { Sprite } from "babylonjs/Sprites/sprite";
  11700. import { Ray } from "babylonjs/Culling/ray";
  11701. /**
  11702. * Information about the result of picking within a scene
  11703. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11704. */
  11705. export class PickingInfo {
  11706. /** @hidden */
  11707. _pickingUnavailable: boolean;
  11708. /**
  11709. * If the pick collided with an object
  11710. */
  11711. hit: boolean;
  11712. /**
  11713. * Distance away where the pick collided
  11714. */
  11715. distance: number;
  11716. /**
  11717. * The location of pick collision
  11718. */
  11719. pickedPoint: Nullable<Vector3>;
  11720. /**
  11721. * The mesh corresponding the the pick collision
  11722. */
  11723. pickedMesh: Nullable<AbstractMesh>;
  11724. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11725. bu: number;
  11726. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11727. bv: number;
  11728. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11729. faceId: number;
  11730. /** Id of the the submesh that was picked */
  11731. subMeshId: number;
  11732. /** If a sprite was picked, this will be the sprite the pick collided with */
  11733. pickedSprite: Nullable<Sprite>;
  11734. /**
  11735. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11736. */
  11737. originMesh: Nullable<AbstractMesh>;
  11738. /**
  11739. * The ray that was used to perform the picking.
  11740. */
  11741. ray: Nullable<Ray>;
  11742. /**
  11743. * Gets the normal correspodning to the face the pick collided with
  11744. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11745. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11746. * @returns The normal correspodning to the face the pick collided with
  11747. */
  11748. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11749. /**
  11750. * Gets the texture coordinates of where the pick occured
  11751. * @returns the vector containing the coordnates of the texture
  11752. */
  11753. getTextureCoordinates(): Nullable<Vector2>;
  11754. }
  11755. }
  11756. declare module "babylonjs/Events/pointerEvents" {
  11757. import { Nullable } from "babylonjs/types";
  11758. import { Vector2 } from "babylonjs/Maths/math.vector";
  11759. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11760. import { Ray } from "babylonjs/Culling/ray";
  11761. /**
  11762. * Gather the list of pointer event types as constants.
  11763. */
  11764. export class PointerEventTypes {
  11765. /**
  11766. * 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.
  11767. */
  11768. static readonly POINTERDOWN: number;
  11769. /**
  11770. * The pointerup event is fired when a pointer is no longer active.
  11771. */
  11772. static readonly POINTERUP: number;
  11773. /**
  11774. * The pointermove event is fired when a pointer changes coordinates.
  11775. */
  11776. static readonly POINTERMOVE: number;
  11777. /**
  11778. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11779. */
  11780. static readonly POINTERWHEEL: number;
  11781. /**
  11782. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11783. */
  11784. static readonly POINTERPICK: number;
  11785. /**
  11786. * The pointertap event is fired when a the object has been touched and released without drag.
  11787. */
  11788. static readonly POINTERTAP: number;
  11789. /**
  11790. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11791. */
  11792. static readonly POINTERDOUBLETAP: number;
  11793. }
  11794. /**
  11795. * Base class of pointer info types.
  11796. */
  11797. export class PointerInfoBase {
  11798. /**
  11799. * Defines the type of event (PointerEventTypes)
  11800. */
  11801. type: number;
  11802. /**
  11803. * Defines the related dom event
  11804. */
  11805. event: PointerEvent | MouseWheelEvent;
  11806. /**
  11807. * Instantiates the base class of pointers info.
  11808. * @param type Defines the type of event (PointerEventTypes)
  11809. * @param event Defines the related dom event
  11810. */
  11811. constructor(
  11812. /**
  11813. * Defines the type of event (PointerEventTypes)
  11814. */
  11815. type: number,
  11816. /**
  11817. * Defines the related dom event
  11818. */
  11819. event: PointerEvent | MouseWheelEvent);
  11820. }
  11821. /**
  11822. * This class is used to store pointer related info for the onPrePointerObservable event.
  11823. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11824. */
  11825. export class PointerInfoPre extends PointerInfoBase {
  11826. /**
  11827. * Ray from a pointer if availible (eg. 6dof controller)
  11828. */
  11829. ray: Nullable<Ray>;
  11830. /**
  11831. * Defines the local position of the pointer on the canvas.
  11832. */
  11833. localPosition: Vector2;
  11834. /**
  11835. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11836. */
  11837. skipOnPointerObservable: boolean;
  11838. /**
  11839. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11840. * @param type Defines the type of event (PointerEventTypes)
  11841. * @param event Defines the related dom event
  11842. * @param localX Defines the local x coordinates of the pointer when the event occured
  11843. * @param localY Defines the local y coordinates of the pointer when the event occured
  11844. */
  11845. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11846. }
  11847. /**
  11848. * This type contains all the data related to a pointer event in Babylon.js.
  11849. * 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.
  11850. */
  11851. export class PointerInfo extends PointerInfoBase {
  11852. /**
  11853. * Defines the picking info associated to the info (if any)\
  11854. */
  11855. pickInfo: Nullable<PickingInfo>;
  11856. /**
  11857. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11858. * @param type Defines the type of event (PointerEventTypes)
  11859. * @param event Defines the related dom event
  11860. * @param pickInfo Defines the picking info associated to the info (if any)\
  11861. */
  11862. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11863. /**
  11864. * Defines the picking info associated to the info (if any)\
  11865. */
  11866. pickInfo: Nullable<PickingInfo>);
  11867. }
  11868. /**
  11869. * Data relating to a touch event on the screen.
  11870. */
  11871. export interface PointerTouch {
  11872. /**
  11873. * X coordinate of touch.
  11874. */
  11875. x: number;
  11876. /**
  11877. * Y coordinate of touch.
  11878. */
  11879. y: number;
  11880. /**
  11881. * Id of touch. Unique for each finger.
  11882. */
  11883. pointerId: number;
  11884. /**
  11885. * Event type passed from DOM.
  11886. */
  11887. type: any;
  11888. }
  11889. }
  11890. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11891. import { Observable } from "babylonjs/Misc/observable";
  11892. import { Nullable } from "babylonjs/types";
  11893. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11894. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11895. /**
  11896. * Manage the mouse inputs to control the movement of a free camera.
  11897. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11898. */
  11899. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11900. /**
  11901. * Define if touch is enabled in the mouse input
  11902. */
  11903. touchEnabled: boolean;
  11904. /**
  11905. * Defines the camera the input is attached to.
  11906. */
  11907. camera: FreeCamera;
  11908. /**
  11909. * Defines the buttons associated with the input to handle camera move.
  11910. */
  11911. buttons: number[];
  11912. /**
  11913. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11914. */
  11915. angularSensibility: number;
  11916. private _pointerInput;
  11917. private _onMouseMove;
  11918. private _observer;
  11919. private previousPosition;
  11920. /**
  11921. * Observable for when a pointer move event occurs containing the move offset
  11922. */
  11923. onPointerMovedObservable: Observable<{
  11924. offsetX: number;
  11925. offsetY: number;
  11926. }>;
  11927. /**
  11928. * @hidden
  11929. * If the camera should be rotated automatically based on pointer movement
  11930. */
  11931. _allowCameraRotation: boolean;
  11932. /**
  11933. * Manage the mouse inputs to control the movement of a free camera.
  11934. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11935. * @param touchEnabled Defines if touch is enabled or not
  11936. */
  11937. constructor(
  11938. /**
  11939. * Define if touch is enabled in the mouse input
  11940. */
  11941. touchEnabled?: boolean);
  11942. /**
  11943. * Attach the input controls to a specific dom element to get the input from.
  11944. * @param element Defines the element the controls should be listened from
  11945. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  11946. */
  11947. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  11948. /**
  11949. * Called on JS contextmenu event.
  11950. * Override this method to provide functionality.
  11951. */
  11952. protected onContextMenu(evt: PointerEvent): void;
  11953. /**
  11954. * Detach the current controls from the specified dom element.
  11955. * @param element Defines the element to stop listening the inputs from
  11956. */
  11957. detachControl(element: Nullable<HTMLElement>): void;
  11958. /**
  11959. * Gets the class name of the current intput.
  11960. * @returns the class name
  11961. */
  11962. getClassName(): string;
  11963. /**
  11964. * Get the friendly name associated with the input class.
  11965. * @returns the input friendly name
  11966. */
  11967. getSimpleName(): string;
  11968. }
  11969. }
  11970. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  11971. import { Nullable } from "babylonjs/types";
  11972. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11973. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11974. /**
  11975. * Manage the touch inputs to control the movement of a free camera.
  11976. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11977. */
  11978. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  11979. /**
  11980. * Defines the camera the input is attached to.
  11981. */
  11982. camera: FreeCamera;
  11983. /**
  11984. * Defines the touch sensibility for rotation.
  11985. * The higher the faster.
  11986. */
  11987. touchAngularSensibility: number;
  11988. /**
  11989. * Defines the touch sensibility for move.
  11990. * The higher the faster.
  11991. */
  11992. touchMoveSensibility: number;
  11993. private _offsetX;
  11994. private _offsetY;
  11995. private _pointerPressed;
  11996. private _pointerInput;
  11997. private _observer;
  11998. private _onLostFocus;
  11999. /**
  12000. * Attach the input controls to a specific dom element to get the input from.
  12001. * @param element Defines the element the controls should be listened from
  12002. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12003. */
  12004. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12005. /**
  12006. * Detach the current controls from the specified dom element.
  12007. * @param element Defines the element to stop listening the inputs from
  12008. */
  12009. detachControl(element: Nullable<HTMLElement>): void;
  12010. /**
  12011. * Update the current camera state depending on the inputs that have been used this frame.
  12012. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12013. */
  12014. checkInputs(): void;
  12015. /**
  12016. * Gets the class name of the current intput.
  12017. * @returns the class name
  12018. */
  12019. getClassName(): string;
  12020. /**
  12021. * Get the friendly name associated with the input class.
  12022. * @returns the input friendly name
  12023. */
  12024. getSimpleName(): string;
  12025. }
  12026. }
  12027. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12028. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12029. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12030. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12031. import { Nullable } from "babylonjs/types";
  12032. /**
  12033. * Default Inputs manager for the FreeCamera.
  12034. * It groups all the default supported inputs for ease of use.
  12035. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12036. */
  12037. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12038. /**
  12039. * @hidden
  12040. */
  12041. _mouseInput: Nullable<FreeCameraMouseInput>;
  12042. /**
  12043. * Instantiates a new FreeCameraInputsManager.
  12044. * @param camera Defines the camera the inputs belong to
  12045. */
  12046. constructor(camera: FreeCamera);
  12047. /**
  12048. * Add keyboard input support to the input manager.
  12049. * @returns the current input manager
  12050. */
  12051. addKeyboard(): FreeCameraInputsManager;
  12052. /**
  12053. * Add mouse input support to the input manager.
  12054. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12055. * @returns the current input manager
  12056. */
  12057. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12058. /**
  12059. * Removes the mouse input support from the manager
  12060. * @returns the current input manager
  12061. */
  12062. removeMouse(): FreeCameraInputsManager;
  12063. /**
  12064. * Add touch input support to the input manager.
  12065. * @returns the current input manager
  12066. */
  12067. addTouch(): FreeCameraInputsManager;
  12068. /**
  12069. * Remove all attached input methods from a camera
  12070. */
  12071. clear(): void;
  12072. }
  12073. }
  12074. declare module "babylonjs/Cameras/freeCamera" {
  12075. import { Vector3 } from "babylonjs/Maths/math.vector";
  12076. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12077. import { Scene } from "babylonjs/scene";
  12078. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12079. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12080. /**
  12081. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12082. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12083. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12084. */
  12085. export class FreeCamera extends TargetCamera {
  12086. /**
  12087. * Define the collision ellipsoid of the camera.
  12088. * This is helpful to simulate a camera body like the player body around the camera
  12089. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12090. */
  12091. ellipsoid: Vector3;
  12092. /**
  12093. * Define an offset for the position of the ellipsoid around the camera.
  12094. * This can be helpful to determine the center of the body near the gravity center of the body
  12095. * instead of its head.
  12096. */
  12097. ellipsoidOffset: Vector3;
  12098. /**
  12099. * Enable or disable collisions of the camera with the rest of the scene objects.
  12100. */
  12101. checkCollisions: boolean;
  12102. /**
  12103. * Enable or disable gravity on the camera.
  12104. */
  12105. applyGravity: boolean;
  12106. /**
  12107. * Define the input manager associated to the camera.
  12108. */
  12109. inputs: FreeCameraInputsManager;
  12110. /**
  12111. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12112. * Higher values reduce sensitivity.
  12113. */
  12114. /**
  12115. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12116. * Higher values reduce sensitivity.
  12117. */
  12118. angularSensibility: number;
  12119. /**
  12120. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12121. */
  12122. keysUp: number[];
  12123. /**
  12124. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12125. */
  12126. keysDown: number[];
  12127. /**
  12128. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12129. */
  12130. keysLeft: number[];
  12131. /**
  12132. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12133. */
  12134. keysRight: number[];
  12135. /**
  12136. * Event raised when the camera collide with a mesh in the scene.
  12137. */
  12138. onCollide: (collidedMesh: AbstractMesh) => void;
  12139. private _collider;
  12140. private _needMoveForGravity;
  12141. private _oldPosition;
  12142. private _diffPosition;
  12143. private _newPosition;
  12144. /** @hidden */
  12145. _localDirection: Vector3;
  12146. /** @hidden */
  12147. _transformedDirection: Vector3;
  12148. /**
  12149. * Instantiates a Free Camera.
  12150. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12151. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12152. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12153. * @param name Define the name of the camera in the scene
  12154. * @param position Define the start position of the camera in the scene
  12155. * @param scene Define the scene the camera belongs to
  12156. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12157. */
  12158. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12159. /**
  12160. * Attached controls to the current camera.
  12161. * @param element Defines the element the controls should be listened from
  12162. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12163. */
  12164. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12165. /**
  12166. * Detach the current controls from the camera.
  12167. * The camera will stop reacting to inputs.
  12168. * @param element Defines the element to stop listening the inputs from
  12169. */
  12170. detachControl(element: HTMLElement): void;
  12171. private _collisionMask;
  12172. /**
  12173. * Define a collision mask to limit the list of object the camera can collide with
  12174. */
  12175. collisionMask: number;
  12176. /** @hidden */
  12177. _collideWithWorld(displacement: Vector3): void;
  12178. private _onCollisionPositionChange;
  12179. /** @hidden */
  12180. _checkInputs(): void;
  12181. /** @hidden */
  12182. _decideIfNeedsToMove(): boolean;
  12183. /** @hidden */
  12184. _updatePosition(): void;
  12185. /**
  12186. * Destroy the camera and release the current resources hold by it.
  12187. */
  12188. dispose(): void;
  12189. /**
  12190. * Gets the current object class name.
  12191. * @return the class name
  12192. */
  12193. getClassName(): string;
  12194. }
  12195. }
  12196. declare module "babylonjs/Gamepads/gamepad" {
  12197. import { Observable } from "babylonjs/Misc/observable";
  12198. /**
  12199. * Represents a gamepad control stick position
  12200. */
  12201. export class StickValues {
  12202. /**
  12203. * The x component of the control stick
  12204. */
  12205. x: number;
  12206. /**
  12207. * The y component of the control stick
  12208. */
  12209. y: number;
  12210. /**
  12211. * Initializes the gamepad x and y control stick values
  12212. * @param x The x component of the gamepad control stick value
  12213. * @param y The y component of the gamepad control stick value
  12214. */
  12215. constructor(
  12216. /**
  12217. * The x component of the control stick
  12218. */
  12219. x: number,
  12220. /**
  12221. * The y component of the control stick
  12222. */
  12223. y: number);
  12224. }
  12225. /**
  12226. * An interface which manages callbacks for gamepad button changes
  12227. */
  12228. export interface GamepadButtonChanges {
  12229. /**
  12230. * Called when a gamepad has been changed
  12231. */
  12232. changed: boolean;
  12233. /**
  12234. * Called when a gamepad press event has been triggered
  12235. */
  12236. pressChanged: boolean;
  12237. /**
  12238. * Called when a touch event has been triggered
  12239. */
  12240. touchChanged: boolean;
  12241. /**
  12242. * Called when a value has changed
  12243. */
  12244. valueChanged: boolean;
  12245. }
  12246. /**
  12247. * Represents a gamepad
  12248. */
  12249. export class Gamepad {
  12250. /**
  12251. * The id of the gamepad
  12252. */
  12253. id: string;
  12254. /**
  12255. * The index of the gamepad
  12256. */
  12257. index: number;
  12258. /**
  12259. * The browser gamepad
  12260. */
  12261. browserGamepad: any;
  12262. /**
  12263. * Specifies what type of gamepad this represents
  12264. */
  12265. type: number;
  12266. private _leftStick;
  12267. private _rightStick;
  12268. /** @hidden */
  12269. _isConnected: boolean;
  12270. private _leftStickAxisX;
  12271. private _leftStickAxisY;
  12272. private _rightStickAxisX;
  12273. private _rightStickAxisY;
  12274. /**
  12275. * Triggered when the left control stick has been changed
  12276. */
  12277. private _onleftstickchanged;
  12278. /**
  12279. * Triggered when the right control stick has been changed
  12280. */
  12281. private _onrightstickchanged;
  12282. /**
  12283. * Represents a gamepad controller
  12284. */
  12285. static GAMEPAD: number;
  12286. /**
  12287. * Represents a generic controller
  12288. */
  12289. static GENERIC: number;
  12290. /**
  12291. * Represents an XBox controller
  12292. */
  12293. static XBOX: number;
  12294. /**
  12295. * Represents a pose-enabled controller
  12296. */
  12297. static POSE_ENABLED: number;
  12298. /**
  12299. * Specifies whether the left control stick should be Y-inverted
  12300. */
  12301. protected _invertLeftStickY: boolean;
  12302. /**
  12303. * Specifies if the gamepad has been connected
  12304. */
  12305. readonly isConnected: boolean;
  12306. /**
  12307. * Initializes the gamepad
  12308. * @param id The id of the gamepad
  12309. * @param index The index of the gamepad
  12310. * @param browserGamepad The browser gamepad
  12311. * @param leftStickX The x component of the left joystick
  12312. * @param leftStickY The y component of the left joystick
  12313. * @param rightStickX The x component of the right joystick
  12314. * @param rightStickY The y component of the right joystick
  12315. */
  12316. constructor(
  12317. /**
  12318. * The id of the gamepad
  12319. */
  12320. id: string,
  12321. /**
  12322. * The index of the gamepad
  12323. */
  12324. index: number,
  12325. /**
  12326. * The browser gamepad
  12327. */
  12328. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12329. /**
  12330. * Callback triggered when the left joystick has changed
  12331. * @param callback
  12332. */
  12333. onleftstickchanged(callback: (values: StickValues) => void): void;
  12334. /**
  12335. * Callback triggered when the right joystick has changed
  12336. * @param callback
  12337. */
  12338. onrightstickchanged(callback: (values: StickValues) => void): void;
  12339. /**
  12340. * Gets the left joystick
  12341. */
  12342. /**
  12343. * Sets the left joystick values
  12344. */
  12345. leftStick: StickValues;
  12346. /**
  12347. * Gets the right joystick
  12348. */
  12349. /**
  12350. * Sets the right joystick value
  12351. */
  12352. rightStick: StickValues;
  12353. /**
  12354. * Updates the gamepad joystick positions
  12355. */
  12356. update(): void;
  12357. /**
  12358. * Disposes the gamepad
  12359. */
  12360. dispose(): void;
  12361. }
  12362. /**
  12363. * Represents a generic gamepad
  12364. */
  12365. export class GenericPad extends Gamepad {
  12366. private _buttons;
  12367. private _onbuttondown;
  12368. private _onbuttonup;
  12369. /**
  12370. * Observable triggered when a button has been pressed
  12371. */
  12372. onButtonDownObservable: Observable<number>;
  12373. /**
  12374. * Observable triggered when a button has been released
  12375. */
  12376. onButtonUpObservable: Observable<number>;
  12377. /**
  12378. * Callback triggered when a button has been pressed
  12379. * @param callback Called when a button has been pressed
  12380. */
  12381. onbuttondown(callback: (buttonPressed: number) => void): void;
  12382. /**
  12383. * Callback triggered when a button has been released
  12384. * @param callback Called when a button has been released
  12385. */
  12386. onbuttonup(callback: (buttonReleased: number) => void): void;
  12387. /**
  12388. * Initializes the generic gamepad
  12389. * @param id The id of the generic gamepad
  12390. * @param index The index of the generic gamepad
  12391. * @param browserGamepad The browser gamepad
  12392. */
  12393. constructor(id: string, index: number, browserGamepad: any);
  12394. private _setButtonValue;
  12395. /**
  12396. * Updates the generic gamepad
  12397. */
  12398. update(): void;
  12399. /**
  12400. * Disposes the generic gamepad
  12401. */
  12402. dispose(): void;
  12403. }
  12404. }
  12405. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12406. import { Nullable } from "babylonjs/types";
  12407. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12408. import { Scene } from "babylonjs/scene";
  12409. module "babylonjs/Engines/engine" {
  12410. interface Engine {
  12411. /**
  12412. * Creates a raw texture
  12413. * @param data defines the data to store in the texture
  12414. * @param width defines the width of the texture
  12415. * @param height defines the height of the texture
  12416. * @param format defines the format of the data
  12417. * @param generateMipMaps defines if the engine should generate the mip levels
  12418. * @param invertY defines if data must be stored with Y axis inverted
  12419. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12420. * @param compression defines the compression used (null by default)
  12421. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12422. * @returns the raw texture inside an InternalTexture
  12423. */
  12424. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12425. /**
  12426. * Update a raw texture
  12427. * @param texture defines the texture to update
  12428. * @param data defines the data to store in the texture
  12429. * @param format defines the format of the data
  12430. * @param invertY defines if data must be stored with Y axis inverted
  12431. */
  12432. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12433. /**
  12434. * Update a raw texture
  12435. * @param texture defines the texture to update
  12436. * @param data defines the data to store in the texture
  12437. * @param format defines the format of the data
  12438. * @param invertY defines if data must be stored with Y axis inverted
  12439. * @param compression defines the compression used (null by default)
  12440. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12441. */
  12442. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12443. /**
  12444. * Creates a new raw cube texture
  12445. * @param data defines the array of data to use to create each face
  12446. * @param size defines the size of the textures
  12447. * @param format defines the format of the data
  12448. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12449. * @param generateMipMaps defines if the engine should generate the mip levels
  12450. * @param invertY defines if data must be stored with Y axis inverted
  12451. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12452. * @param compression defines the compression used (null by default)
  12453. * @returns the cube texture as an InternalTexture
  12454. */
  12455. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12456. /**
  12457. * Update a raw cube texture
  12458. * @param texture defines the texture to udpdate
  12459. * @param data defines the data to store
  12460. * @param format defines the data format
  12461. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12462. * @param invertY defines if data must be stored with Y axis inverted
  12463. */
  12464. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12465. /**
  12466. * Update a raw cube texture
  12467. * @param texture defines the texture to udpdate
  12468. * @param data defines the data to store
  12469. * @param format defines the data format
  12470. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12471. * @param invertY defines if data must be stored with Y axis inverted
  12472. * @param compression defines the compression used (null by default)
  12473. */
  12474. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12475. /**
  12476. * Update a raw cube texture
  12477. * @param texture defines the texture to udpdate
  12478. * @param data defines the data to store
  12479. * @param format defines the data format
  12480. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12481. * @param invertY defines if data must be stored with Y axis inverted
  12482. * @param compression defines the compression used (null by default)
  12483. * @param level defines which level of the texture to update
  12484. */
  12485. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12486. /**
  12487. * Creates a new raw cube texture from a specified url
  12488. * @param url defines the url where the data is located
  12489. * @param scene defines the current scene
  12490. * @param size defines the size of the textures
  12491. * @param format defines the format of the data
  12492. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12493. * @param noMipmap defines if the engine should avoid generating the mip levels
  12494. * @param callback defines a callback used to extract texture data from loaded data
  12495. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12496. * @param onLoad defines a callback called when texture is loaded
  12497. * @param onError defines a callback called if there is an error
  12498. * @returns the cube texture as an InternalTexture
  12499. */
  12500. 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;
  12501. /**
  12502. * Creates a new raw cube texture from a specified url
  12503. * @param url defines the url where the data is located
  12504. * @param scene defines the current scene
  12505. * @param size defines the size of the textures
  12506. * @param format defines the format of the data
  12507. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12508. * @param noMipmap defines if the engine should avoid generating the mip levels
  12509. * @param callback defines a callback used to extract texture data from loaded data
  12510. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12511. * @param onLoad defines a callback called when texture is loaded
  12512. * @param onError defines a callback called if there is an error
  12513. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12514. * @param invertY defines if data must be stored with Y axis inverted
  12515. * @returns the cube texture as an InternalTexture
  12516. */
  12517. 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;
  12518. /**
  12519. * Creates a new raw 3D texture
  12520. * @param data defines the data used to create the texture
  12521. * @param width defines the width of the texture
  12522. * @param height defines the height of the texture
  12523. * @param depth defines the depth of the texture
  12524. * @param format defines the format of the texture
  12525. * @param generateMipMaps defines if the engine must generate mip levels
  12526. * @param invertY defines if data must be stored with Y axis inverted
  12527. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12528. * @param compression defines the compressed used (can be null)
  12529. * @param textureType defines the compressed used (can be null)
  12530. * @returns a new raw 3D texture (stored in an InternalTexture)
  12531. */
  12532. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12533. /**
  12534. * Update a raw 3D texture
  12535. * @param texture defines the texture to update
  12536. * @param data defines the data to store
  12537. * @param format defines the data format
  12538. * @param invertY defines if data must be stored with Y axis inverted
  12539. */
  12540. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12541. /**
  12542. * Update a raw 3D texture
  12543. * @param texture defines the texture to update
  12544. * @param data defines the data to store
  12545. * @param format defines the data format
  12546. * @param invertY defines if data must be stored with Y axis inverted
  12547. * @param compression defines the used compression (can be null)
  12548. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12549. */
  12550. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12551. }
  12552. }
  12553. }
  12554. declare module "babylonjs/Materials/Textures/rawTexture" {
  12555. import { Scene } from "babylonjs/scene";
  12556. import { Texture } from "babylonjs/Materials/Textures/texture";
  12557. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12558. /**
  12559. * Raw texture can help creating a texture directly from an array of data.
  12560. * This can be super useful if you either get the data from an uncompressed source or
  12561. * if you wish to create your texture pixel by pixel.
  12562. */
  12563. export class RawTexture extends Texture {
  12564. /**
  12565. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12566. */
  12567. format: number;
  12568. private _engine;
  12569. /**
  12570. * Instantiates a new RawTexture.
  12571. * Raw texture can help creating a texture directly from an array of data.
  12572. * This can be super useful if you either get the data from an uncompressed source or
  12573. * if you wish to create your texture pixel by pixel.
  12574. * @param data define the array of data to use to create the texture
  12575. * @param width define the width of the texture
  12576. * @param height define the height of the texture
  12577. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12578. * @param scene define the scene the texture belongs to
  12579. * @param generateMipMaps define whether mip maps should be generated or not
  12580. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12581. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12582. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12583. */
  12584. constructor(data: ArrayBufferView, width: number, height: number,
  12585. /**
  12586. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12587. */
  12588. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12589. /**
  12590. * Updates the texture underlying data.
  12591. * @param data Define the new data of the texture
  12592. */
  12593. update(data: ArrayBufferView): void;
  12594. /**
  12595. * Creates a luminance texture from some data.
  12596. * @param data Define the texture data
  12597. * @param width Define the width of the texture
  12598. * @param height Define the height of the texture
  12599. * @param scene Define the scene the texture belongs to
  12600. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12601. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12602. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12603. * @returns the luminance texture
  12604. */
  12605. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12606. /**
  12607. * Creates a luminance alpha texture from some data.
  12608. * @param data Define the texture data
  12609. * @param width Define the width of the texture
  12610. * @param height Define the height of the texture
  12611. * @param scene Define the scene the texture belongs to
  12612. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12613. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12614. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12615. * @returns the luminance alpha texture
  12616. */
  12617. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12618. /**
  12619. * Creates an alpha texture from some data.
  12620. * @param data Define the texture data
  12621. * @param width Define the width of the texture
  12622. * @param height Define the height of the texture
  12623. * @param scene Define the scene the texture belongs to
  12624. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12625. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12626. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12627. * @returns the alpha texture
  12628. */
  12629. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12630. /**
  12631. * Creates a RGB texture from some data.
  12632. * @param data Define the texture data
  12633. * @param width Define the width of the texture
  12634. * @param height Define the height of the texture
  12635. * @param scene Define the scene the texture belongs to
  12636. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12637. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12638. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12639. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12640. * @returns the RGB alpha texture
  12641. */
  12642. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12643. /**
  12644. * Creates a RGBA texture from some data.
  12645. * @param data Define the texture data
  12646. * @param width Define the width of the texture
  12647. * @param height Define the height of the texture
  12648. * @param scene Define the scene the texture belongs to
  12649. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12650. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12651. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12652. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12653. * @returns the RGBA texture
  12654. */
  12655. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12656. /**
  12657. * Creates a R texture from some data.
  12658. * @param data Define the texture data
  12659. * @param width Define the width of the texture
  12660. * @param height Define the height of the texture
  12661. * @param scene Define the scene the texture belongs to
  12662. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12663. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12664. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12665. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12666. * @returns the R texture
  12667. */
  12668. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12669. }
  12670. }
  12671. declare module "babylonjs/Maths/math.size" {
  12672. /**
  12673. * Interface for the size containing width and height
  12674. */
  12675. export interface ISize {
  12676. /**
  12677. * Width
  12678. */
  12679. width: number;
  12680. /**
  12681. * Heighht
  12682. */
  12683. height: number;
  12684. }
  12685. /**
  12686. * Size containing widht and height
  12687. */
  12688. export class Size implements ISize {
  12689. /**
  12690. * Width
  12691. */
  12692. width: number;
  12693. /**
  12694. * Height
  12695. */
  12696. height: number;
  12697. /**
  12698. * Creates a Size object from the given width and height (floats).
  12699. * @param width width of the new size
  12700. * @param height height of the new size
  12701. */
  12702. constructor(width: number, height: number);
  12703. /**
  12704. * Returns a string with the Size width and height
  12705. * @returns a string with the Size width and height
  12706. */
  12707. toString(): string;
  12708. /**
  12709. * "Size"
  12710. * @returns the string "Size"
  12711. */
  12712. getClassName(): string;
  12713. /**
  12714. * Returns the Size hash code.
  12715. * @returns a hash code for a unique width and height
  12716. */
  12717. getHashCode(): number;
  12718. /**
  12719. * Updates the current size from the given one.
  12720. * @param src the given size
  12721. */
  12722. copyFrom(src: Size): void;
  12723. /**
  12724. * Updates in place the current Size from the given floats.
  12725. * @param width width of the new size
  12726. * @param height height of the new size
  12727. * @returns the updated Size.
  12728. */
  12729. copyFromFloats(width: number, height: number): Size;
  12730. /**
  12731. * Updates in place the current Size from the given floats.
  12732. * @param width width to set
  12733. * @param height height to set
  12734. * @returns the updated Size.
  12735. */
  12736. set(width: number, height: number): Size;
  12737. /**
  12738. * Multiplies the width and height by numbers
  12739. * @param w factor to multiple the width by
  12740. * @param h factor to multiple the height by
  12741. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12742. */
  12743. multiplyByFloats(w: number, h: number): Size;
  12744. /**
  12745. * Clones the size
  12746. * @returns a new Size copied from the given one.
  12747. */
  12748. clone(): Size;
  12749. /**
  12750. * True if the current Size and the given one width and height are strictly equal.
  12751. * @param other the other size to compare against
  12752. * @returns True if the current Size and the given one width and height are strictly equal.
  12753. */
  12754. equals(other: Size): boolean;
  12755. /**
  12756. * The surface of the Size : width * height (float).
  12757. */
  12758. readonly surface: number;
  12759. /**
  12760. * Create a new size of zero
  12761. * @returns a new Size set to (0.0, 0.0)
  12762. */
  12763. static Zero(): Size;
  12764. /**
  12765. * Sums the width and height of two sizes
  12766. * @param otherSize size to add to this size
  12767. * @returns a new Size set as the addition result of the current Size and the given one.
  12768. */
  12769. add(otherSize: Size): Size;
  12770. /**
  12771. * Subtracts the width and height of two
  12772. * @param otherSize size to subtract to this size
  12773. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12774. */
  12775. subtract(otherSize: Size): Size;
  12776. /**
  12777. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12778. * @param start starting size to lerp between
  12779. * @param end end size to lerp between
  12780. * @param amount amount to lerp between the start and end values
  12781. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12782. */
  12783. static Lerp(start: Size, end: Size, amount: number): Size;
  12784. }
  12785. }
  12786. declare module "babylonjs/Animations/runtimeAnimation" {
  12787. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12788. import { Animatable } from "babylonjs/Animations/animatable";
  12789. import { Scene } from "babylonjs/scene";
  12790. /**
  12791. * Defines a runtime animation
  12792. */
  12793. export class RuntimeAnimation {
  12794. private _events;
  12795. /**
  12796. * The current frame of the runtime animation
  12797. */
  12798. private _currentFrame;
  12799. /**
  12800. * The animation used by the runtime animation
  12801. */
  12802. private _animation;
  12803. /**
  12804. * The target of the runtime animation
  12805. */
  12806. private _target;
  12807. /**
  12808. * The initiating animatable
  12809. */
  12810. private _host;
  12811. /**
  12812. * The original value of the runtime animation
  12813. */
  12814. private _originalValue;
  12815. /**
  12816. * The original blend value of the runtime animation
  12817. */
  12818. private _originalBlendValue;
  12819. /**
  12820. * The offsets cache of the runtime animation
  12821. */
  12822. private _offsetsCache;
  12823. /**
  12824. * The high limits cache of the runtime animation
  12825. */
  12826. private _highLimitsCache;
  12827. /**
  12828. * Specifies if the runtime animation has been stopped
  12829. */
  12830. private _stopped;
  12831. /**
  12832. * The blending factor of the runtime animation
  12833. */
  12834. private _blendingFactor;
  12835. /**
  12836. * The BabylonJS scene
  12837. */
  12838. private _scene;
  12839. /**
  12840. * The current value of the runtime animation
  12841. */
  12842. private _currentValue;
  12843. /** @hidden */
  12844. _animationState: _IAnimationState;
  12845. /**
  12846. * The active target of the runtime animation
  12847. */
  12848. private _activeTargets;
  12849. private _currentActiveTarget;
  12850. private _directTarget;
  12851. /**
  12852. * The target path of the runtime animation
  12853. */
  12854. private _targetPath;
  12855. /**
  12856. * The weight of the runtime animation
  12857. */
  12858. private _weight;
  12859. /**
  12860. * The ratio offset of the runtime animation
  12861. */
  12862. private _ratioOffset;
  12863. /**
  12864. * The previous delay of the runtime animation
  12865. */
  12866. private _previousDelay;
  12867. /**
  12868. * The previous ratio of the runtime animation
  12869. */
  12870. private _previousRatio;
  12871. private _enableBlending;
  12872. private _keys;
  12873. private _minFrame;
  12874. private _maxFrame;
  12875. private _minValue;
  12876. private _maxValue;
  12877. private _targetIsArray;
  12878. /**
  12879. * Gets the current frame of the runtime animation
  12880. */
  12881. readonly currentFrame: number;
  12882. /**
  12883. * Gets the weight of the runtime animation
  12884. */
  12885. readonly weight: number;
  12886. /**
  12887. * Gets the current value of the runtime animation
  12888. */
  12889. readonly currentValue: any;
  12890. /**
  12891. * Gets the target path of the runtime animation
  12892. */
  12893. readonly targetPath: string;
  12894. /**
  12895. * Gets the actual target of the runtime animation
  12896. */
  12897. readonly target: any;
  12898. /** @hidden */
  12899. _onLoop: () => void;
  12900. /**
  12901. * Create a new RuntimeAnimation object
  12902. * @param target defines the target of the animation
  12903. * @param animation defines the source animation object
  12904. * @param scene defines the hosting scene
  12905. * @param host defines the initiating Animatable
  12906. */
  12907. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12908. private _preparePath;
  12909. /**
  12910. * Gets the animation from the runtime animation
  12911. */
  12912. readonly animation: Animation;
  12913. /**
  12914. * Resets the runtime animation to the beginning
  12915. * @param restoreOriginal defines whether to restore the target property to the original value
  12916. */
  12917. reset(restoreOriginal?: boolean): void;
  12918. /**
  12919. * Specifies if the runtime animation is stopped
  12920. * @returns Boolean specifying if the runtime animation is stopped
  12921. */
  12922. isStopped(): boolean;
  12923. /**
  12924. * Disposes of the runtime animation
  12925. */
  12926. dispose(): void;
  12927. /**
  12928. * Apply the interpolated value to the target
  12929. * @param currentValue defines the value computed by the animation
  12930. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12931. */
  12932. setValue(currentValue: any, weight: number): void;
  12933. private _getOriginalValues;
  12934. private _setValue;
  12935. /**
  12936. * Gets the loop pmode of the runtime animation
  12937. * @returns Loop Mode
  12938. */
  12939. private _getCorrectLoopMode;
  12940. /**
  12941. * Move the current animation to a given frame
  12942. * @param frame defines the frame to move to
  12943. */
  12944. goToFrame(frame: number): void;
  12945. /**
  12946. * @hidden Internal use only
  12947. */
  12948. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  12949. /**
  12950. * Execute the current animation
  12951. * @param delay defines the delay to add to the current frame
  12952. * @param from defines the lower bound of the animation range
  12953. * @param to defines the upper bound of the animation range
  12954. * @param loop defines if the current animation must loop
  12955. * @param speedRatio defines the current speed ratio
  12956. * @param weight defines the weight of the animation (default is -1 so no weight)
  12957. * @param onLoop optional callback called when animation loops
  12958. * @returns a boolean indicating if the animation is running
  12959. */
  12960. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  12961. }
  12962. }
  12963. declare module "babylonjs/Animations/animatable" {
  12964. import { Animation } from "babylonjs/Animations/animation";
  12965. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  12966. import { Nullable } from "babylonjs/types";
  12967. import { Observable } from "babylonjs/Misc/observable";
  12968. import { Scene } from "babylonjs/scene";
  12969. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  12970. import { Node } from "babylonjs/node";
  12971. /**
  12972. * Class used to store an actual running animation
  12973. */
  12974. export class Animatable {
  12975. /** defines the target object */
  12976. target: any;
  12977. /** defines the starting frame number (default is 0) */
  12978. fromFrame: number;
  12979. /** defines the ending frame number (default is 100) */
  12980. toFrame: number;
  12981. /** defines if the animation must loop (default is false) */
  12982. loopAnimation: boolean;
  12983. /** defines a callback to call when animation ends if it is not looping */
  12984. onAnimationEnd?: (() => void) | null | undefined;
  12985. /** defines a callback to call when animation loops */
  12986. onAnimationLoop?: (() => void) | null | undefined;
  12987. private _localDelayOffset;
  12988. private _pausedDelay;
  12989. private _runtimeAnimations;
  12990. private _paused;
  12991. private _scene;
  12992. private _speedRatio;
  12993. private _weight;
  12994. private _syncRoot;
  12995. /**
  12996. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  12997. * This will only apply for non looping animation (default is true)
  12998. */
  12999. disposeOnEnd: boolean;
  13000. /**
  13001. * Gets a boolean indicating if the animation has started
  13002. */
  13003. animationStarted: boolean;
  13004. /**
  13005. * Observer raised when the animation ends
  13006. */
  13007. onAnimationEndObservable: Observable<Animatable>;
  13008. /**
  13009. * Observer raised when the animation loops
  13010. */
  13011. onAnimationLoopObservable: Observable<Animatable>;
  13012. /**
  13013. * Gets the root Animatable used to synchronize and normalize animations
  13014. */
  13015. readonly syncRoot: Nullable<Animatable>;
  13016. /**
  13017. * Gets the current frame of the first RuntimeAnimation
  13018. * Used to synchronize Animatables
  13019. */
  13020. readonly masterFrame: number;
  13021. /**
  13022. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13023. */
  13024. weight: number;
  13025. /**
  13026. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13027. */
  13028. speedRatio: number;
  13029. /**
  13030. * Creates a new Animatable
  13031. * @param scene defines the hosting scene
  13032. * @param target defines the target object
  13033. * @param fromFrame defines the starting frame number (default is 0)
  13034. * @param toFrame defines the ending frame number (default is 100)
  13035. * @param loopAnimation defines if the animation must loop (default is false)
  13036. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13037. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13038. * @param animations defines a group of animation to add to the new Animatable
  13039. * @param onAnimationLoop defines a callback to call when animation loops
  13040. */
  13041. constructor(scene: Scene,
  13042. /** defines the target object */
  13043. target: any,
  13044. /** defines the starting frame number (default is 0) */
  13045. fromFrame?: number,
  13046. /** defines the ending frame number (default is 100) */
  13047. toFrame?: number,
  13048. /** defines if the animation must loop (default is false) */
  13049. loopAnimation?: boolean, speedRatio?: number,
  13050. /** defines a callback to call when animation ends if it is not looping */
  13051. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13052. /** defines a callback to call when animation loops */
  13053. onAnimationLoop?: (() => void) | null | undefined);
  13054. /**
  13055. * Synchronize and normalize current Animatable with a source Animatable
  13056. * This is useful when using animation weights and when animations are not of the same length
  13057. * @param root defines the root Animatable to synchronize with
  13058. * @returns the current Animatable
  13059. */
  13060. syncWith(root: Animatable): Animatable;
  13061. /**
  13062. * Gets the list of runtime animations
  13063. * @returns an array of RuntimeAnimation
  13064. */
  13065. getAnimations(): RuntimeAnimation[];
  13066. /**
  13067. * Adds more animations to the current animatable
  13068. * @param target defines the target of the animations
  13069. * @param animations defines the new animations to add
  13070. */
  13071. appendAnimations(target: any, animations: Animation[]): void;
  13072. /**
  13073. * Gets the source animation for a specific property
  13074. * @param property defines the propertyu to look for
  13075. * @returns null or the source animation for the given property
  13076. */
  13077. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13078. /**
  13079. * Gets the runtime animation for a specific property
  13080. * @param property defines the propertyu to look for
  13081. * @returns null or the runtime animation for the given property
  13082. */
  13083. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13084. /**
  13085. * Resets the animatable to its original state
  13086. */
  13087. reset(): void;
  13088. /**
  13089. * Allows the animatable to blend with current running animations
  13090. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13091. * @param blendingSpeed defines the blending speed to use
  13092. */
  13093. enableBlending(blendingSpeed: number): void;
  13094. /**
  13095. * Disable animation blending
  13096. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13097. */
  13098. disableBlending(): void;
  13099. /**
  13100. * Jump directly to a given frame
  13101. * @param frame defines the frame to jump to
  13102. */
  13103. goToFrame(frame: number): void;
  13104. /**
  13105. * Pause the animation
  13106. */
  13107. pause(): void;
  13108. /**
  13109. * Restart the animation
  13110. */
  13111. restart(): void;
  13112. private _raiseOnAnimationEnd;
  13113. /**
  13114. * Stop and delete the current animation
  13115. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13116. * @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)
  13117. */
  13118. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13119. /**
  13120. * Wait asynchronously for the animation to end
  13121. * @returns a promise which will be fullfilled when the animation ends
  13122. */
  13123. waitAsync(): Promise<Animatable>;
  13124. /** @hidden */
  13125. _animate(delay: number): boolean;
  13126. }
  13127. module "babylonjs/scene" {
  13128. interface Scene {
  13129. /** @hidden */
  13130. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13131. /** @hidden */
  13132. _processLateAnimationBindingsForMatrices(holder: {
  13133. totalWeight: number;
  13134. animations: RuntimeAnimation[];
  13135. originalValue: Matrix;
  13136. }): any;
  13137. /** @hidden */
  13138. _processLateAnimationBindingsForQuaternions(holder: {
  13139. totalWeight: number;
  13140. animations: RuntimeAnimation[];
  13141. originalValue: Quaternion;
  13142. }, refQuaternion: Quaternion): Quaternion;
  13143. /** @hidden */
  13144. _processLateAnimationBindings(): void;
  13145. /**
  13146. * Will start the animation sequence of a given target
  13147. * @param target defines the target
  13148. * @param from defines from which frame should animation start
  13149. * @param to defines until which frame should animation run.
  13150. * @param weight defines the weight to apply to the animation (1.0 by default)
  13151. * @param loop defines if the animation loops
  13152. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13153. * @param onAnimationEnd defines the function to be executed when the animation ends
  13154. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13155. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13156. * @param onAnimationLoop defines the callback to call when an animation loops
  13157. * @returns the animatable object created for this animation
  13158. */
  13159. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13160. /**
  13161. * Will start the animation sequence of a given target
  13162. * @param target defines the target
  13163. * @param from defines from which frame should animation start
  13164. * @param to defines until which frame should animation run.
  13165. * @param loop defines if the animation loops
  13166. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13167. * @param onAnimationEnd defines the function to be executed when the animation ends
  13168. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13169. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13170. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13171. * @param onAnimationLoop defines the callback to call when an animation loops
  13172. * @returns the animatable object created for this animation
  13173. */
  13174. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13175. /**
  13176. * Will start the animation sequence of a given target and its hierarchy
  13177. * @param target defines the target
  13178. * @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.
  13179. * @param from defines from which frame should animation start
  13180. * @param to defines until which frame should animation run.
  13181. * @param loop defines if the animation loops
  13182. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13183. * @param onAnimationEnd defines the function to be executed when the animation ends
  13184. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13185. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13186. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13187. * @param onAnimationLoop defines the callback to call when an animation loops
  13188. * @returns the list of created animatables
  13189. */
  13190. 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[];
  13191. /**
  13192. * Begin a new animation on a given node
  13193. * @param target defines the target where the animation will take place
  13194. * @param animations defines the list of animations to start
  13195. * @param from defines the initial value
  13196. * @param to defines the final value
  13197. * @param loop defines if you want animation to loop (off by default)
  13198. * @param speedRatio defines the speed ratio to apply to all animations
  13199. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13200. * @param onAnimationLoop defines the callback to call when an animation loops
  13201. * @returns the list of created animatables
  13202. */
  13203. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13204. /**
  13205. * Begin a new animation on a given node and its hierarchy
  13206. * @param target defines the root node where the animation will take place
  13207. * @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.
  13208. * @param animations defines the list of animations to start
  13209. * @param from defines the initial value
  13210. * @param to defines the final value
  13211. * @param loop defines if you want animation to loop (off by default)
  13212. * @param speedRatio defines the speed ratio to apply to all animations
  13213. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13214. * @param onAnimationLoop defines the callback to call when an animation loops
  13215. * @returns the list of animatables created for all nodes
  13216. */
  13217. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13218. /**
  13219. * Gets the animatable associated with a specific target
  13220. * @param target defines the target of the animatable
  13221. * @returns the required animatable if found
  13222. */
  13223. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13224. /**
  13225. * Gets all animatables associated with a given target
  13226. * @param target defines the target to look animatables for
  13227. * @returns an array of Animatables
  13228. */
  13229. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13230. /**
  13231. * Stops and removes all animations that have been applied to the scene
  13232. */
  13233. stopAllAnimations(): void;
  13234. }
  13235. }
  13236. module "babylonjs/Bones/bone" {
  13237. interface Bone {
  13238. /**
  13239. * Copy an animation range from another bone
  13240. * @param source defines the source bone
  13241. * @param rangeName defines the range name to copy
  13242. * @param frameOffset defines the frame offset
  13243. * @param rescaleAsRequired defines if rescaling must be applied if required
  13244. * @param skelDimensionsRatio defines the scaling ratio
  13245. * @returns true if operation was successful
  13246. */
  13247. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13248. }
  13249. }
  13250. }
  13251. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13252. /**
  13253. * Class used to override all child animations of a given target
  13254. */
  13255. export class AnimationPropertiesOverride {
  13256. /**
  13257. * Gets or sets a value indicating if animation blending must be used
  13258. */
  13259. enableBlending: boolean;
  13260. /**
  13261. * Gets or sets the blending speed to use when enableBlending is true
  13262. */
  13263. blendingSpeed: number;
  13264. /**
  13265. * Gets or sets the default loop mode to use
  13266. */
  13267. loopMode: number;
  13268. }
  13269. }
  13270. declare module "babylonjs/Bones/skeleton" {
  13271. import { Bone } from "babylonjs/Bones/bone";
  13272. import { Observable } from "babylonjs/Misc/observable";
  13273. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13274. import { Scene } from "babylonjs/scene";
  13275. import { Nullable } from "babylonjs/types";
  13276. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13277. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13278. import { Animatable } from "babylonjs/Animations/animatable";
  13279. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13280. import { Animation } from "babylonjs/Animations/animation";
  13281. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13282. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13283. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13284. /**
  13285. * Class used to handle skinning animations
  13286. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13287. */
  13288. export class Skeleton implements IAnimatable {
  13289. /** defines the skeleton name */
  13290. name: string;
  13291. /** defines the skeleton Id */
  13292. id: string;
  13293. /**
  13294. * Defines the list of child bones
  13295. */
  13296. bones: Bone[];
  13297. /**
  13298. * Defines an estimate of the dimension of the skeleton at rest
  13299. */
  13300. dimensionsAtRest: Vector3;
  13301. /**
  13302. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13303. */
  13304. needInitialSkinMatrix: boolean;
  13305. /**
  13306. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13307. */
  13308. overrideMesh: Nullable<AbstractMesh>;
  13309. /**
  13310. * Gets the list of animations attached to this skeleton
  13311. */
  13312. animations: Array<Animation>;
  13313. private _scene;
  13314. private _isDirty;
  13315. private _transformMatrices;
  13316. private _transformMatrixTexture;
  13317. private _meshesWithPoseMatrix;
  13318. private _animatables;
  13319. private _identity;
  13320. private _synchronizedWithMesh;
  13321. private _ranges;
  13322. private _lastAbsoluteTransformsUpdateId;
  13323. private _canUseTextureForBones;
  13324. private _uniqueId;
  13325. /** @hidden */
  13326. _numBonesWithLinkedTransformNode: number;
  13327. /** @hidden */
  13328. _hasWaitingData: Nullable<boolean>;
  13329. /**
  13330. * Specifies if the skeleton should be serialized
  13331. */
  13332. doNotSerialize: boolean;
  13333. private _useTextureToStoreBoneMatrices;
  13334. /**
  13335. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13336. * Please note that this option is not available if the hardware does not support it
  13337. */
  13338. useTextureToStoreBoneMatrices: boolean;
  13339. private _animationPropertiesOverride;
  13340. /**
  13341. * Gets or sets the animation properties override
  13342. */
  13343. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13344. /**
  13345. * List of inspectable custom properties (used by the Inspector)
  13346. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13347. */
  13348. inspectableCustomProperties: IInspectable[];
  13349. /**
  13350. * An observable triggered before computing the skeleton's matrices
  13351. */
  13352. onBeforeComputeObservable: Observable<Skeleton>;
  13353. /**
  13354. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13355. */
  13356. readonly isUsingTextureForMatrices: boolean;
  13357. /**
  13358. * Gets the unique ID of this skeleton
  13359. */
  13360. readonly uniqueId: number;
  13361. /**
  13362. * Creates a new skeleton
  13363. * @param name defines the skeleton name
  13364. * @param id defines the skeleton Id
  13365. * @param scene defines the hosting scene
  13366. */
  13367. constructor(
  13368. /** defines the skeleton name */
  13369. name: string,
  13370. /** defines the skeleton Id */
  13371. id: string, scene: Scene);
  13372. /**
  13373. * Gets the current object class name.
  13374. * @return the class name
  13375. */
  13376. getClassName(): string;
  13377. /**
  13378. * Returns an array containing the root bones
  13379. * @returns an array containing the root bones
  13380. */
  13381. getChildren(): Array<Bone>;
  13382. /**
  13383. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13384. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13385. * @returns a Float32Array containing matrices data
  13386. */
  13387. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13388. /**
  13389. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13390. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13391. * @returns a raw texture containing the data
  13392. */
  13393. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13394. /**
  13395. * Gets the current hosting scene
  13396. * @returns a scene object
  13397. */
  13398. getScene(): Scene;
  13399. /**
  13400. * Gets a string representing the current skeleton data
  13401. * @param fullDetails defines a boolean indicating if we want a verbose version
  13402. * @returns a string representing the current skeleton data
  13403. */
  13404. toString(fullDetails?: boolean): string;
  13405. /**
  13406. * Get bone's index searching by name
  13407. * @param name defines bone's name to search for
  13408. * @return the indice of the bone. Returns -1 if not found
  13409. */
  13410. getBoneIndexByName(name: string): number;
  13411. /**
  13412. * Creater a new animation range
  13413. * @param name defines the name of the range
  13414. * @param from defines the start key
  13415. * @param to defines the end key
  13416. */
  13417. createAnimationRange(name: string, from: number, to: number): void;
  13418. /**
  13419. * Delete a specific animation range
  13420. * @param name defines the name of the range
  13421. * @param deleteFrames defines if frames must be removed as well
  13422. */
  13423. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13424. /**
  13425. * Gets a specific animation range
  13426. * @param name defines the name of the range to look for
  13427. * @returns the requested animation range or null if not found
  13428. */
  13429. getAnimationRange(name: string): Nullable<AnimationRange>;
  13430. /**
  13431. * Gets the list of all animation ranges defined on this skeleton
  13432. * @returns an array
  13433. */
  13434. getAnimationRanges(): Nullable<AnimationRange>[];
  13435. /**
  13436. * Copy animation range from a source skeleton.
  13437. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13438. * @param source defines the source skeleton
  13439. * @param name defines the name of the range to copy
  13440. * @param rescaleAsRequired defines if rescaling must be applied if required
  13441. * @returns true if operation was successful
  13442. */
  13443. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13444. /**
  13445. * Forces the skeleton to go to rest pose
  13446. */
  13447. returnToRest(): void;
  13448. private _getHighestAnimationFrame;
  13449. /**
  13450. * Begin a specific animation range
  13451. * @param name defines the name of the range to start
  13452. * @param loop defines if looping must be turned on (false by default)
  13453. * @param speedRatio defines the speed ratio to apply (1 by default)
  13454. * @param onAnimationEnd defines a callback which will be called when animation will end
  13455. * @returns a new animatable
  13456. */
  13457. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13458. /** @hidden */
  13459. _markAsDirty(): void;
  13460. /** @hidden */
  13461. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13462. /** @hidden */
  13463. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13464. private _computeTransformMatrices;
  13465. /**
  13466. * Build all resources required to render a skeleton
  13467. */
  13468. prepare(): void;
  13469. /**
  13470. * Gets the list of animatables currently running for this skeleton
  13471. * @returns an array of animatables
  13472. */
  13473. getAnimatables(): IAnimatable[];
  13474. /**
  13475. * Clone the current skeleton
  13476. * @param name defines the name of the new skeleton
  13477. * @param id defines the id of the new skeleton
  13478. * @returns the new skeleton
  13479. */
  13480. clone(name: string, id: string): Skeleton;
  13481. /**
  13482. * Enable animation blending for this skeleton
  13483. * @param blendingSpeed defines the blending speed to apply
  13484. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13485. */
  13486. enableBlending(blendingSpeed?: number): void;
  13487. /**
  13488. * Releases all resources associated with the current skeleton
  13489. */
  13490. dispose(): void;
  13491. /**
  13492. * Serialize the skeleton in a JSON object
  13493. * @returns a JSON object
  13494. */
  13495. serialize(): any;
  13496. /**
  13497. * Creates a new skeleton from serialized data
  13498. * @param parsedSkeleton defines the serialized data
  13499. * @param scene defines the hosting scene
  13500. * @returns a new skeleton
  13501. */
  13502. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13503. /**
  13504. * Compute all node absolute transforms
  13505. * @param forceUpdate defines if computation must be done even if cache is up to date
  13506. */
  13507. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13508. /**
  13509. * Gets the root pose matrix
  13510. * @returns a matrix
  13511. */
  13512. getPoseMatrix(): Nullable<Matrix>;
  13513. /**
  13514. * Sorts bones per internal index
  13515. */
  13516. sortBones(): void;
  13517. private _sortBones;
  13518. }
  13519. }
  13520. declare module "babylonjs/Bones/bone" {
  13521. import { Skeleton } from "babylonjs/Bones/skeleton";
  13522. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13523. import { Nullable } from "babylonjs/types";
  13524. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13525. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13526. import { Node } from "babylonjs/node";
  13527. import { Space } from "babylonjs/Maths/math.axis";
  13528. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13529. /**
  13530. * Class used to store bone information
  13531. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13532. */
  13533. export class Bone extends Node {
  13534. /**
  13535. * defines the bone name
  13536. */
  13537. name: string;
  13538. private static _tmpVecs;
  13539. private static _tmpQuat;
  13540. private static _tmpMats;
  13541. /**
  13542. * Gets the list of child bones
  13543. */
  13544. children: Bone[];
  13545. /** Gets the animations associated with this bone */
  13546. animations: import("babylonjs/Animations/animation").Animation[];
  13547. /**
  13548. * Gets or sets bone length
  13549. */
  13550. length: number;
  13551. /**
  13552. * @hidden Internal only
  13553. * Set this value to map this bone to a different index in the transform matrices
  13554. * Set this value to -1 to exclude the bone from the transform matrices
  13555. */
  13556. _index: Nullable<number>;
  13557. private _skeleton;
  13558. private _localMatrix;
  13559. private _restPose;
  13560. private _baseMatrix;
  13561. private _absoluteTransform;
  13562. private _invertedAbsoluteTransform;
  13563. private _parent;
  13564. private _scalingDeterminant;
  13565. private _worldTransform;
  13566. private _localScaling;
  13567. private _localRotation;
  13568. private _localPosition;
  13569. private _needToDecompose;
  13570. private _needToCompose;
  13571. /** @hidden */
  13572. _linkedTransformNode: Nullable<TransformNode>;
  13573. /** @hidden */
  13574. _waitingTransformNodeId: Nullable<string>;
  13575. /** @hidden */
  13576. /** @hidden */
  13577. _matrix: Matrix;
  13578. /**
  13579. * Create a new bone
  13580. * @param name defines the bone name
  13581. * @param skeleton defines the parent skeleton
  13582. * @param parentBone defines the parent (can be null if the bone is the root)
  13583. * @param localMatrix defines the local matrix
  13584. * @param restPose defines the rest pose matrix
  13585. * @param baseMatrix defines the base matrix
  13586. * @param index defines index of the bone in the hiearchy
  13587. */
  13588. constructor(
  13589. /**
  13590. * defines the bone name
  13591. */
  13592. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13593. /**
  13594. * Gets the current object class name.
  13595. * @return the class name
  13596. */
  13597. getClassName(): string;
  13598. /**
  13599. * Gets the parent skeleton
  13600. * @returns a skeleton
  13601. */
  13602. getSkeleton(): Skeleton;
  13603. /**
  13604. * Gets parent bone
  13605. * @returns a bone or null if the bone is the root of the bone hierarchy
  13606. */
  13607. getParent(): Nullable<Bone>;
  13608. /**
  13609. * Returns an array containing the root bones
  13610. * @returns an array containing the root bones
  13611. */
  13612. getChildren(): Array<Bone>;
  13613. /**
  13614. * Sets the parent bone
  13615. * @param parent defines the parent (can be null if the bone is the root)
  13616. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13617. */
  13618. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13619. /**
  13620. * Gets the local matrix
  13621. * @returns a matrix
  13622. */
  13623. getLocalMatrix(): Matrix;
  13624. /**
  13625. * Gets the base matrix (initial matrix which remains unchanged)
  13626. * @returns a matrix
  13627. */
  13628. getBaseMatrix(): Matrix;
  13629. /**
  13630. * Gets the rest pose matrix
  13631. * @returns a matrix
  13632. */
  13633. getRestPose(): Matrix;
  13634. /**
  13635. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13636. */
  13637. getWorldMatrix(): Matrix;
  13638. /**
  13639. * Sets the local matrix to rest pose matrix
  13640. */
  13641. returnToRest(): void;
  13642. /**
  13643. * Gets the inverse of the absolute transform matrix.
  13644. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13645. * @returns a matrix
  13646. */
  13647. getInvertedAbsoluteTransform(): Matrix;
  13648. /**
  13649. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13650. * @returns a matrix
  13651. */
  13652. getAbsoluteTransform(): Matrix;
  13653. /**
  13654. * Links with the given transform node.
  13655. * The local matrix of this bone is copied from the transform node every frame.
  13656. * @param transformNode defines the transform node to link to
  13657. */
  13658. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13659. /** Gets or sets current position (in local space) */
  13660. position: Vector3;
  13661. /** Gets or sets current rotation (in local space) */
  13662. rotation: Vector3;
  13663. /** Gets or sets current rotation quaternion (in local space) */
  13664. rotationQuaternion: Quaternion;
  13665. /** Gets or sets current scaling (in local space) */
  13666. scaling: Vector3;
  13667. /**
  13668. * Gets the animation properties override
  13669. */
  13670. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13671. private _decompose;
  13672. private _compose;
  13673. /**
  13674. * Update the base and local matrices
  13675. * @param matrix defines the new base or local matrix
  13676. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13677. * @param updateLocalMatrix defines if the local matrix should be updated
  13678. */
  13679. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13680. /** @hidden */
  13681. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13682. /**
  13683. * Flag the bone as dirty (Forcing it to update everything)
  13684. */
  13685. markAsDirty(): void;
  13686. /** @hidden */
  13687. _markAsDirtyAndCompose(): void;
  13688. private _markAsDirtyAndDecompose;
  13689. /**
  13690. * Translate the bone in local or world space
  13691. * @param vec The amount to translate the bone
  13692. * @param space The space that the translation is in
  13693. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13694. */
  13695. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13696. /**
  13697. * Set the postion of the bone in local or world space
  13698. * @param position The position to set the bone
  13699. * @param space The space that the position is in
  13700. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13701. */
  13702. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13703. /**
  13704. * Set the absolute position of the bone (world space)
  13705. * @param position The position to set the bone
  13706. * @param mesh The mesh that this bone is attached to
  13707. */
  13708. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13709. /**
  13710. * Scale the bone on the x, y and z axes (in local space)
  13711. * @param x The amount to scale the bone on the x axis
  13712. * @param y The amount to scale the bone on the y axis
  13713. * @param z The amount to scale the bone on the z axis
  13714. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13715. */
  13716. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13717. /**
  13718. * Set the bone scaling in local space
  13719. * @param scale defines the scaling vector
  13720. */
  13721. setScale(scale: Vector3): void;
  13722. /**
  13723. * Gets the current scaling in local space
  13724. * @returns the current scaling vector
  13725. */
  13726. getScale(): Vector3;
  13727. /**
  13728. * Gets the current scaling in local space and stores it in a target vector
  13729. * @param result defines the target vector
  13730. */
  13731. getScaleToRef(result: Vector3): void;
  13732. /**
  13733. * Set the yaw, pitch, and roll of the bone in local or world space
  13734. * @param yaw The rotation of the bone on the y axis
  13735. * @param pitch The rotation of the bone on the x axis
  13736. * @param roll The rotation of the bone on the z axis
  13737. * @param space The space that the axes of rotation are in
  13738. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13739. */
  13740. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13741. /**
  13742. * Add a rotation to the bone on an axis in local or world space
  13743. * @param axis The axis to rotate the bone on
  13744. * @param amount The amount to rotate the bone
  13745. * @param space The space that the axis is in
  13746. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13747. */
  13748. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13749. /**
  13750. * Set the rotation of the bone to a particular axis angle in local or world space
  13751. * @param axis The axis to rotate the bone on
  13752. * @param angle The angle that the bone should be rotated to
  13753. * @param space The space that the axis is in
  13754. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13755. */
  13756. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13757. /**
  13758. * Set the euler rotation of the bone in local of world space
  13759. * @param rotation The euler rotation that the bone should be set to
  13760. * @param space The space that the rotation is in
  13761. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13762. */
  13763. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13764. /**
  13765. * Set the quaternion rotation of the bone in local of world space
  13766. * @param quat The quaternion rotation that the bone should be set to
  13767. * @param space The space that the rotation is in
  13768. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13769. */
  13770. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13771. /**
  13772. * Set the rotation matrix of the bone in local of world space
  13773. * @param rotMat The rotation matrix that the bone should be set to
  13774. * @param space The space that the rotation is in
  13775. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13776. */
  13777. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13778. private _rotateWithMatrix;
  13779. private _getNegativeRotationToRef;
  13780. /**
  13781. * Get the position of the bone in local or world space
  13782. * @param space The space that the returned position is in
  13783. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13784. * @returns The position of the bone
  13785. */
  13786. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13787. /**
  13788. * Copy the position of the bone to a vector3 in local or world space
  13789. * @param space The space that the returned position is in
  13790. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13791. * @param result The vector3 to copy the position to
  13792. */
  13793. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13794. /**
  13795. * Get the absolute position of the bone (world space)
  13796. * @param mesh The mesh that this bone is attached to
  13797. * @returns The absolute position of the bone
  13798. */
  13799. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13800. /**
  13801. * Copy the absolute position of the bone (world space) to the result param
  13802. * @param mesh The mesh that this bone is attached to
  13803. * @param result The vector3 to copy the absolute position to
  13804. */
  13805. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13806. /**
  13807. * Compute the absolute transforms of this bone and its children
  13808. */
  13809. computeAbsoluteTransforms(): void;
  13810. /**
  13811. * Get the world direction from an axis that is in the local space of the bone
  13812. * @param localAxis The local direction that is used to compute the world direction
  13813. * @param mesh The mesh that this bone is attached to
  13814. * @returns The world direction
  13815. */
  13816. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13817. /**
  13818. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13819. * @param localAxis The local direction that is used to compute the world direction
  13820. * @param mesh The mesh that this bone is attached to
  13821. * @param result The vector3 that the world direction will be copied to
  13822. */
  13823. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13824. /**
  13825. * Get the euler rotation of the bone in local or world space
  13826. * @param space The space that the rotation should be in
  13827. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13828. * @returns The euler rotation
  13829. */
  13830. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13831. /**
  13832. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13833. * @param space The space that the rotation should be in
  13834. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13835. * @param result The vector3 that the rotation should be copied to
  13836. */
  13837. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13838. /**
  13839. * Get the quaternion rotation of the bone in either local or world space
  13840. * @param space The space that the rotation should be in
  13841. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13842. * @returns The quaternion rotation
  13843. */
  13844. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13845. /**
  13846. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13847. * @param space The space that the rotation should be in
  13848. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13849. * @param result The quaternion that the rotation should be copied to
  13850. */
  13851. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13852. /**
  13853. * Get the rotation matrix of the bone in local or world space
  13854. * @param space The space that the rotation should be in
  13855. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13856. * @returns The rotation matrix
  13857. */
  13858. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13859. /**
  13860. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13861. * @param space The space that the rotation should be in
  13862. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13863. * @param result The quaternion that the rotation should be copied to
  13864. */
  13865. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13866. /**
  13867. * Get the world position of a point that is in the local space of the bone
  13868. * @param position The local position
  13869. * @param mesh The mesh that this bone is attached to
  13870. * @returns The world position
  13871. */
  13872. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13873. /**
  13874. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13875. * @param position The local position
  13876. * @param mesh The mesh that this bone is attached to
  13877. * @param result The vector3 that the world position should be copied to
  13878. */
  13879. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13880. /**
  13881. * Get the local position of a point that is in world space
  13882. * @param position The world position
  13883. * @param mesh The mesh that this bone is attached to
  13884. * @returns The local position
  13885. */
  13886. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13887. /**
  13888. * Get the local position of a point that is in world space and copy it to the result param
  13889. * @param position The world position
  13890. * @param mesh The mesh that this bone is attached to
  13891. * @param result The vector3 that the local position should be copied to
  13892. */
  13893. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13894. }
  13895. }
  13896. declare module "babylonjs/Meshes/transformNode" {
  13897. import { DeepImmutable } from "babylonjs/types";
  13898. import { Observable } from "babylonjs/Misc/observable";
  13899. import { Nullable } from "babylonjs/types";
  13900. import { Camera } from "babylonjs/Cameras/camera";
  13901. import { Scene } from "babylonjs/scene";
  13902. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13903. import { Node } from "babylonjs/node";
  13904. import { Bone } from "babylonjs/Bones/bone";
  13905. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13906. import { Space } from "babylonjs/Maths/math.axis";
  13907. /**
  13908. * 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.
  13909. * @see https://doc.babylonjs.com/how_to/transformnode
  13910. */
  13911. export class TransformNode extends Node {
  13912. /**
  13913. * Object will not rotate to face the camera
  13914. */
  13915. static BILLBOARDMODE_NONE: number;
  13916. /**
  13917. * Object will rotate to face the camera but only on the x axis
  13918. */
  13919. static BILLBOARDMODE_X: number;
  13920. /**
  13921. * Object will rotate to face the camera but only on the y axis
  13922. */
  13923. static BILLBOARDMODE_Y: number;
  13924. /**
  13925. * Object will rotate to face the camera but only on the z axis
  13926. */
  13927. static BILLBOARDMODE_Z: number;
  13928. /**
  13929. * Object will rotate to face the camera
  13930. */
  13931. static BILLBOARDMODE_ALL: number;
  13932. private _forward;
  13933. private _forwardInverted;
  13934. private _up;
  13935. private _right;
  13936. private _rightInverted;
  13937. private _position;
  13938. private _rotation;
  13939. private _rotationQuaternion;
  13940. protected _scaling: Vector3;
  13941. protected _isDirty: boolean;
  13942. private _transformToBoneReferal;
  13943. private _billboardMode;
  13944. /**
  13945. * Gets or sets the billboard mode. Default is 0.
  13946. *
  13947. * | Value | Type | Description |
  13948. * | --- | --- | --- |
  13949. * | 0 | BILLBOARDMODE_NONE | |
  13950. * | 1 | BILLBOARDMODE_X | |
  13951. * | 2 | BILLBOARDMODE_Y | |
  13952. * | 4 | BILLBOARDMODE_Z | |
  13953. * | 7 | BILLBOARDMODE_ALL | |
  13954. *
  13955. */
  13956. billboardMode: number;
  13957. private _preserveParentRotationForBillboard;
  13958. /**
  13959. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  13960. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  13961. */
  13962. preserveParentRotationForBillboard: boolean;
  13963. /**
  13964. * 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
  13965. */
  13966. scalingDeterminant: number;
  13967. private _infiniteDistance;
  13968. /**
  13969. * Gets or sets the distance of the object to max, often used by skybox
  13970. */
  13971. infiniteDistance: boolean;
  13972. /**
  13973. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  13974. * By default the system will update normals to compensate
  13975. */
  13976. ignoreNonUniformScaling: boolean;
  13977. /**
  13978. * 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
  13979. */
  13980. reIntegrateRotationIntoRotationQuaternion: boolean;
  13981. /** @hidden */
  13982. _poseMatrix: Nullable<Matrix>;
  13983. /** @hidden */
  13984. _localMatrix: Matrix;
  13985. private _usePivotMatrix;
  13986. private _absolutePosition;
  13987. private _pivotMatrix;
  13988. private _pivotMatrixInverse;
  13989. protected _postMultiplyPivotMatrix: boolean;
  13990. protected _isWorldMatrixFrozen: boolean;
  13991. /** @hidden */
  13992. _indexInSceneTransformNodesArray: number;
  13993. /**
  13994. * An event triggered after the world matrix is updated
  13995. */
  13996. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  13997. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  13998. /**
  13999. * Gets a string identifying the name of the class
  14000. * @returns "TransformNode" string
  14001. */
  14002. getClassName(): string;
  14003. /**
  14004. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14005. */
  14006. position: Vector3;
  14007. /**
  14008. * 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)).
  14009. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14010. */
  14011. rotation: Vector3;
  14012. /**
  14013. * 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)).
  14014. */
  14015. scaling: Vector3;
  14016. /**
  14017. * 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).
  14018. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14019. */
  14020. rotationQuaternion: Nullable<Quaternion>;
  14021. /**
  14022. * The forward direction of that transform in world space.
  14023. */
  14024. readonly forward: Vector3;
  14025. /**
  14026. * The up direction of that transform in world space.
  14027. */
  14028. readonly up: Vector3;
  14029. /**
  14030. * The right direction of that transform in world space.
  14031. */
  14032. readonly right: Vector3;
  14033. /**
  14034. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14035. * @param matrix the matrix to copy the pose from
  14036. * @returns this TransformNode.
  14037. */
  14038. updatePoseMatrix(matrix: Matrix): TransformNode;
  14039. /**
  14040. * Returns the mesh Pose matrix.
  14041. * @returns the pose matrix
  14042. */
  14043. getPoseMatrix(): Matrix;
  14044. /** @hidden */
  14045. _isSynchronized(): boolean;
  14046. /** @hidden */
  14047. _initCache(): void;
  14048. /**
  14049. * Flag the transform node as dirty (Forcing it to update everything)
  14050. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14051. * @returns this transform node
  14052. */
  14053. markAsDirty(property: string): TransformNode;
  14054. /**
  14055. * Returns the current mesh absolute position.
  14056. * Returns a Vector3.
  14057. */
  14058. readonly absolutePosition: Vector3;
  14059. /**
  14060. * Sets a new matrix to apply before all other transformation
  14061. * @param matrix defines the transform matrix
  14062. * @returns the current TransformNode
  14063. */
  14064. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14065. /**
  14066. * Sets a new pivot matrix to the current node
  14067. * @param matrix defines the new pivot matrix to use
  14068. * @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
  14069. * @returns the current TransformNode
  14070. */
  14071. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14072. /**
  14073. * Returns the mesh pivot matrix.
  14074. * Default : Identity.
  14075. * @returns the matrix
  14076. */
  14077. getPivotMatrix(): Matrix;
  14078. /**
  14079. * Prevents the World matrix to be computed any longer.
  14080. * @returns the TransformNode.
  14081. */
  14082. freezeWorldMatrix(): TransformNode;
  14083. /**
  14084. * Allows back the World matrix computation.
  14085. * @returns the TransformNode.
  14086. */
  14087. unfreezeWorldMatrix(): this;
  14088. /**
  14089. * True if the World matrix has been frozen.
  14090. */
  14091. readonly isWorldMatrixFrozen: boolean;
  14092. /**
  14093. * Retuns the mesh absolute position in the World.
  14094. * @returns a Vector3.
  14095. */
  14096. getAbsolutePosition(): Vector3;
  14097. /**
  14098. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14099. * @param absolutePosition the absolute position to set
  14100. * @returns the TransformNode.
  14101. */
  14102. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14103. /**
  14104. * Sets the mesh position in its local space.
  14105. * @param vector3 the position to set in localspace
  14106. * @returns the TransformNode.
  14107. */
  14108. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14109. /**
  14110. * Returns the mesh position in the local space from the current World matrix values.
  14111. * @returns a new Vector3.
  14112. */
  14113. getPositionExpressedInLocalSpace(): Vector3;
  14114. /**
  14115. * Translates the mesh along the passed Vector3 in its local space.
  14116. * @param vector3 the distance to translate in localspace
  14117. * @returns the TransformNode.
  14118. */
  14119. locallyTranslate(vector3: Vector3): TransformNode;
  14120. private static _lookAtVectorCache;
  14121. /**
  14122. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14123. * @param targetPoint the position (must be in same space as current mesh) to look at
  14124. * @param yawCor optional yaw (y-axis) correction in radians
  14125. * @param pitchCor optional pitch (x-axis) correction in radians
  14126. * @param rollCor optional roll (z-axis) correction in radians
  14127. * @param space the choosen space of the target
  14128. * @returns the TransformNode.
  14129. */
  14130. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14131. /**
  14132. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14133. * This Vector3 is expressed in the World space.
  14134. * @param localAxis axis to rotate
  14135. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14136. */
  14137. getDirection(localAxis: Vector3): Vector3;
  14138. /**
  14139. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14140. * localAxis is expressed in the mesh local space.
  14141. * result is computed in the Wordl space from the mesh World matrix.
  14142. * @param localAxis axis to rotate
  14143. * @param result the resulting transformnode
  14144. * @returns this TransformNode.
  14145. */
  14146. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14147. /**
  14148. * Sets this transform node rotation to the given local axis.
  14149. * @param localAxis the axis in local space
  14150. * @param yawCor optional yaw (y-axis) correction in radians
  14151. * @param pitchCor optional pitch (x-axis) correction in radians
  14152. * @param rollCor optional roll (z-axis) correction in radians
  14153. * @returns this TransformNode
  14154. */
  14155. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14156. /**
  14157. * Sets a new pivot point to the current node
  14158. * @param point defines the new pivot point to use
  14159. * @param space defines if the point is in world or local space (local by default)
  14160. * @returns the current TransformNode
  14161. */
  14162. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14163. /**
  14164. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14165. * @returns the pivot point
  14166. */
  14167. getPivotPoint(): Vector3;
  14168. /**
  14169. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14170. * @param result the vector3 to store the result
  14171. * @returns this TransformNode.
  14172. */
  14173. getPivotPointToRef(result: Vector3): TransformNode;
  14174. /**
  14175. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14176. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14177. */
  14178. getAbsolutePivotPoint(): Vector3;
  14179. /**
  14180. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14181. * @param result vector3 to store the result
  14182. * @returns this TransformNode.
  14183. */
  14184. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14185. /**
  14186. * Defines the passed node as the parent of the current node.
  14187. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14188. * @see https://doc.babylonjs.com/how_to/parenting
  14189. * @param node the node ot set as the parent
  14190. * @returns this TransformNode.
  14191. */
  14192. setParent(node: Nullable<Node>): TransformNode;
  14193. private _nonUniformScaling;
  14194. /**
  14195. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14196. */
  14197. readonly nonUniformScaling: boolean;
  14198. /** @hidden */
  14199. _updateNonUniformScalingState(value: boolean): boolean;
  14200. /**
  14201. * Attach the current TransformNode to another TransformNode associated with a bone
  14202. * @param bone Bone affecting the TransformNode
  14203. * @param affectedTransformNode TransformNode associated with the bone
  14204. * @returns this object
  14205. */
  14206. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14207. /**
  14208. * Detach the transform node if its associated with a bone
  14209. * @returns this object
  14210. */
  14211. detachFromBone(): TransformNode;
  14212. private static _rotationAxisCache;
  14213. /**
  14214. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14215. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14216. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14217. * The passed axis is also normalized.
  14218. * @param axis the axis to rotate around
  14219. * @param amount the amount to rotate in radians
  14220. * @param space Space to rotate in (Default: local)
  14221. * @returns the TransformNode.
  14222. */
  14223. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14224. /**
  14225. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14226. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14227. * The passed axis is also normalized. .
  14228. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14229. * @param point the point to rotate around
  14230. * @param axis the axis to rotate around
  14231. * @param amount the amount to rotate in radians
  14232. * @returns the TransformNode
  14233. */
  14234. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14235. /**
  14236. * Translates the mesh along the axis vector for the passed distance in the given space.
  14237. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14238. * @param axis the axis to translate in
  14239. * @param distance the distance to translate
  14240. * @param space Space to rotate in (Default: local)
  14241. * @returns the TransformNode.
  14242. */
  14243. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14244. /**
  14245. * Adds a rotation step to the mesh current rotation.
  14246. * x, y, z are Euler angles expressed in radians.
  14247. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14248. * This means this rotation is made in the mesh local space only.
  14249. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14250. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14251. * ```javascript
  14252. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14253. * ```
  14254. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14255. * 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.
  14256. * @param x Rotation to add
  14257. * @param y Rotation to add
  14258. * @param z Rotation to add
  14259. * @returns the TransformNode.
  14260. */
  14261. addRotation(x: number, y: number, z: number): TransformNode;
  14262. /**
  14263. * @hidden
  14264. */
  14265. protected _getEffectiveParent(): Nullable<Node>;
  14266. /**
  14267. * Computes the world matrix of the node
  14268. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14269. * @returns the world matrix
  14270. */
  14271. computeWorldMatrix(force?: boolean): Matrix;
  14272. protected _afterComputeWorldMatrix(): void;
  14273. /**
  14274. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14275. * @param func callback function to add
  14276. *
  14277. * @returns the TransformNode.
  14278. */
  14279. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14280. /**
  14281. * Removes a registered callback function.
  14282. * @param func callback function to remove
  14283. * @returns the TransformNode.
  14284. */
  14285. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14286. /**
  14287. * Gets the position of the current mesh in camera space
  14288. * @param camera defines the camera to use
  14289. * @returns a position
  14290. */
  14291. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14292. /**
  14293. * Returns the distance from the mesh to the active camera
  14294. * @param camera defines the camera to use
  14295. * @returns the distance
  14296. */
  14297. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14298. /**
  14299. * Clone the current transform node
  14300. * @param name Name of the new clone
  14301. * @param newParent New parent for the clone
  14302. * @param doNotCloneChildren Do not clone children hierarchy
  14303. * @returns the new transform node
  14304. */
  14305. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14306. /**
  14307. * Serializes the objects information.
  14308. * @param currentSerializationObject defines the object to serialize in
  14309. * @returns the serialized object
  14310. */
  14311. serialize(currentSerializationObject?: any): any;
  14312. /**
  14313. * Returns a new TransformNode object parsed from the source provided.
  14314. * @param parsedTransformNode is the source.
  14315. * @param scene the scne the object belongs to
  14316. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14317. * @returns a new TransformNode object parsed from the source provided.
  14318. */
  14319. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14320. /**
  14321. * Get all child-transformNodes of this node
  14322. * @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
  14323. * @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
  14324. * @returns an array of TransformNode
  14325. */
  14326. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14327. /**
  14328. * Releases resources associated with this transform node.
  14329. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14330. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14331. */
  14332. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14333. /**
  14334. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14335. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14336. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14337. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14338. * @returns the current mesh
  14339. */
  14340. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14341. }
  14342. }
  14343. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14344. import { Observable } from "babylonjs/Misc/observable";
  14345. import { Nullable } from "babylonjs/types";
  14346. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14347. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14348. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14349. import { Ray } from "babylonjs/Culling/ray";
  14350. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14351. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14352. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14353. /**
  14354. * Defines the types of pose enabled controllers that are supported
  14355. */
  14356. export enum PoseEnabledControllerType {
  14357. /**
  14358. * HTC Vive
  14359. */
  14360. VIVE = 0,
  14361. /**
  14362. * Oculus Rift
  14363. */
  14364. OCULUS = 1,
  14365. /**
  14366. * Windows mixed reality
  14367. */
  14368. WINDOWS = 2,
  14369. /**
  14370. * Samsung gear VR
  14371. */
  14372. GEAR_VR = 3,
  14373. /**
  14374. * Google Daydream
  14375. */
  14376. DAYDREAM = 4,
  14377. /**
  14378. * Generic
  14379. */
  14380. GENERIC = 5
  14381. }
  14382. /**
  14383. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14384. */
  14385. export interface MutableGamepadButton {
  14386. /**
  14387. * Value of the button/trigger
  14388. */
  14389. value: number;
  14390. /**
  14391. * If the button/trigger is currently touched
  14392. */
  14393. touched: boolean;
  14394. /**
  14395. * If the button/trigger is currently pressed
  14396. */
  14397. pressed: boolean;
  14398. }
  14399. /**
  14400. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14401. * @hidden
  14402. */
  14403. export interface ExtendedGamepadButton extends GamepadButton {
  14404. /**
  14405. * If the button/trigger is currently pressed
  14406. */
  14407. readonly pressed: boolean;
  14408. /**
  14409. * If the button/trigger is currently touched
  14410. */
  14411. readonly touched: boolean;
  14412. /**
  14413. * Value of the button/trigger
  14414. */
  14415. readonly value: number;
  14416. }
  14417. /** @hidden */
  14418. export interface _GamePadFactory {
  14419. /**
  14420. * Returns wether or not the current gamepad can be created for this type of controller.
  14421. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14422. * @returns true if it can be created, otherwise false
  14423. */
  14424. canCreate(gamepadInfo: any): boolean;
  14425. /**
  14426. * Creates a new instance of the Gamepad.
  14427. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14428. * @returns the new gamepad instance
  14429. */
  14430. create(gamepadInfo: any): Gamepad;
  14431. }
  14432. /**
  14433. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14434. */
  14435. export class PoseEnabledControllerHelper {
  14436. /** @hidden */
  14437. static _ControllerFactories: _GamePadFactory[];
  14438. /** @hidden */
  14439. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14440. /**
  14441. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14442. * @param vrGamepad the gamepad to initialized
  14443. * @returns a vr controller of the type the gamepad identified as
  14444. */
  14445. static InitiateController(vrGamepad: any): Gamepad;
  14446. }
  14447. /**
  14448. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14449. */
  14450. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14451. /**
  14452. * If the controller is used in a webXR session
  14453. */
  14454. isXR: boolean;
  14455. private _deviceRoomPosition;
  14456. private _deviceRoomRotationQuaternion;
  14457. /**
  14458. * The device position in babylon space
  14459. */
  14460. devicePosition: Vector3;
  14461. /**
  14462. * The device rotation in babylon space
  14463. */
  14464. deviceRotationQuaternion: Quaternion;
  14465. /**
  14466. * The scale factor of the device in babylon space
  14467. */
  14468. deviceScaleFactor: number;
  14469. /**
  14470. * (Likely devicePosition should be used instead) The device position in its room space
  14471. */
  14472. position: Vector3;
  14473. /**
  14474. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14475. */
  14476. rotationQuaternion: Quaternion;
  14477. /**
  14478. * The type of controller (Eg. Windows mixed reality)
  14479. */
  14480. controllerType: PoseEnabledControllerType;
  14481. protected _calculatedPosition: Vector3;
  14482. private _calculatedRotation;
  14483. /**
  14484. * The raw pose from the device
  14485. */
  14486. rawPose: DevicePose;
  14487. private _trackPosition;
  14488. private _maxRotationDistFromHeadset;
  14489. private _draggedRoomRotation;
  14490. /**
  14491. * @hidden
  14492. */
  14493. _disableTrackPosition(fixedPosition: Vector3): void;
  14494. /**
  14495. * Internal, the mesh attached to the controller
  14496. * @hidden
  14497. */
  14498. _mesh: Nullable<AbstractMesh>;
  14499. private _poseControlledCamera;
  14500. private _leftHandSystemQuaternion;
  14501. /**
  14502. * Internal, matrix used to convert room space to babylon space
  14503. * @hidden
  14504. */
  14505. _deviceToWorld: Matrix;
  14506. /**
  14507. * Node to be used when casting a ray from the controller
  14508. * @hidden
  14509. */
  14510. _pointingPoseNode: Nullable<TransformNode>;
  14511. /**
  14512. * Name of the child mesh that can be used to cast a ray from the controller
  14513. */
  14514. static readonly POINTING_POSE: string;
  14515. /**
  14516. * Creates a new PoseEnabledController from a gamepad
  14517. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14518. */
  14519. constructor(browserGamepad: any);
  14520. private _workingMatrix;
  14521. /**
  14522. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14523. */
  14524. update(): void;
  14525. /**
  14526. * Updates only the pose device and mesh without doing any button event checking
  14527. */
  14528. protected _updatePoseAndMesh(): void;
  14529. /**
  14530. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14531. * @param poseData raw pose fromthe device
  14532. */
  14533. updateFromDevice(poseData: DevicePose): void;
  14534. /**
  14535. * @hidden
  14536. */
  14537. _meshAttachedObservable: Observable<AbstractMesh>;
  14538. /**
  14539. * Attaches a mesh to the controller
  14540. * @param mesh the mesh to be attached
  14541. */
  14542. attachToMesh(mesh: AbstractMesh): void;
  14543. /**
  14544. * Attaches the controllers mesh to a camera
  14545. * @param camera the camera the mesh should be attached to
  14546. */
  14547. attachToPoseControlledCamera(camera: TargetCamera): void;
  14548. /**
  14549. * Disposes of the controller
  14550. */
  14551. dispose(): void;
  14552. /**
  14553. * The mesh that is attached to the controller
  14554. */
  14555. readonly mesh: Nullable<AbstractMesh>;
  14556. /**
  14557. * Gets the ray of the controller in the direction the controller is pointing
  14558. * @param length the length the resulting ray should be
  14559. * @returns a ray in the direction the controller is pointing
  14560. */
  14561. getForwardRay(length?: number): Ray;
  14562. }
  14563. }
  14564. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14565. import { Observable } from "babylonjs/Misc/observable";
  14566. import { Scene } from "babylonjs/scene";
  14567. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14568. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14569. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14570. /**
  14571. * Defines the WebVRController object that represents controllers tracked in 3D space
  14572. */
  14573. export abstract class WebVRController extends PoseEnabledController {
  14574. /**
  14575. * Internal, the default controller model for the controller
  14576. */
  14577. protected _defaultModel: AbstractMesh;
  14578. /**
  14579. * Fired when the trigger state has changed
  14580. */
  14581. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14582. /**
  14583. * Fired when the main button state has changed
  14584. */
  14585. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14586. /**
  14587. * Fired when the secondary button state has changed
  14588. */
  14589. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14590. /**
  14591. * Fired when the pad state has changed
  14592. */
  14593. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14594. /**
  14595. * Fired when controllers stick values have changed
  14596. */
  14597. onPadValuesChangedObservable: Observable<StickValues>;
  14598. /**
  14599. * Array of button availible on the controller
  14600. */
  14601. protected _buttons: Array<MutableGamepadButton>;
  14602. private _onButtonStateChange;
  14603. /**
  14604. * Fired when a controller button's state has changed
  14605. * @param callback the callback containing the button that was modified
  14606. */
  14607. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14608. /**
  14609. * X and Y axis corresponding to the controllers joystick
  14610. */
  14611. pad: StickValues;
  14612. /**
  14613. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14614. */
  14615. hand: string;
  14616. /**
  14617. * The default controller model for the controller
  14618. */
  14619. readonly defaultModel: AbstractMesh;
  14620. /**
  14621. * Creates a new WebVRController from a gamepad
  14622. * @param vrGamepad the gamepad that the WebVRController should be created from
  14623. */
  14624. constructor(vrGamepad: any);
  14625. /**
  14626. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14627. */
  14628. update(): void;
  14629. /**
  14630. * Function to be called when a button is modified
  14631. */
  14632. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14633. /**
  14634. * Loads a mesh and attaches it to the controller
  14635. * @param scene the scene the mesh should be added to
  14636. * @param meshLoaded callback for when the mesh has been loaded
  14637. */
  14638. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14639. private _setButtonValue;
  14640. private _changes;
  14641. private _checkChanges;
  14642. /**
  14643. * Disposes of th webVRCOntroller
  14644. */
  14645. dispose(): void;
  14646. }
  14647. }
  14648. declare module "babylonjs/Lights/hemisphericLight" {
  14649. import { Nullable } from "babylonjs/types";
  14650. import { Scene } from "babylonjs/scene";
  14651. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14652. import { Color3 } from "babylonjs/Maths/math.color";
  14653. import { Effect } from "babylonjs/Materials/effect";
  14654. import { Light } from "babylonjs/Lights/light";
  14655. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14656. /**
  14657. * The HemisphericLight simulates the ambient environment light,
  14658. * so the passed direction is the light reflection direction, not the incoming direction.
  14659. */
  14660. export class HemisphericLight extends Light {
  14661. /**
  14662. * The groundColor is the light in the opposite direction to the one specified during creation.
  14663. * 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.
  14664. */
  14665. groundColor: Color3;
  14666. /**
  14667. * The light reflection direction, not the incoming direction.
  14668. */
  14669. direction: Vector3;
  14670. /**
  14671. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14672. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14673. * The HemisphericLight can't cast shadows.
  14674. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14675. * @param name The friendly name of the light
  14676. * @param direction The direction of the light reflection
  14677. * @param scene The scene the light belongs to
  14678. */
  14679. constructor(name: string, direction: Vector3, scene: Scene);
  14680. protected _buildUniformLayout(): void;
  14681. /**
  14682. * Returns the string "HemisphericLight".
  14683. * @return The class name
  14684. */
  14685. getClassName(): string;
  14686. /**
  14687. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14688. * Returns the updated direction.
  14689. * @param target The target the direction should point to
  14690. * @return The computed direction
  14691. */
  14692. setDirectionToTarget(target: Vector3): Vector3;
  14693. /**
  14694. * Returns the shadow generator associated to the light.
  14695. * @returns Always null for hemispheric lights because it does not support shadows.
  14696. */
  14697. getShadowGenerator(): Nullable<IShadowGenerator>;
  14698. /**
  14699. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14700. * @param effect The effect to update
  14701. * @param lightIndex The index of the light in the effect to update
  14702. * @returns The hemispheric light
  14703. */
  14704. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14705. /**
  14706. * Computes the world matrix of the node
  14707. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14708. * @param useWasUpdatedFlag defines a reserved property
  14709. * @returns the world matrix
  14710. */
  14711. computeWorldMatrix(): Matrix;
  14712. /**
  14713. * Returns the integer 3.
  14714. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14715. */
  14716. getTypeID(): number;
  14717. /**
  14718. * Prepares the list of defines specific to the light type.
  14719. * @param defines the list of defines
  14720. * @param lightIndex defines the index of the light for the effect
  14721. */
  14722. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14723. }
  14724. }
  14725. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14726. /** @hidden */
  14727. export var vrMultiviewToSingleviewPixelShader: {
  14728. name: string;
  14729. shader: string;
  14730. };
  14731. }
  14732. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14733. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14734. import { Scene } from "babylonjs/scene";
  14735. /**
  14736. * Renders to multiple views with a single draw call
  14737. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14738. */
  14739. export class MultiviewRenderTarget extends RenderTargetTexture {
  14740. /**
  14741. * Creates a multiview render target
  14742. * @param scene scene used with the render target
  14743. * @param size the size of the render target (used for each view)
  14744. */
  14745. constructor(scene: Scene, size?: number | {
  14746. width: number;
  14747. height: number;
  14748. } | {
  14749. ratio: number;
  14750. });
  14751. /**
  14752. * @hidden
  14753. * @param faceIndex the face index, if its a cube texture
  14754. */
  14755. _bindFrameBuffer(faceIndex?: number): void;
  14756. /**
  14757. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14758. * @returns the view count
  14759. */
  14760. getViewCount(): number;
  14761. }
  14762. }
  14763. declare module "babylonjs/Maths/math.frustum" {
  14764. import { Matrix } from "babylonjs/Maths/math.vector";
  14765. import { DeepImmutable } from "babylonjs/types";
  14766. import { Plane } from "babylonjs/Maths/math.plane";
  14767. /**
  14768. * Reprasents a camera frustum
  14769. */
  14770. export class Frustum {
  14771. /**
  14772. * Gets the planes representing the frustum
  14773. * @param transform matrix to be applied to the returned planes
  14774. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14775. */
  14776. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14777. /**
  14778. * Gets the near frustum plane transformed by the transform matrix
  14779. * @param transform transformation matrix to be applied to the resulting frustum plane
  14780. * @param frustumPlane the resuling frustum plane
  14781. */
  14782. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14783. /**
  14784. * Gets the far frustum plane transformed by the transform matrix
  14785. * @param transform transformation matrix to be applied to the resulting frustum plane
  14786. * @param frustumPlane the resuling frustum plane
  14787. */
  14788. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14789. /**
  14790. * Gets the left frustum plane transformed by the transform matrix
  14791. * @param transform transformation matrix to be applied to the resulting frustum plane
  14792. * @param frustumPlane the resuling frustum plane
  14793. */
  14794. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14795. /**
  14796. * Gets the right frustum plane transformed by the transform matrix
  14797. * @param transform transformation matrix to be applied to the resulting frustum plane
  14798. * @param frustumPlane the resuling frustum plane
  14799. */
  14800. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14801. /**
  14802. * Gets the top frustum plane transformed by the transform matrix
  14803. * @param transform transformation matrix to be applied to the resulting frustum plane
  14804. * @param frustumPlane the resuling frustum plane
  14805. */
  14806. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14807. /**
  14808. * Gets the bottom frustum plane transformed by the transform matrix
  14809. * @param transform transformation matrix to be applied to the resulting frustum plane
  14810. * @param frustumPlane the resuling frustum plane
  14811. */
  14812. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14813. /**
  14814. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14815. * @param transform transformation matrix to be applied to the resulting frustum planes
  14816. * @param frustumPlanes the resuling frustum planes
  14817. */
  14818. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14819. }
  14820. }
  14821. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14822. import { Camera } from "babylonjs/Cameras/camera";
  14823. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14824. import { Nullable } from "babylonjs/types";
  14825. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14826. import { Matrix } from "babylonjs/Maths/math.vector";
  14827. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14828. module "babylonjs/Engines/engine" {
  14829. interface Engine {
  14830. /**
  14831. * Creates a new multiview render target
  14832. * @param width defines the width of the texture
  14833. * @param height defines the height of the texture
  14834. * @returns the created multiview texture
  14835. */
  14836. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14837. /**
  14838. * Binds a multiview framebuffer to be drawn to
  14839. * @param multiviewTexture texture to bind
  14840. */
  14841. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14842. }
  14843. }
  14844. module "babylonjs/Cameras/camera" {
  14845. interface Camera {
  14846. /**
  14847. * @hidden
  14848. * 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)
  14849. */
  14850. _useMultiviewToSingleView: boolean;
  14851. /**
  14852. * @hidden
  14853. * 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)
  14854. */
  14855. _multiviewTexture: Nullable<RenderTargetTexture>;
  14856. /**
  14857. * @hidden
  14858. * ensures the multiview texture of the camera exists and has the specified width/height
  14859. * @param width height to set on the multiview texture
  14860. * @param height width to set on the multiview texture
  14861. */
  14862. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14863. }
  14864. }
  14865. module "babylonjs/scene" {
  14866. interface Scene {
  14867. /** @hidden */
  14868. _transformMatrixR: Matrix;
  14869. /** @hidden */
  14870. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14871. /** @hidden */
  14872. _createMultiviewUbo(): void;
  14873. /** @hidden */
  14874. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14875. /** @hidden */
  14876. _renderMultiviewToSingleView(camera: Camera): void;
  14877. }
  14878. }
  14879. }
  14880. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14881. import { Camera } from "babylonjs/Cameras/camera";
  14882. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14883. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14884. import "babylonjs/Engines/Extensions/engine.multiview";
  14885. /**
  14886. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14887. * This will not be used for webXR as it supports displaying texture arrays directly
  14888. */
  14889. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14890. /**
  14891. * Initializes a VRMultiviewToSingleview
  14892. * @param name name of the post process
  14893. * @param camera camera to be applied to
  14894. * @param scaleFactor scaling factor to the size of the output texture
  14895. */
  14896. constructor(name: string, camera: Camera, scaleFactor: number);
  14897. }
  14898. }
  14899. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14900. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14901. import { Nullable } from "babylonjs/types";
  14902. import { Size } from "babylonjs/Maths/math.size";
  14903. import { Observable } from "babylonjs/Misc/observable";
  14904. module "babylonjs/Engines/engine" {
  14905. interface Engine {
  14906. /** @hidden */
  14907. _vrDisplay: any;
  14908. /** @hidden */
  14909. _vrSupported: boolean;
  14910. /** @hidden */
  14911. _oldSize: Size;
  14912. /** @hidden */
  14913. _oldHardwareScaleFactor: number;
  14914. /** @hidden */
  14915. _vrExclusivePointerMode: boolean;
  14916. /** @hidden */
  14917. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  14918. /** @hidden */
  14919. _onVRDisplayPointerRestricted: () => void;
  14920. /** @hidden */
  14921. _onVRDisplayPointerUnrestricted: () => void;
  14922. /** @hidden */
  14923. _onVrDisplayConnect: Nullable<(display: any) => void>;
  14924. /** @hidden */
  14925. _onVrDisplayDisconnect: Nullable<() => void>;
  14926. /** @hidden */
  14927. _onVrDisplayPresentChange: Nullable<() => void>;
  14928. /**
  14929. * Observable signaled when VR display mode changes
  14930. */
  14931. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  14932. /**
  14933. * Observable signaled when VR request present is complete
  14934. */
  14935. onVRRequestPresentComplete: Observable<boolean>;
  14936. /**
  14937. * Observable signaled when VR request present starts
  14938. */
  14939. onVRRequestPresentStart: Observable<Engine>;
  14940. /**
  14941. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  14942. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  14943. */
  14944. isInVRExclusivePointerMode: boolean;
  14945. /**
  14946. * Gets a boolean indicating if a webVR device was detected
  14947. * @returns true if a webVR device was detected
  14948. */
  14949. isVRDevicePresent(): boolean;
  14950. /**
  14951. * Gets the current webVR device
  14952. * @returns the current webVR device (or null)
  14953. */
  14954. getVRDevice(): any;
  14955. /**
  14956. * Initializes a webVR display and starts listening to display change events
  14957. * The onVRDisplayChangedObservable will be notified upon these changes
  14958. * @returns A promise containing a VRDisplay and if vr is supported
  14959. */
  14960. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  14961. /** @hidden */
  14962. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  14963. /**
  14964. * Call this function to switch to webVR mode
  14965. * Will do nothing if webVR is not supported or if there is no webVR device
  14966. * @see http://doc.babylonjs.com/how_to/webvr_camera
  14967. */
  14968. enableVR(): void;
  14969. /** @hidden */
  14970. _onVRFullScreenTriggered(): void;
  14971. }
  14972. }
  14973. }
  14974. declare module "babylonjs/Cameras/VR/webVRCamera" {
  14975. import { Nullable } from "babylonjs/types";
  14976. import { Observable } from "babylonjs/Misc/observable";
  14977. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  14978. import { Scene } from "babylonjs/scene";
  14979. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14980. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  14981. import { Node } from "babylonjs/node";
  14982. import { Ray } from "babylonjs/Culling/ray";
  14983. import "babylonjs/Cameras/RigModes/webVRRigMode";
  14984. import "babylonjs/Engines/Extensions/engine.webVR";
  14985. /**
  14986. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  14987. * IMPORTANT!! The data is right-hand data.
  14988. * @export
  14989. * @interface DevicePose
  14990. */
  14991. export interface DevicePose {
  14992. /**
  14993. * The position of the device, values in array are [x,y,z].
  14994. */
  14995. readonly position: Nullable<Float32Array>;
  14996. /**
  14997. * The linearVelocity of the device, values in array are [x,y,z].
  14998. */
  14999. readonly linearVelocity: Nullable<Float32Array>;
  15000. /**
  15001. * The linearAcceleration of the device, values in array are [x,y,z].
  15002. */
  15003. readonly linearAcceleration: Nullable<Float32Array>;
  15004. /**
  15005. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15006. */
  15007. readonly orientation: Nullable<Float32Array>;
  15008. /**
  15009. * The angularVelocity of the device, values in array are [x,y,z].
  15010. */
  15011. readonly angularVelocity: Nullable<Float32Array>;
  15012. /**
  15013. * The angularAcceleration of the device, values in array are [x,y,z].
  15014. */
  15015. readonly angularAcceleration: Nullable<Float32Array>;
  15016. }
  15017. /**
  15018. * Interface representing a pose controlled object in Babylon.
  15019. * A pose controlled object has both regular pose values as well as pose values
  15020. * from an external device such as a VR head mounted display
  15021. */
  15022. export interface PoseControlled {
  15023. /**
  15024. * The position of the object in babylon space.
  15025. */
  15026. position: Vector3;
  15027. /**
  15028. * The rotation quaternion of the object in babylon space.
  15029. */
  15030. rotationQuaternion: Quaternion;
  15031. /**
  15032. * The position of the device in babylon space.
  15033. */
  15034. devicePosition?: Vector3;
  15035. /**
  15036. * The rotation quaternion of the device in babylon space.
  15037. */
  15038. deviceRotationQuaternion: Quaternion;
  15039. /**
  15040. * The raw pose coming from the device.
  15041. */
  15042. rawPose: Nullable<DevicePose>;
  15043. /**
  15044. * The scale of the device to be used when translating from device space to babylon space.
  15045. */
  15046. deviceScaleFactor: number;
  15047. /**
  15048. * Updates the poseControlled values based on the input device pose.
  15049. * @param poseData the pose data to update the object with
  15050. */
  15051. updateFromDevice(poseData: DevicePose): void;
  15052. }
  15053. /**
  15054. * Set of options to customize the webVRCamera
  15055. */
  15056. export interface WebVROptions {
  15057. /**
  15058. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15059. */
  15060. trackPosition?: boolean;
  15061. /**
  15062. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15063. */
  15064. positionScale?: number;
  15065. /**
  15066. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15067. */
  15068. displayName?: string;
  15069. /**
  15070. * Should the native controller meshes be initialized. (default: true)
  15071. */
  15072. controllerMeshes?: boolean;
  15073. /**
  15074. * Creating a default HemiLight only on controllers. (default: true)
  15075. */
  15076. defaultLightingOnControllers?: boolean;
  15077. /**
  15078. * If you don't want to use the default VR button of the helper. (default: false)
  15079. */
  15080. useCustomVRButton?: boolean;
  15081. /**
  15082. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15083. */
  15084. customVRButton?: HTMLButtonElement;
  15085. /**
  15086. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15087. */
  15088. rayLength?: number;
  15089. /**
  15090. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15091. */
  15092. defaultHeight?: number;
  15093. /**
  15094. * If multiview should be used if availible (default: false)
  15095. */
  15096. useMultiview?: boolean;
  15097. }
  15098. /**
  15099. * This represents a WebVR camera.
  15100. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15101. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15102. */
  15103. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15104. private webVROptions;
  15105. /**
  15106. * @hidden
  15107. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15108. */
  15109. _vrDevice: any;
  15110. /**
  15111. * The rawPose of the vrDevice.
  15112. */
  15113. rawPose: Nullable<DevicePose>;
  15114. private _onVREnabled;
  15115. private _specsVersion;
  15116. private _attached;
  15117. private _frameData;
  15118. protected _descendants: Array<Node>;
  15119. private _deviceRoomPosition;
  15120. /** @hidden */
  15121. _deviceRoomRotationQuaternion: Quaternion;
  15122. private _standingMatrix;
  15123. /**
  15124. * Represents device position in babylon space.
  15125. */
  15126. devicePosition: Vector3;
  15127. /**
  15128. * Represents device rotation in babylon space.
  15129. */
  15130. deviceRotationQuaternion: Quaternion;
  15131. /**
  15132. * The scale of the device to be used when translating from device space to babylon space.
  15133. */
  15134. deviceScaleFactor: number;
  15135. private _deviceToWorld;
  15136. private _worldToDevice;
  15137. /**
  15138. * References to the webVR controllers for the vrDevice.
  15139. */
  15140. controllers: Array<WebVRController>;
  15141. /**
  15142. * Emits an event when a controller is attached.
  15143. */
  15144. onControllersAttachedObservable: Observable<WebVRController[]>;
  15145. /**
  15146. * Emits an event when a controller's mesh has been loaded;
  15147. */
  15148. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15149. /**
  15150. * Emits an event when the HMD's pose has been updated.
  15151. */
  15152. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15153. private _poseSet;
  15154. /**
  15155. * If the rig cameras be used as parent instead of this camera.
  15156. */
  15157. rigParenting: boolean;
  15158. private _lightOnControllers;
  15159. private _defaultHeight?;
  15160. /**
  15161. * Instantiates a WebVRFreeCamera.
  15162. * @param name The name of the WebVRFreeCamera
  15163. * @param position The starting anchor position for the camera
  15164. * @param scene The scene the camera belongs to
  15165. * @param webVROptions a set of customizable options for the webVRCamera
  15166. */
  15167. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15168. /**
  15169. * Gets the device distance from the ground in meters.
  15170. * @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.
  15171. */
  15172. deviceDistanceToRoomGround(): number;
  15173. /**
  15174. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15175. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15176. */
  15177. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15178. /**
  15179. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15180. * @returns A promise with a boolean set to if the standing matrix is supported.
  15181. */
  15182. useStandingMatrixAsync(): Promise<boolean>;
  15183. /**
  15184. * Disposes the camera
  15185. */
  15186. dispose(): void;
  15187. /**
  15188. * Gets a vrController by name.
  15189. * @param name The name of the controller to retreive
  15190. * @returns the controller matching the name specified or null if not found
  15191. */
  15192. getControllerByName(name: string): Nullable<WebVRController>;
  15193. private _leftController;
  15194. /**
  15195. * The controller corresponding to the users left hand.
  15196. */
  15197. readonly leftController: Nullable<WebVRController>;
  15198. private _rightController;
  15199. /**
  15200. * The controller corresponding to the users right hand.
  15201. */
  15202. readonly rightController: Nullable<WebVRController>;
  15203. /**
  15204. * Casts a ray forward from the vrCamera's gaze.
  15205. * @param length Length of the ray (default: 100)
  15206. * @returns the ray corresponding to the gaze
  15207. */
  15208. getForwardRay(length?: number): Ray;
  15209. /**
  15210. * @hidden
  15211. * Updates the camera based on device's frame data
  15212. */
  15213. _checkInputs(): void;
  15214. /**
  15215. * Updates the poseControlled values based on the input device pose.
  15216. * @param poseData Pose coming from the device
  15217. */
  15218. updateFromDevice(poseData: DevicePose): void;
  15219. private _htmlElementAttached;
  15220. private _detachIfAttached;
  15221. /**
  15222. * WebVR's attach control will start broadcasting frames to the device.
  15223. * Note that in certain browsers (chrome for example) this function must be called
  15224. * within a user-interaction callback. Example:
  15225. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15226. *
  15227. * @param element html element to attach the vrDevice to
  15228. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15229. */
  15230. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15231. /**
  15232. * Detaches the camera from the html element and disables VR
  15233. *
  15234. * @param element html element to detach from
  15235. */
  15236. detachControl(element: HTMLElement): void;
  15237. /**
  15238. * @returns the name of this class
  15239. */
  15240. getClassName(): string;
  15241. /**
  15242. * Calls resetPose on the vrDisplay
  15243. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15244. */
  15245. resetToCurrentRotation(): void;
  15246. /**
  15247. * @hidden
  15248. * Updates the rig cameras (left and right eye)
  15249. */
  15250. _updateRigCameras(): void;
  15251. private _workingVector;
  15252. private _oneVector;
  15253. private _workingMatrix;
  15254. private updateCacheCalled;
  15255. private _correctPositionIfNotTrackPosition;
  15256. /**
  15257. * @hidden
  15258. * Updates the cached values of the camera
  15259. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15260. */
  15261. _updateCache(ignoreParentClass?: boolean): void;
  15262. /**
  15263. * @hidden
  15264. * Get current device position in babylon world
  15265. */
  15266. _computeDevicePosition(): void;
  15267. /**
  15268. * Updates the current device position and rotation in the babylon world
  15269. */
  15270. update(): void;
  15271. /**
  15272. * @hidden
  15273. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15274. * @returns an identity matrix
  15275. */
  15276. _getViewMatrix(): Matrix;
  15277. private _tmpMatrix;
  15278. /**
  15279. * This function is called by the two RIG cameras.
  15280. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15281. * @hidden
  15282. */
  15283. _getWebVRViewMatrix(): Matrix;
  15284. /** @hidden */
  15285. _getWebVRProjectionMatrix(): Matrix;
  15286. private _onGamepadConnectedObserver;
  15287. private _onGamepadDisconnectedObserver;
  15288. private _updateCacheWhenTrackingDisabledObserver;
  15289. /**
  15290. * Initializes the controllers and their meshes
  15291. */
  15292. initControllers(): void;
  15293. }
  15294. }
  15295. declare module "babylonjs/PostProcesses/postProcess" {
  15296. import { Nullable } from "babylonjs/types";
  15297. import { SmartArray } from "babylonjs/Misc/smartArray";
  15298. import { Observable } from "babylonjs/Misc/observable";
  15299. import { Vector2 } from "babylonjs/Maths/math.vector";
  15300. import { Camera } from "babylonjs/Cameras/camera";
  15301. import { Effect } from "babylonjs/Materials/effect";
  15302. import "babylonjs/Shaders/postprocess.vertex";
  15303. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15304. import { Engine } from "babylonjs/Engines/engine";
  15305. import { Color4 } from "babylonjs/Maths/math.color";
  15306. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15307. /**
  15308. * Size options for a post process
  15309. */
  15310. export type PostProcessOptions = {
  15311. width: number;
  15312. height: number;
  15313. };
  15314. /**
  15315. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15316. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15317. */
  15318. export class PostProcess {
  15319. /** Name of the PostProcess. */
  15320. name: string;
  15321. /**
  15322. * Gets or sets the unique id of the post process
  15323. */
  15324. uniqueId: number;
  15325. /**
  15326. * Width of the texture to apply the post process on
  15327. */
  15328. width: number;
  15329. /**
  15330. * Height of the texture to apply the post process on
  15331. */
  15332. height: number;
  15333. /**
  15334. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15335. * @hidden
  15336. */
  15337. _outputTexture: Nullable<InternalTexture>;
  15338. /**
  15339. * Sampling mode used by the shader
  15340. * See https://doc.babylonjs.com/classes/3.1/texture
  15341. */
  15342. renderTargetSamplingMode: number;
  15343. /**
  15344. * Clear color to use when screen clearing
  15345. */
  15346. clearColor: Color4;
  15347. /**
  15348. * If the buffer needs to be cleared before applying the post process. (default: true)
  15349. * Should be set to false if shader will overwrite all previous pixels.
  15350. */
  15351. autoClear: boolean;
  15352. /**
  15353. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15354. */
  15355. alphaMode: number;
  15356. /**
  15357. * Sets the setAlphaBlendConstants of the babylon engine
  15358. */
  15359. alphaConstants: Color4;
  15360. /**
  15361. * Animations to be used for the post processing
  15362. */
  15363. animations: import("babylonjs/Animations/animation").Animation[];
  15364. /**
  15365. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15366. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15367. */
  15368. enablePixelPerfectMode: boolean;
  15369. /**
  15370. * Force the postprocess to be applied without taking in account viewport
  15371. */
  15372. forceFullscreenViewport: boolean;
  15373. /**
  15374. * List of inspectable custom properties (used by the Inspector)
  15375. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15376. */
  15377. inspectableCustomProperties: IInspectable[];
  15378. /**
  15379. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15380. *
  15381. * | Value | Type | Description |
  15382. * | ----- | ----------------------------------- | ----------- |
  15383. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15384. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15385. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15386. *
  15387. */
  15388. scaleMode: number;
  15389. /**
  15390. * Force textures to be a power of two (default: false)
  15391. */
  15392. alwaysForcePOT: boolean;
  15393. private _samples;
  15394. /**
  15395. * Number of sample textures (default: 1)
  15396. */
  15397. samples: number;
  15398. /**
  15399. * Modify the scale of the post process to be the same as the viewport (default: false)
  15400. */
  15401. adaptScaleToCurrentViewport: boolean;
  15402. private _camera;
  15403. private _scene;
  15404. private _engine;
  15405. private _options;
  15406. private _reusable;
  15407. private _textureType;
  15408. /**
  15409. * Smart array of input and output textures for the post process.
  15410. * @hidden
  15411. */
  15412. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15413. /**
  15414. * The index in _textures that corresponds to the output texture.
  15415. * @hidden
  15416. */
  15417. _currentRenderTextureInd: number;
  15418. private _effect;
  15419. private _samplers;
  15420. private _fragmentUrl;
  15421. private _vertexUrl;
  15422. private _parameters;
  15423. private _scaleRatio;
  15424. protected _indexParameters: any;
  15425. private _shareOutputWithPostProcess;
  15426. private _texelSize;
  15427. private _forcedOutputTexture;
  15428. /**
  15429. * Returns the fragment url or shader name used in the post process.
  15430. * @returns the fragment url or name in the shader store.
  15431. */
  15432. getEffectName(): string;
  15433. /**
  15434. * An event triggered when the postprocess is activated.
  15435. */
  15436. onActivateObservable: Observable<Camera>;
  15437. private _onActivateObserver;
  15438. /**
  15439. * A function that is added to the onActivateObservable
  15440. */
  15441. onActivate: Nullable<(camera: Camera) => void>;
  15442. /**
  15443. * An event triggered when the postprocess changes its size.
  15444. */
  15445. onSizeChangedObservable: Observable<PostProcess>;
  15446. private _onSizeChangedObserver;
  15447. /**
  15448. * A function that is added to the onSizeChangedObservable
  15449. */
  15450. onSizeChanged: (postProcess: PostProcess) => void;
  15451. /**
  15452. * An event triggered when the postprocess applies its effect.
  15453. */
  15454. onApplyObservable: Observable<Effect>;
  15455. private _onApplyObserver;
  15456. /**
  15457. * A function that is added to the onApplyObservable
  15458. */
  15459. onApply: (effect: Effect) => void;
  15460. /**
  15461. * An event triggered before rendering the postprocess
  15462. */
  15463. onBeforeRenderObservable: Observable<Effect>;
  15464. private _onBeforeRenderObserver;
  15465. /**
  15466. * A function that is added to the onBeforeRenderObservable
  15467. */
  15468. onBeforeRender: (effect: Effect) => void;
  15469. /**
  15470. * An event triggered after rendering the postprocess
  15471. */
  15472. onAfterRenderObservable: Observable<Effect>;
  15473. private _onAfterRenderObserver;
  15474. /**
  15475. * A function that is added to the onAfterRenderObservable
  15476. */
  15477. onAfterRender: (efect: Effect) => void;
  15478. /**
  15479. * 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
  15480. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15481. */
  15482. inputTexture: InternalTexture;
  15483. /**
  15484. * Gets the camera which post process is applied to.
  15485. * @returns The camera the post process is applied to.
  15486. */
  15487. getCamera(): Camera;
  15488. /**
  15489. * Gets the texel size of the postprocess.
  15490. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15491. */
  15492. readonly texelSize: Vector2;
  15493. /**
  15494. * Creates a new instance PostProcess
  15495. * @param name The name of the PostProcess.
  15496. * @param fragmentUrl The url of the fragment shader to be used.
  15497. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15498. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15499. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15500. * @param camera The camera to apply the render pass to.
  15501. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15502. * @param engine The engine which the post process will be applied. (default: current engine)
  15503. * @param reusable If the post process can be reused on the same frame. (default: false)
  15504. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15505. * @param textureType Type of textures used when performing the post process. (default: 0)
  15506. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15507. * @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
  15508. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15509. */
  15510. constructor(
  15511. /** Name of the PostProcess. */
  15512. 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);
  15513. /**
  15514. * Gets a string idenfifying the name of the class
  15515. * @returns "PostProcess" string
  15516. */
  15517. getClassName(): string;
  15518. /**
  15519. * Gets the engine which this post process belongs to.
  15520. * @returns The engine the post process was enabled with.
  15521. */
  15522. getEngine(): Engine;
  15523. /**
  15524. * The effect that is created when initializing the post process.
  15525. * @returns The created effect corresponding the the postprocess.
  15526. */
  15527. getEffect(): Effect;
  15528. /**
  15529. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15530. * @param postProcess The post process to share the output with.
  15531. * @returns This post process.
  15532. */
  15533. shareOutputWith(postProcess: PostProcess): PostProcess;
  15534. /**
  15535. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15536. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15537. */
  15538. useOwnOutput(): void;
  15539. /**
  15540. * Updates the effect with the current post process compile time values and recompiles the shader.
  15541. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15542. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15543. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15544. * @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
  15545. * @param onCompiled Called when the shader has been compiled.
  15546. * @param onError Called if there is an error when compiling a shader.
  15547. */
  15548. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15549. /**
  15550. * The post process is reusable if it can be used multiple times within one frame.
  15551. * @returns If the post process is reusable
  15552. */
  15553. isReusable(): boolean;
  15554. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15555. markTextureDirty(): void;
  15556. /**
  15557. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15558. * 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.
  15559. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15560. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15561. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15562. * @returns The target texture that was bound to be written to.
  15563. */
  15564. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15565. /**
  15566. * If the post process is supported.
  15567. */
  15568. readonly isSupported: boolean;
  15569. /**
  15570. * The aspect ratio of the output texture.
  15571. */
  15572. readonly aspectRatio: number;
  15573. /**
  15574. * Get a value indicating if the post-process is ready to be used
  15575. * @returns true if the post-process is ready (shader is compiled)
  15576. */
  15577. isReady(): boolean;
  15578. /**
  15579. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15580. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15581. */
  15582. apply(): Nullable<Effect>;
  15583. private _disposeTextures;
  15584. /**
  15585. * Disposes the post process.
  15586. * @param camera The camera to dispose the post process on.
  15587. */
  15588. dispose(camera?: Camera): void;
  15589. }
  15590. }
  15591. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15592. /** @hidden */
  15593. export var kernelBlurVaryingDeclaration: {
  15594. name: string;
  15595. shader: string;
  15596. };
  15597. }
  15598. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15599. /** @hidden */
  15600. export var kernelBlurFragment: {
  15601. name: string;
  15602. shader: string;
  15603. };
  15604. }
  15605. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15606. /** @hidden */
  15607. export var kernelBlurFragment2: {
  15608. name: string;
  15609. shader: string;
  15610. };
  15611. }
  15612. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15613. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15614. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15615. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15616. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15617. /** @hidden */
  15618. export var kernelBlurPixelShader: {
  15619. name: string;
  15620. shader: string;
  15621. };
  15622. }
  15623. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15624. /** @hidden */
  15625. export var kernelBlurVertex: {
  15626. name: string;
  15627. shader: string;
  15628. };
  15629. }
  15630. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15631. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15632. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15633. /** @hidden */
  15634. export var kernelBlurVertexShader: {
  15635. name: string;
  15636. shader: string;
  15637. };
  15638. }
  15639. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15640. import { Vector2 } from "babylonjs/Maths/math.vector";
  15641. import { Nullable } from "babylonjs/types";
  15642. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15643. import { Camera } from "babylonjs/Cameras/camera";
  15644. import { Effect } from "babylonjs/Materials/effect";
  15645. import { Engine } from "babylonjs/Engines/engine";
  15646. import "babylonjs/Shaders/kernelBlur.fragment";
  15647. import "babylonjs/Shaders/kernelBlur.vertex";
  15648. /**
  15649. * The Blur Post Process which blurs an image based on a kernel and direction.
  15650. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15651. */
  15652. export class BlurPostProcess extends PostProcess {
  15653. /** The direction in which to blur the image. */
  15654. direction: Vector2;
  15655. private blockCompilation;
  15656. protected _kernel: number;
  15657. protected _idealKernel: number;
  15658. protected _packedFloat: boolean;
  15659. private _staticDefines;
  15660. /**
  15661. * Sets the length in pixels of the blur sample region
  15662. */
  15663. /**
  15664. * Gets the length in pixels of the blur sample region
  15665. */
  15666. kernel: number;
  15667. /**
  15668. * Sets wether or not the blur needs to unpack/repack floats
  15669. */
  15670. /**
  15671. * Gets wether or not the blur is unpacking/repacking floats
  15672. */
  15673. packedFloat: boolean;
  15674. /**
  15675. * Creates a new instance BlurPostProcess
  15676. * @param name The name of the effect.
  15677. * @param direction The direction in which to blur the image.
  15678. * @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.
  15679. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15680. * @param camera The camera to apply the render pass to.
  15681. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15682. * @param engine The engine which the post process will be applied. (default: current engine)
  15683. * @param reusable If the post process can be reused on the same frame. (default: false)
  15684. * @param textureType Type of textures used when performing the post process. (default: 0)
  15685. * @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)
  15686. */
  15687. constructor(name: string,
  15688. /** The direction in which to blur the image. */
  15689. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15690. /**
  15691. * Updates the effect with the current post process compile time values and recompiles the shader.
  15692. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15693. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15694. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15695. * @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
  15696. * @param onCompiled Called when the shader has been compiled.
  15697. * @param onError Called if there is an error when compiling a shader.
  15698. */
  15699. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15700. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15701. /**
  15702. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15703. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15704. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15705. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15706. * The gaps between physical kernels are compensated for in the weighting of the samples
  15707. * @param idealKernel Ideal blur kernel.
  15708. * @return Nearest best kernel.
  15709. */
  15710. protected _nearestBestKernel(idealKernel: number): number;
  15711. /**
  15712. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15713. * @param x The point on the Gaussian distribution to sample.
  15714. * @return the value of the Gaussian function at x.
  15715. */
  15716. protected _gaussianWeight(x: number): number;
  15717. /**
  15718. * Generates a string that can be used as a floating point number in GLSL.
  15719. * @param x Value to print.
  15720. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15721. * @return GLSL float string.
  15722. */
  15723. protected _glslFloat(x: number, decimalFigures?: number): string;
  15724. }
  15725. }
  15726. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15727. import { Scene } from "babylonjs/scene";
  15728. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15729. import { Plane } from "babylonjs/Maths/math.plane";
  15730. /**
  15731. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15732. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15733. * You can then easily use it as a reflectionTexture on a flat surface.
  15734. * In case the surface is not a plane, please consider relying on reflection probes.
  15735. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15736. */
  15737. export class MirrorTexture extends RenderTargetTexture {
  15738. private scene;
  15739. /**
  15740. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15741. * 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.
  15742. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15743. */
  15744. mirrorPlane: Plane;
  15745. /**
  15746. * Define the blur ratio used to blur the reflection if needed.
  15747. */
  15748. blurRatio: number;
  15749. /**
  15750. * Define the adaptive blur kernel used to blur the reflection if needed.
  15751. * This will autocompute the closest best match for the `blurKernel`
  15752. */
  15753. adaptiveBlurKernel: number;
  15754. /**
  15755. * Define the blur kernel used to blur the reflection if needed.
  15756. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15757. */
  15758. blurKernel: number;
  15759. /**
  15760. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15761. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15762. */
  15763. blurKernelX: number;
  15764. /**
  15765. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15766. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15767. */
  15768. blurKernelY: number;
  15769. private _autoComputeBlurKernel;
  15770. protected _onRatioRescale(): void;
  15771. private _updateGammaSpace;
  15772. private _imageProcessingConfigChangeObserver;
  15773. private _transformMatrix;
  15774. private _mirrorMatrix;
  15775. private _savedViewMatrix;
  15776. private _blurX;
  15777. private _blurY;
  15778. private _adaptiveBlurKernel;
  15779. private _blurKernelX;
  15780. private _blurKernelY;
  15781. private _blurRatio;
  15782. /**
  15783. * Instantiates a Mirror Texture.
  15784. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15785. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15786. * You can then easily use it as a reflectionTexture on a flat surface.
  15787. * In case the surface is not a plane, please consider relying on reflection probes.
  15788. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15789. * @param name
  15790. * @param size
  15791. * @param scene
  15792. * @param generateMipMaps
  15793. * @param type
  15794. * @param samplingMode
  15795. * @param generateDepthBuffer
  15796. */
  15797. constructor(name: string, size: number | {
  15798. width: number;
  15799. height: number;
  15800. } | {
  15801. ratio: number;
  15802. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15803. private _preparePostProcesses;
  15804. /**
  15805. * Clone the mirror texture.
  15806. * @returns the cloned texture
  15807. */
  15808. clone(): MirrorTexture;
  15809. /**
  15810. * Serialize the texture to a JSON representation you could use in Parse later on
  15811. * @returns the serialized JSON representation
  15812. */
  15813. serialize(): any;
  15814. /**
  15815. * Dispose the texture and release its associated resources.
  15816. */
  15817. dispose(): void;
  15818. }
  15819. }
  15820. declare module "babylonjs/Materials/Textures/texture" {
  15821. import { Observable } from "babylonjs/Misc/observable";
  15822. import { Nullable } from "babylonjs/types";
  15823. import { Scene } from "babylonjs/scene";
  15824. import { Matrix } from "babylonjs/Maths/math.vector";
  15825. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15826. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15827. import { Engine } from "babylonjs/Engines/engine";
  15828. /**
  15829. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15830. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15831. */
  15832. export class Texture extends BaseTexture {
  15833. /** @hidden */
  15834. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15835. /** @hidden */
  15836. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15837. /** @hidden */
  15838. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15839. /** nearest is mag = nearest and min = nearest and mip = linear */
  15840. static readonly NEAREST_SAMPLINGMODE: number;
  15841. /** nearest is mag = nearest and min = nearest and mip = linear */
  15842. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15843. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15844. static readonly BILINEAR_SAMPLINGMODE: number;
  15845. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15846. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15847. /** Trilinear is mag = linear and min = linear and mip = linear */
  15848. static readonly TRILINEAR_SAMPLINGMODE: number;
  15849. /** Trilinear is mag = linear and min = linear and mip = linear */
  15850. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15851. /** mag = nearest and min = nearest and mip = nearest */
  15852. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15853. /** mag = nearest and min = linear and mip = nearest */
  15854. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15855. /** mag = nearest and min = linear and mip = linear */
  15856. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15857. /** mag = nearest and min = linear and mip = none */
  15858. static readonly NEAREST_LINEAR: number;
  15859. /** mag = nearest and min = nearest and mip = none */
  15860. static readonly NEAREST_NEAREST: number;
  15861. /** mag = linear and min = nearest and mip = nearest */
  15862. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15863. /** mag = linear and min = nearest and mip = linear */
  15864. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15865. /** mag = linear and min = linear and mip = none */
  15866. static readonly LINEAR_LINEAR: number;
  15867. /** mag = linear and min = nearest and mip = none */
  15868. static readonly LINEAR_NEAREST: number;
  15869. /** Explicit coordinates mode */
  15870. static readonly EXPLICIT_MODE: number;
  15871. /** Spherical coordinates mode */
  15872. static readonly SPHERICAL_MODE: number;
  15873. /** Planar coordinates mode */
  15874. static readonly PLANAR_MODE: number;
  15875. /** Cubic coordinates mode */
  15876. static readonly CUBIC_MODE: number;
  15877. /** Projection coordinates mode */
  15878. static readonly PROJECTION_MODE: number;
  15879. /** Inverse Cubic coordinates mode */
  15880. static readonly SKYBOX_MODE: number;
  15881. /** Inverse Cubic coordinates mode */
  15882. static readonly INVCUBIC_MODE: number;
  15883. /** Equirectangular coordinates mode */
  15884. static readonly EQUIRECTANGULAR_MODE: number;
  15885. /** Equirectangular Fixed coordinates mode */
  15886. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15887. /** Equirectangular Fixed Mirrored coordinates mode */
  15888. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15889. /** Texture is not repeating outside of 0..1 UVs */
  15890. static readonly CLAMP_ADDRESSMODE: number;
  15891. /** Texture is repeating outside of 0..1 UVs */
  15892. static readonly WRAP_ADDRESSMODE: number;
  15893. /** Texture is repeating and mirrored */
  15894. static readonly MIRROR_ADDRESSMODE: number;
  15895. /**
  15896. * 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
  15897. */
  15898. static UseSerializedUrlIfAny: boolean;
  15899. /**
  15900. * Define the url of the texture.
  15901. */
  15902. url: Nullable<string>;
  15903. /**
  15904. * Define an offset on the texture to offset the u coordinates of the UVs
  15905. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15906. */
  15907. uOffset: number;
  15908. /**
  15909. * Define an offset on the texture to offset the v coordinates of the UVs
  15910. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15911. */
  15912. vOffset: number;
  15913. /**
  15914. * Define an offset on the texture to scale the u coordinates of the UVs
  15915. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15916. */
  15917. uScale: number;
  15918. /**
  15919. * Define an offset on the texture to scale the v coordinates of the UVs
  15920. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15921. */
  15922. vScale: number;
  15923. /**
  15924. * Define an offset on the texture to rotate around the u coordinates of the UVs
  15925. * @see http://doc.babylonjs.com/how_to/more_materials
  15926. */
  15927. uAng: number;
  15928. /**
  15929. * Define an offset on the texture to rotate around the v coordinates of the UVs
  15930. * @see http://doc.babylonjs.com/how_to/more_materials
  15931. */
  15932. vAng: number;
  15933. /**
  15934. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  15935. * @see http://doc.babylonjs.com/how_to/more_materials
  15936. */
  15937. wAng: number;
  15938. /**
  15939. * Defines the center of rotation (U)
  15940. */
  15941. uRotationCenter: number;
  15942. /**
  15943. * Defines the center of rotation (V)
  15944. */
  15945. vRotationCenter: number;
  15946. /**
  15947. * Defines the center of rotation (W)
  15948. */
  15949. wRotationCenter: number;
  15950. /**
  15951. * Are mip maps generated for this texture or not.
  15952. */
  15953. readonly noMipmap: boolean;
  15954. /**
  15955. * List of inspectable custom properties (used by the Inspector)
  15956. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15957. */
  15958. inspectableCustomProperties: Nullable<IInspectable[]>;
  15959. private _noMipmap;
  15960. /** @hidden */
  15961. _invertY: boolean;
  15962. private _rowGenerationMatrix;
  15963. private _cachedTextureMatrix;
  15964. private _projectionModeMatrix;
  15965. private _t0;
  15966. private _t1;
  15967. private _t2;
  15968. private _cachedUOffset;
  15969. private _cachedVOffset;
  15970. private _cachedUScale;
  15971. private _cachedVScale;
  15972. private _cachedUAng;
  15973. private _cachedVAng;
  15974. private _cachedWAng;
  15975. private _cachedProjectionMatrixId;
  15976. private _cachedCoordinatesMode;
  15977. /** @hidden */
  15978. protected _initialSamplingMode: number;
  15979. /** @hidden */
  15980. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  15981. private _deleteBuffer;
  15982. protected _format: Nullable<number>;
  15983. private _delayedOnLoad;
  15984. private _delayedOnError;
  15985. /**
  15986. * Observable triggered once the texture has been loaded.
  15987. */
  15988. onLoadObservable: Observable<Texture>;
  15989. protected _isBlocking: boolean;
  15990. /**
  15991. * Is the texture preventing material to render while loading.
  15992. * If false, a default texture will be used instead of the loading one during the preparation step.
  15993. */
  15994. isBlocking: boolean;
  15995. /**
  15996. * Get the current sampling mode associated with the texture.
  15997. */
  15998. readonly samplingMode: number;
  15999. /**
  16000. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16001. */
  16002. readonly invertY: boolean;
  16003. /**
  16004. * Instantiates a new texture.
  16005. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16006. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16007. * @param url define the url of the picture to load as a texture
  16008. * @param scene define the scene or engine the texture will belong to
  16009. * @param noMipmap define if the texture will require mip maps or not
  16010. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16011. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16012. * @param onLoad define a callback triggered when the texture has been loaded
  16013. * @param onError define a callback triggered when an error occurred during the loading session
  16014. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16015. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16016. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16017. */
  16018. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16019. /**
  16020. * Update the url (and optional buffer) of this texture if url was null during construction.
  16021. * @param url the url of the texture
  16022. * @param buffer the buffer of the texture (defaults to null)
  16023. * @param onLoad callback called when the texture is loaded (defaults to null)
  16024. */
  16025. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16026. /**
  16027. * Finish the loading sequence of a texture flagged as delayed load.
  16028. * @hidden
  16029. */
  16030. delayLoad(): void;
  16031. private _prepareRowForTextureGeneration;
  16032. /**
  16033. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16034. * @returns the transform matrix of the texture.
  16035. */
  16036. getTextureMatrix(): Matrix;
  16037. /**
  16038. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16039. * @returns The reflection texture transform
  16040. */
  16041. getReflectionTextureMatrix(): Matrix;
  16042. /**
  16043. * Clones the texture.
  16044. * @returns the cloned texture
  16045. */
  16046. clone(): Texture;
  16047. /**
  16048. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16049. * @returns The JSON representation of the texture
  16050. */
  16051. serialize(): any;
  16052. /**
  16053. * Get the current class name of the texture useful for serialization or dynamic coding.
  16054. * @returns "Texture"
  16055. */
  16056. getClassName(): string;
  16057. /**
  16058. * Dispose the texture and release its associated resources.
  16059. */
  16060. dispose(): void;
  16061. /**
  16062. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16063. * @param parsedTexture Define the JSON representation of the texture
  16064. * @param scene Define the scene the parsed texture should be instantiated in
  16065. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16066. * @returns The parsed texture if successful
  16067. */
  16068. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16069. /**
  16070. * Creates a texture from its base 64 representation.
  16071. * @param data Define the base64 payload without the data: prefix
  16072. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16073. * @param scene Define the scene the texture should belong to
  16074. * @param noMipmap Forces the texture to not create mip map information if true
  16075. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16076. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16077. * @param onLoad define a callback triggered when the texture has been loaded
  16078. * @param onError define a callback triggered when an error occurred during the loading session
  16079. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16080. * @returns the created texture
  16081. */
  16082. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16083. /**
  16084. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16085. * @param data Define the base64 payload without the data: prefix
  16086. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16087. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16088. * @param scene Define the scene the texture should belong to
  16089. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16090. * @param noMipmap Forces the texture to not create mip map information if true
  16091. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16092. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16093. * @param onLoad define a callback triggered when the texture has been loaded
  16094. * @param onError define a callback triggered when an error occurred during the loading session
  16095. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16096. * @returns the created texture
  16097. */
  16098. 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;
  16099. }
  16100. }
  16101. declare module "babylonjs/PostProcesses/postProcessManager" {
  16102. import { Nullable } from "babylonjs/types";
  16103. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16104. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16105. import { Scene } from "babylonjs/scene";
  16106. /**
  16107. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16108. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16109. */
  16110. export class PostProcessManager {
  16111. private _scene;
  16112. private _indexBuffer;
  16113. private _vertexBuffers;
  16114. /**
  16115. * Creates a new instance PostProcess
  16116. * @param scene The scene that the post process is associated with.
  16117. */
  16118. constructor(scene: Scene);
  16119. private _prepareBuffers;
  16120. private _buildIndexBuffer;
  16121. /**
  16122. * Rebuilds the vertex buffers of the manager.
  16123. * @hidden
  16124. */
  16125. _rebuild(): void;
  16126. /**
  16127. * Prepares a frame to be run through a post process.
  16128. * @param sourceTexture The input texture to the post procesess. (default: null)
  16129. * @param postProcesses An array of post processes to be run. (default: null)
  16130. * @returns True if the post processes were able to be run.
  16131. * @hidden
  16132. */
  16133. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16134. /**
  16135. * Manually render a set of post processes to a texture.
  16136. * @param postProcesses An array of post processes to be run.
  16137. * @param targetTexture The target texture to render to.
  16138. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16139. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16140. * @param lodLevel defines which lod of the texture to render to
  16141. */
  16142. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16143. /**
  16144. * Finalize the result of the output of the postprocesses.
  16145. * @param doNotPresent If true the result will not be displayed to the screen.
  16146. * @param targetTexture The target texture to render to.
  16147. * @param faceIndex The index of the face to bind the target texture to.
  16148. * @param postProcesses The array of post processes to render.
  16149. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16150. * @hidden
  16151. */
  16152. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16153. /**
  16154. * Disposes of the post process manager.
  16155. */
  16156. dispose(): void;
  16157. }
  16158. }
  16159. declare module "babylonjs/Misc/gradients" {
  16160. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16161. /** Interface used by value gradients (color, factor, ...) */
  16162. export interface IValueGradient {
  16163. /**
  16164. * Gets or sets the gradient value (between 0 and 1)
  16165. */
  16166. gradient: number;
  16167. }
  16168. /** Class used to store color4 gradient */
  16169. export class ColorGradient implements IValueGradient {
  16170. /**
  16171. * Gets or sets the gradient value (between 0 and 1)
  16172. */
  16173. gradient: number;
  16174. /**
  16175. * Gets or sets first associated color
  16176. */
  16177. color1: Color4;
  16178. /**
  16179. * Gets or sets second associated color
  16180. */
  16181. color2?: Color4;
  16182. /**
  16183. * Will get a color picked randomly between color1 and color2.
  16184. * If color2 is undefined then color1 will be used
  16185. * @param result defines the target Color4 to store the result in
  16186. */
  16187. getColorToRef(result: Color4): void;
  16188. }
  16189. /** Class used to store color 3 gradient */
  16190. export class Color3Gradient implements IValueGradient {
  16191. /**
  16192. * Gets or sets the gradient value (between 0 and 1)
  16193. */
  16194. gradient: number;
  16195. /**
  16196. * Gets or sets the associated color
  16197. */
  16198. color: Color3;
  16199. }
  16200. /** Class used to store factor gradient */
  16201. export class FactorGradient implements IValueGradient {
  16202. /**
  16203. * Gets or sets the gradient value (between 0 and 1)
  16204. */
  16205. gradient: number;
  16206. /**
  16207. * Gets or sets first associated factor
  16208. */
  16209. factor1: number;
  16210. /**
  16211. * Gets or sets second associated factor
  16212. */
  16213. factor2?: number;
  16214. /**
  16215. * Will get a number picked randomly between factor1 and factor2.
  16216. * If factor2 is undefined then factor1 will be used
  16217. * @returns the picked number
  16218. */
  16219. getFactor(): number;
  16220. }
  16221. /**
  16222. * Helper used to simplify some generic gradient tasks
  16223. */
  16224. export class GradientHelper {
  16225. /**
  16226. * Gets the current gradient from an array of IValueGradient
  16227. * @param ratio defines the current ratio to get
  16228. * @param gradients defines the array of IValueGradient
  16229. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16230. */
  16231. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16232. }
  16233. }
  16234. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16235. import { Scene } from "babylonjs/scene";
  16236. import { ISceneComponent } from "babylonjs/sceneComponent";
  16237. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16238. module "babylonjs/abstractScene" {
  16239. interface AbstractScene {
  16240. /**
  16241. * The list of procedural textures added to the scene
  16242. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16243. */
  16244. proceduralTextures: Array<ProceduralTexture>;
  16245. }
  16246. }
  16247. /**
  16248. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16249. * in a given scene.
  16250. */
  16251. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16252. /**
  16253. * The component name helpfull to identify the component in the list of scene components.
  16254. */
  16255. readonly name: string;
  16256. /**
  16257. * The scene the component belongs to.
  16258. */
  16259. scene: Scene;
  16260. /**
  16261. * Creates a new instance of the component for the given scene
  16262. * @param scene Defines the scene to register the component in
  16263. */
  16264. constructor(scene: Scene);
  16265. /**
  16266. * Registers the component in a given scene
  16267. */
  16268. register(): void;
  16269. /**
  16270. * Rebuilds the elements related to this component in case of
  16271. * context lost for instance.
  16272. */
  16273. rebuild(): void;
  16274. /**
  16275. * Disposes the component and the associated ressources.
  16276. */
  16277. dispose(): void;
  16278. private _beforeClear;
  16279. }
  16280. }
  16281. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16282. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16283. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16284. module "babylonjs/Engines/engine" {
  16285. interface Engine {
  16286. /**
  16287. * Creates a new render target cube texture
  16288. * @param size defines the size of the texture
  16289. * @param options defines the options used to create the texture
  16290. * @returns a new render target cube texture stored in an InternalTexture
  16291. */
  16292. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16293. }
  16294. }
  16295. }
  16296. declare module "babylonjs/Shaders/procedural.vertex" {
  16297. /** @hidden */
  16298. export var proceduralVertexShader: {
  16299. name: string;
  16300. shader: string;
  16301. };
  16302. }
  16303. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16304. import { Observable } from "babylonjs/Misc/observable";
  16305. import { Nullable } from "babylonjs/types";
  16306. import { Scene } from "babylonjs/scene";
  16307. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16308. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16309. import { Effect } from "babylonjs/Materials/effect";
  16310. import { Texture } from "babylonjs/Materials/Textures/texture";
  16311. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16312. import "babylonjs/Shaders/procedural.vertex";
  16313. /**
  16314. * 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.
  16315. * This is the base class of any Procedural texture and contains most of the shareable code.
  16316. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16317. */
  16318. export class ProceduralTexture extends Texture {
  16319. isCube: boolean;
  16320. /**
  16321. * Define if the texture is enabled or not (disabled texture will not render)
  16322. */
  16323. isEnabled: boolean;
  16324. /**
  16325. * Define if the texture must be cleared before rendering (default is true)
  16326. */
  16327. autoClear: boolean;
  16328. /**
  16329. * Callback called when the texture is generated
  16330. */
  16331. onGenerated: () => void;
  16332. /**
  16333. * Event raised when the texture is generated
  16334. */
  16335. onGeneratedObservable: Observable<ProceduralTexture>;
  16336. /** @hidden */
  16337. _generateMipMaps: boolean;
  16338. /** @hidden **/
  16339. _effect: Effect;
  16340. /** @hidden */
  16341. _textures: {
  16342. [key: string]: Texture;
  16343. };
  16344. private _size;
  16345. private _currentRefreshId;
  16346. private _refreshRate;
  16347. private _vertexBuffers;
  16348. private _indexBuffer;
  16349. private _uniforms;
  16350. private _samplers;
  16351. private _fragment;
  16352. private _floats;
  16353. private _ints;
  16354. private _floatsArrays;
  16355. private _colors3;
  16356. private _colors4;
  16357. private _vectors2;
  16358. private _vectors3;
  16359. private _matrices;
  16360. private _fallbackTexture;
  16361. private _fallbackTextureUsed;
  16362. private _engine;
  16363. private _cachedDefines;
  16364. private _contentUpdateId;
  16365. private _contentData;
  16366. /**
  16367. * Instantiates a new procedural texture.
  16368. * 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.
  16369. * This is the base class of any Procedural texture and contains most of the shareable code.
  16370. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16371. * @param name Define the name of the texture
  16372. * @param size Define the size of the texture to create
  16373. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16374. * @param scene Define the scene the texture belongs to
  16375. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16376. * @param generateMipMaps Define if the texture should creates mip maps or not
  16377. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16378. */
  16379. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16380. /**
  16381. * The effect that is created when initializing the post process.
  16382. * @returns The created effect corresponding the the postprocess.
  16383. */
  16384. getEffect(): Effect;
  16385. /**
  16386. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16387. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16388. */
  16389. getContent(): Nullable<ArrayBufferView>;
  16390. private _createIndexBuffer;
  16391. /** @hidden */
  16392. _rebuild(): void;
  16393. /**
  16394. * Resets the texture in order to recreate its associated resources.
  16395. * This can be called in case of context loss
  16396. */
  16397. reset(): void;
  16398. protected _getDefines(): string;
  16399. /**
  16400. * Is the texture ready to be used ? (rendered at least once)
  16401. * @returns true if ready, otherwise, false.
  16402. */
  16403. isReady(): boolean;
  16404. /**
  16405. * Resets the refresh counter of the texture and start bak from scratch.
  16406. * Could be useful to regenerate the texture if it is setup to render only once.
  16407. */
  16408. resetRefreshCounter(): void;
  16409. /**
  16410. * Set the fragment shader to use in order to render the texture.
  16411. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16412. */
  16413. setFragment(fragment: any): void;
  16414. /**
  16415. * Define the refresh rate of the texture or the rendering frequency.
  16416. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16417. */
  16418. refreshRate: number;
  16419. /** @hidden */
  16420. _shouldRender(): boolean;
  16421. /**
  16422. * Get the size the texture is rendering at.
  16423. * @returns the size (texture is always squared)
  16424. */
  16425. getRenderSize(): number;
  16426. /**
  16427. * Resize the texture to new value.
  16428. * @param size Define the new size the texture should have
  16429. * @param generateMipMaps Define whether the new texture should create mip maps
  16430. */
  16431. resize(size: number, generateMipMaps: boolean): void;
  16432. private _checkUniform;
  16433. /**
  16434. * Set a texture in the shader program used to render.
  16435. * @param name Define the name of the uniform samplers as defined in the shader
  16436. * @param texture Define the texture to bind to this sampler
  16437. * @return the texture itself allowing "fluent" like uniform updates
  16438. */
  16439. setTexture(name: string, texture: Texture): ProceduralTexture;
  16440. /**
  16441. * Set a float in the shader.
  16442. * @param name Define the name of the uniform as defined in the shader
  16443. * @param value Define the value to give to the uniform
  16444. * @return the texture itself allowing "fluent" like uniform updates
  16445. */
  16446. setFloat(name: string, value: number): ProceduralTexture;
  16447. /**
  16448. * Set a int in the shader.
  16449. * @param name Define the name of the uniform as defined in the shader
  16450. * @param value Define the value to give to the uniform
  16451. * @return the texture itself allowing "fluent" like uniform updates
  16452. */
  16453. setInt(name: string, value: number): ProceduralTexture;
  16454. /**
  16455. * Set an array of floats in the shader.
  16456. * @param name Define the name of the uniform as defined in the shader
  16457. * @param value Define the value to give to the uniform
  16458. * @return the texture itself allowing "fluent" like uniform updates
  16459. */
  16460. setFloats(name: string, value: number[]): ProceduralTexture;
  16461. /**
  16462. * Set a vec3 in the shader from a Color3.
  16463. * @param name Define the name of the uniform as defined in the shader
  16464. * @param value Define the value to give to the uniform
  16465. * @return the texture itself allowing "fluent" like uniform updates
  16466. */
  16467. setColor3(name: string, value: Color3): ProceduralTexture;
  16468. /**
  16469. * Set a vec4 in the shader from a Color4.
  16470. * @param name Define the name of the uniform as defined in the shader
  16471. * @param value Define the value to give to the uniform
  16472. * @return the texture itself allowing "fluent" like uniform updates
  16473. */
  16474. setColor4(name: string, value: Color4): ProceduralTexture;
  16475. /**
  16476. * Set a vec2 in the shader from a Vector2.
  16477. * @param name Define the name of the uniform as defined in the shader
  16478. * @param value Define the value to give to the uniform
  16479. * @return the texture itself allowing "fluent" like uniform updates
  16480. */
  16481. setVector2(name: string, value: Vector2): ProceduralTexture;
  16482. /**
  16483. * Set a vec3 in the shader from a Vector3.
  16484. * @param name Define the name of the uniform as defined in the shader
  16485. * @param value Define the value to give to the uniform
  16486. * @return the texture itself allowing "fluent" like uniform updates
  16487. */
  16488. setVector3(name: string, value: Vector3): ProceduralTexture;
  16489. /**
  16490. * Set a mat4 in the shader from a MAtrix.
  16491. * @param name Define the name of the uniform as defined in the shader
  16492. * @param value Define the value to give to the uniform
  16493. * @return the texture itself allowing "fluent" like uniform updates
  16494. */
  16495. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16496. /**
  16497. * Render the texture to its associated render target.
  16498. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16499. */
  16500. render(useCameraPostProcess?: boolean): void;
  16501. /**
  16502. * Clone the texture.
  16503. * @returns the cloned texture
  16504. */
  16505. clone(): ProceduralTexture;
  16506. /**
  16507. * Dispose the texture and release its asoociated resources.
  16508. */
  16509. dispose(): void;
  16510. }
  16511. }
  16512. declare module "babylonjs/Particles/baseParticleSystem" {
  16513. import { Nullable } from "babylonjs/types";
  16514. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16515. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16516. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16517. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16518. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16519. import { Scene } from "babylonjs/scene";
  16520. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16521. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16522. import { Texture } from "babylonjs/Materials/Textures/texture";
  16523. import { Color4 } from "babylonjs/Maths/math.color";
  16524. import { Animation } from "babylonjs/Animations/animation";
  16525. /**
  16526. * This represents the base class for particle system in Babylon.
  16527. * 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.
  16528. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16529. * @example https://doc.babylonjs.com/babylon101/particles
  16530. */
  16531. export class BaseParticleSystem {
  16532. /**
  16533. * Source color is added to the destination color without alpha affecting the result
  16534. */
  16535. static BLENDMODE_ONEONE: number;
  16536. /**
  16537. * Blend current color and particle color using particle’s alpha
  16538. */
  16539. static BLENDMODE_STANDARD: number;
  16540. /**
  16541. * Add current color and particle color multiplied by particle’s alpha
  16542. */
  16543. static BLENDMODE_ADD: number;
  16544. /**
  16545. * Multiply current color with particle color
  16546. */
  16547. static BLENDMODE_MULTIPLY: number;
  16548. /**
  16549. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16550. */
  16551. static BLENDMODE_MULTIPLYADD: number;
  16552. /**
  16553. * List of animations used by the particle system.
  16554. */
  16555. animations: Animation[];
  16556. /**
  16557. * The id of the Particle system.
  16558. */
  16559. id: string;
  16560. /**
  16561. * The friendly name of the Particle system.
  16562. */
  16563. name: string;
  16564. /**
  16565. * The rendering group used by the Particle system to chose when to render.
  16566. */
  16567. renderingGroupId: number;
  16568. /**
  16569. * The emitter represents the Mesh or position we are attaching the particle system to.
  16570. */
  16571. emitter: Nullable<AbstractMesh | Vector3>;
  16572. /**
  16573. * The maximum number of particles to emit per frame
  16574. */
  16575. emitRate: number;
  16576. /**
  16577. * If you want to launch only a few particles at once, that can be done, as well.
  16578. */
  16579. manualEmitCount: number;
  16580. /**
  16581. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16582. */
  16583. updateSpeed: number;
  16584. /**
  16585. * The amount of time the particle system is running (depends of the overall update speed).
  16586. */
  16587. targetStopDuration: number;
  16588. /**
  16589. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16590. */
  16591. disposeOnStop: boolean;
  16592. /**
  16593. * Minimum power of emitting particles.
  16594. */
  16595. minEmitPower: number;
  16596. /**
  16597. * Maximum power of emitting particles.
  16598. */
  16599. maxEmitPower: number;
  16600. /**
  16601. * Minimum life time of emitting particles.
  16602. */
  16603. minLifeTime: number;
  16604. /**
  16605. * Maximum life time of emitting particles.
  16606. */
  16607. maxLifeTime: number;
  16608. /**
  16609. * Minimum Size of emitting particles.
  16610. */
  16611. minSize: number;
  16612. /**
  16613. * Maximum Size of emitting particles.
  16614. */
  16615. maxSize: number;
  16616. /**
  16617. * Minimum scale of emitting particles on X axis.
  16618. */
  16619. minScaleX: number;
  16620. /**
  16621. * Maximum scale of emitting particles on X axis.
  16622. */
  16623. maxScaleX: number;
  16624. /**
  16625. * Minimum scale of emitting particles on Y axis.
  16626. */
  16627. minScaleY: number;
  16628. /**
  16629. * Maximum scale of emitting particles on Y axis.
  16630. */
  16631. maxScaleY: number;
  16632. /**
  16633. * Gets or sets the minimal initial rotation in radians.
  16634. */
  16635. minInitialRotation: number;
  16636. /**
  16637. * Gets or sets the maximal initial rotation in radians.
  16638. */
  16639. maxInitialRotation: number;
  16640. /**
  16641. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16642. */
  16643. minAngularSpeed: number;
  16644. /**
  16645. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16646. */
  16647. maxAngularSpeed: number;
  16648. /**
  16649. * The texture used to render each particle. (this can be a spritesheet)
  16650. */
  16651. particleTexture: Nullable<Texture>;
  16652. /**
  16653. * The layer mask we are rendering the particles through.
  16654. */
  16655. layerMask: number;
  16656. /**
  16657. * This can help using your own shader to render the particle system.
  16658. * The according effect will be created
  16659. */
  16660. customShader: any;
  16661. /**
  16662. * By default particle system starts as soon as they are created. This prevents the
  16663. * automatic start to happen and let you decide when to start emitting particles.
  16664. */
  16665. preventAutoStart: boolean;
  16666. private _noiseTexture;
  16667. /**
  16668. * Gets or sets a texture used to add random noise to particle positions
  16669. */
  16670. noiseTexture: Nullable<ProceduralTexture>;
  16671. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16672. noiseStrength: Vector3;
  16673. /**
  16674. * Callback triggered when the particle animation is ending.
  16675. */
  16676. onAnimationEnd: Nullable<() => void>;
  16677. /**
  16678. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16679. */
  16680. blendMode: number;
  16681. /**
  16682. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16683. * to override the particles.
  16684. */
  16685. forceDepthWrite: boolean;
  16686. /** 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 */
  16687. preWarmCycles: number;
  16688. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16689. preWarmStepOffset: number;
  16690. /**
  16691. * 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)
  16692. */
  16693. spriteCellChangeSpeed: number;
  16694. /**
  16695. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16696. */
  16697. startSpriteCellID: number;
  16698. /**
  16699. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16700. */
  16701. endSpriteCellID: number;
  16702. /**
  16703. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16704. */
  16705. spriteCellWidth: number;
  16706. /**
  16707. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16708. */
  16709. spriteCellHeight: number;
  16710. /**
  16711. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16712. */
  16713. spriteRandomStartCell: boolean;
  16714. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16715. translationPivot: Vector2;
  16716. /** @hidden */
  16717. protected _isAnimationSheetEnabled: boolean;
  16718. /**
  16719. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16720. */
  16721. beginAnimationOnStart: boolean;
  16722. /**
  16723. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16724. */
  16725. beginAnimationFrom: number;
  16726. /**
  16727. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16728. */
  16729. beginAnimationTo: number;
  16730. /**
  16731. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16732. */
  16733. beginAnimationLoop: boolean;
  16734. /**
  16735. * Gets or sets a world offset applied to all particles
  16736. */
  16737. worldOffset: Vector3;
  16738. /**
  16739. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16740. */
  16741. isAnimationSheetEnabled: boolean;
  16742. /**
  16743. * Get hosting scene
  16744. * @returns the scene
  16745. */
  16746. getScene(): Scene;
  16747. /**
  16748. * You can use gravity if you want to give an orientation to your particles.
  16749. */
  16750. gravity: Vector3;
  16751. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16752. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16753. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16754. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16755. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16756. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16757. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16758. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16759. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16760. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16761. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16762. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16763. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16764. /**
  16765. * Defines the delay in milliseconds before starting the system (0 by default)
  16766. */
  16767. startDelay: number;
  16768. /**
  16769. * Gets the current list of drag gradients.
  16770. * You must use addDragGradient and removeDragGradient to udpate this list
  16771. * @returns the list of drag gradients
  16772. */
  16773. getDragGradients(): Nullable<Array<FactorGradient>>;
  16774. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16775. limitVelocityDamping: number;
  16776. /**
  16777. * Gets the current list of limit velocity gradients.
  16778. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16779. * @returns the list of limit velocity gradients
  16780. */
  16781. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16782. /**
  16783. * Gets the current list of color gradients.
  16784. * You must use addColorGradient and removeColorGradient to udpate this list
  16785. * @returns the list of color gradients
  16786. */
  16787. getColorGradients(): Nullable<Array<ColorGradient>>;
  16788. /**
  16789. * Gets the current list of size gradients.
  16790. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16791. * @returns the list of size gradients
  16792. */
  16793. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16794. /**
  16795. * Gets the current list of color remap gradients.
  16796. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16797. * @returns the list of color remap gradients
  16798. */
  16799. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16800. /**
  16801. * Gets the current list of alpha remap gradients.
  16802. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16803. * @returns the list of alpha remap gradients
  16804. */
  16805. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16806. /**
  16807. * Gets the current list of life time gradients.
  16808. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16809. * @returns the list of life time gradients
  16810. */
  16811. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16812. /**
  16813. * Gets the current list of angular speed gradients.
  16814. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16815. * @returns the list of angular speed gradients
  16816. */
  16817. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16818. /**
  16819. * Gets the current list of velocity gradients.
  16820. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16821. * @returns the list of velocity gradients
  16822. */
  16823. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16824. /**
  16825. * Gets the current list of start size gradients.
  16826. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16827. * @returns the list of start size gradients
  16828. */
  16829. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16830. /**
  16831. * Gets the current list of emit rate gradients.
  16832. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16833. * @returns the list of emit rate gradients
  16834. */
  16835. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16836. /**
  16837. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16838. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16839. */
  16840. direction1: Vector3;
  16841. /**
  16842. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16843. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16844. */
  16845. direction2: Vector3;
  16846. /**
  16847. * 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.
  16848. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16849. */
  16850. minEmitBox: Vector3;
  16851. /**
  16852. * 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.
  16853. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16854. */
  16855. maxEmitBox: Vector3;
  16856. /**
  16857. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16858. */
  16859. color1: Color4;
  16860. /**
  16861. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16862. */
  16863. color2: Color4;
  16864. /**
  16865. * Color the particle will have at the end of its lifetime
  16866. */
  16867. colorDead: Color4;
  16868. /**
  16869. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16870. */
  16871. textureMask: Color4;
  16872. /**
  16873. * The particle emitter type defines the emitter used by the particle system.
  16874. * It can be for example box, sphere, or cone...
  16875. */
  16876. particleEmitterType: IParticleEmitterType;
  16877. /** @hidden */
  16878. _isSubEmitter: boolean;
  16879. /**
  16880. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16881. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16882. */
  16883. billboardMode: number;
  16884. protected _isBillboardBased: boolean;
  16885. /**
  16886. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16887. */
  16888. isBillboardBased: boolean;
  16889. /**
  16890. * The scene the particle system belongs to.
  16891. */
  16892. protected _scene: Scene;
  16893. /**
  16894. * Local cache of defines for image processing.
  16895. */
  16896. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16897. /**
  16898. * Default configuration related to image processing available in the standard Material.
  16899. */
  16900. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16901. /**
  16902. * Gets the image processing configuration used either in this material.
  16903. */
  16904. /**
  16905. * Sets the Default image processing configuration used either in the this material.
  16906. *
  16907. * If sets to null, the scene one is in use.
  16908. */
  16909. imageProcessingConfiguration: ImageProcessingConfiguration;
  16910. /**
  16911. * Attaches a new image processing configuration to the Standard Material.
  16912. * @param configuration
  16913. */
  16914. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  16915. /** @hidden */
  16916. protected _reset(): void;
  16917. /** @hidden */
  16918. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  16919. /**
  16920. * Instantiates a particle system.
  16921. * 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.
  16922. * @param name The name of the particle system
  16923. */
  16924. constructor(name: string);
  16925. /**
  16926. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  16927. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16928. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16929. * @returns the emitter
  16930. */
  16931. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  16932. /**
  16933. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  16934. * @param radius The radius of the hemisphere to emit from
  16935. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16936. * @returns the emitter
  16937. */
  16938. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  16939. /**
  16940. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  16941. * @param radius The radius of the sphere to emit from
  16942. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16943. * @returns the emitter
  16944. */
  16945. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  16946. /**
  16947. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  16948. * @param radius The radius of the sphere to emit from
  16949. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  16950. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  16951. * @returns the emitter
  16952. */
  16953. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  16954. /**
  16955. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  16956. * @param radius The radius of the emission cylinder
  16957. * @param height The height of the emission cylinder
  16958. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  16959. * @param directionRandomizer How much to randomize the particle direction [0-1]
  16960. * @returns the emitter
  16961. */
  16962. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  16963. /**
  16964. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  16965. * @param radius The radius of the cylinder to emit from
  16966. * @param height The height of the emission cylinder
  16967. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  16968. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  16969. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  16970. * @returns the emitter
  16971. */
  16972. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  16973. /**
  16974. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  16975. * @param radius The radius of the cone to emit from
  16976. * @param angle The base angle of the cone
  16977. * @returns the emitter
  16978. */
  16979. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  16980. /**
  16981. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  16982. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16983. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16984. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  16985. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  16986. * @returns the emitter
  16987. */
  16988. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  16989. }
  16990. }
  16991. declare module "babylonjs/Particles/subEmitter" {
  16992. import { Scene } from "babylonjs/scene";
  16993. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  16994. /**
  16995. * Type of sub emitter
  16996. */
  16997. export enum SubEmitterType {
  16998. /**
  16999. * Attached to the particle over it's lifetime
  17000. */
  17001. ATTACHED = 0,
  17002. /**
  17003. * Created when the particle dies
  17004. */
  17005. END = 1
  17006. }
  17007. /**
  17008. * Sub emitter class used to emit particles from an existing particle
  17009. */
  17010. export class SubEmitter {
  17011. /**
  17012. * the particle system to be used by the sub emitter
  17013. */
  17014. particleSystem: ParticleSystem;
  17015. /**
  17016. * Type of the submitter (Default: END)
  17017. */
  17018. type: SubEmitterType;
  17019. /**
  17020. * 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)
  17021. * Note: This only is supported when using an emitter of type Mesh
  17022. */
  17023. inheritDirection: boolean;
  17024. /**
  17025. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17026. */
  17027. inheritedVelocityAmount: number;
  17028. /**
  17029. * Creates a sub emitter
  17030. * @param particleSystem the particle system to be used by the sub emitter
  17031. */
  17032. constructor(
  17033. /**
  17034. * the particle system to be used by the sub emitter
  17035. */
  17036. particleSystem: ParticleSystem);
  17037. /**
  17038. * Clones the sub emitter
  17039. * @returns the cloned sub emitter
  17040. */
  17041. clone(): SubEmitter;
  17042. /**
  17043. * Serialize current object to a JSON object
  17044. * @returns the serialized object
  17045. */
  17046. serialize(): any;
  17047. /** @hidden */
  17048. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17049. /**
  17050. * Creates a new SubEmitter from a serialized JSON version
  17051. * @param serializationObject defines the JSON object to read from
  17052. * @param scene defines the hosting scene
  17053. * @param rootUrl defines the rootUrl for data loading
  17054. * @returns a new SubEmitter
  17055. */
  17056. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17057. /** Release associated resources */
  17058. dispose(): void;
  17059. }
  17060. }
  17061. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17062. /** @hidden */
  17063. export var clipPlaneFragmentDeclaration: {
  17064. name: string;
  17065. shader: string;
  17066. };
  17067. }
  17068. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17069. /** @hidden */
  17070. export var imageProcessingDeclaration: {
  17071. name: string;
  17072. shader: string;
  17073. };
  17074. }
  17075. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17076. /** @hidden */
  17077. export var imageProcessingFunctions: {
  17078. name: string;
  17079. shader: string;
  17080. };
  17081. }
  17082. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17083. /** @hidden */
  17084. export var clipPlaneFragment: {
  17085. name: string;
  17086. shader: string;
  17087. };
  17088. }
  17089. declare module "babylonjs/Shaders/particles.fragment" {
  17090. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17091. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17092. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17093. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17094. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17095. /** @hidden */
  17096. export var particlesPixelShader: {
  17097. name: string;
  17098. shader: string;
  17099. };
  17100. }
  17101. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17102. /** @hidden */
  17103. export var clipPlaneVertexDeclaration: {
  17104. name: string;
  17105. shader: string;
  17106. };
  17107. }
  17108. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17109. /** @hidden */
  17110. export var clipPlaneVertex: {
  17111. name: string;
  17112. shader: string;
  17113. };
  17114. }
  17115. declare module "babylonjs/Shaders/particles.vertex" {
  17116. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17117. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17118. /** @hidden */
  17119. export var particlesVertexShader: {
  17120. name: string;
  17121. shader: string;
  17122. };
  17123. }
  17124. declare module "babylonjs/Particles/particleSystem" {
  17125. import { Nullable } from "babylonjs/types";
  17126. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17127. import { Observable } from "babylonjs/Misc/observable";
  17128. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17129. import { Effect } from "babylonjs/Materials/effect";
  17130. import { Scene, IDisposable } from "babylonjs/scene";
  17131. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17132. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17133. import { Particle } from "babylonjs/Particles/particle";
  17134. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17135. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17136. import "babylonjs/Shaders/particles.fragment";
  17137. import "babylonjs/Shaders/particles.vertex";
  17138. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17139. /**
  17140. * This represents a particle system in Babylon.
  17141. * 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.
  17142. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17143. * @example https://doc.babylonjs.com/babylon101/particles
  17144. */
  17145. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17146. /**
  17147. * Billboard mode will only apply to Y axis
  17148. */
  17149. static readonly BILLBOARDMODE_Y: number;
  17150. /**
  17151. * Billboard mode will apply to all axes
  17152. */
  17153. static readonly BILLBOARDMODE_ALL: number;
  17154. /**
  17155. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17156. */
  17157. static readonly BILLBOARDMODE_STRETCHED: number;
  17158. /**
  17159. * This function can be defined to provide custom update for active particles.
  17160. * This function will be called instead of regular update (age, position, color, etc.).
  17161. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17162. */
  17163. updateFunction: (particles: Particle[]) => void;
  17164. private _emitterWorldMatrix;
  17165. /**
  17166. * This function can be defined to specify initial direction for every new particle.
  17167. * It by default use the emitterType defined function
  17168. */
  17169. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17170. /**
  17171. * This function can be defined to specify initial position for every new particle.
  17172. * It by default use the emitterType defined function
  17173. */
  17174. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17175. /**
  17176. * @hidden
  17177. */
  17178. _inheritedVelocityOffset: Vector3;
  17179. /**
  17180. * An event triggered when the system is disposed
  17181. */
  17182. onDisposeObservable: Observable<ParticleSystem>;
  17183. private _onDisposeObserver;
  17184. /**
  17185. * Sets a callback that will be triggered when the system is disposed
  17186. */
  17187. onDispose: () => void;
  17188. private _particles;
  17189. private _epsilon;
  17190. private _capacity;
  17191. private _stockParticles;
  17192. private _newPartsExcess;
  17193. private _vertexData;
  17194. private _vertexBuffer;
  17195. private _vertexBuffers;
  17196. private _spriteBuffer;
  17197. private _indexBuffer;
  17198. private _effect;
  17199. private _customEffect;
  17200. private _cachedDefines;
  17201. private _scaledColorStep;
  17202. private _colorDiff;
  17203. private _scaledDirection;
  17204. private _scaledGravity;
  17205. private _currentRenderId;
  17206. private _alive;
  17207. private _useInstancing;
  17208. private _started;
  17209. private _stopped;
  17210. private _actualFrame;
  17211. private _scaledUpdateSpeed;
  17212. private _vertexBufferSize;
  17213. /** @hidden */
  17214. _currentEmitRateGradient: Nullable<FactorGradient>;
  17215. /** @hidden */
  17216. _currentEmitRate1: number;
  17217. /** @hidden */
  17218. _currentEmitRate2: number;
  17219. /** @hidden */
  17220. _currentStartSizeGradient: Nullable<FactorGradient>;
  17221. /** @hidden */
  17222. _currentStartSize1: number;
  17223. /** @hidden */
  17224. _currentStartSize2: number;
  17225. private readonly _rawTextureWidth;
  17226. private _rampGradientsTexture;
  17227. private _useRampGradients;
  17228. /** Gets or sets a boolean indicating that ramp gradients must be used
  17229. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17230. */
  17231. useRampGradients: boolean;
  17232. /**
  17233. * 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.
  17234. * 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: [])
  17235. */
  17236. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17237. private _subEmitters;
  17238. /**
  17239. * @hidden
  17240. * If the particle systems emitter should be disposed when the particle system is disposed
  17241. */
  17242. _disposeEmitterOnDispose: boolean;
  17243. /**
  17244. * The current active Sub-systems, this property is used by the root particle system only.
  17245. */
  17246. activeSubSystems: Array<ParticleSystem>;
  17247. private _rootParticleSystem;
  17248. /**
  17249. * Gets the current list of active particles
  17250. */
  17251. readonly particles: Particle[];
  17252. /**
  17253. * Returns the string "ParticleSystem"
  17254. * @returns a string containing the class name
  17255. */
  17256. getClassName(): string;
  17257. /**
  17258. * Instantiates a particle system.
  17259. * 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.
  17260. * @param name The name of the particle system
  17261. * @param capacity The max number of particles alive at the same time
  17262. * @param scene The scene the particle system belongs to
  17263. * @param customEffect a custom effect used to change the way particles are rendered by default
  17264. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17265. * @param epsilon Offset used to render the particles
  17266. */
  17267. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17268. private _addFactorGradient;
  17269. private _removeFactorGradient;
  17270. /**
  17271. * Adds a new life time gradient
  17272. * @param gradient defines the gradient to use (between 0 and 1)
  17273. * @param factor defines the life time factor to affect to the specified gradient
  17274. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17275. * @returns the current particle system
  17276. */
  17277. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17278. /**
  17279. * Remove a specific life time gradient
  17280. * @param gradient defines the gradient to remove
  17281. * @returns the current particle system
  17282. */
  17283. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17284. /**
  17285. * Adds a new size gradient
  17286. * @param gradient defines the gradient to use (between 0 and 1)
  17287. * @param factor defines the size factor to affect to the specified gradient
  17288. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17289. * @returns the current particle system
  17290. */
  17291. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17292. /**
  17293. * Remove a specific size gradient
  17294. * @param gradient defines the gradient to remove
  17295. * @returns the current particle system
  17296. */
  17297. removeSizeGradient(gradient: number): IParticleSystem;
  17298. /**
  17299. * Adds a new color remap gradient
  17300. * @param gradient defines the gradient to use (between 0 and 1)
  17301. * @param min defines the color remap minimal range
  17302. * @param max defines the color remap maximal range
  17303. * @returns the current particle system
  17304. */
  17305. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17306. /**
  17307. * Remove a specific color remap gradient
  17308. * @param gradient defines the gradient to remove
  17309. * @returns the current particle system
  17310. */
  17311. removeColorRemapGradient(gradient: number): IParticleSystem;
  17312. /**
  17313. * Adds a new alpha remap gradient
  17314. * @param gradient defines the gradient to use (between 0 and 1)
  17315. * @param min defines the alpha remap minimal range
  17316. * @param max defines the alpha remap maximal range
  17317. * @returns the current particle system
  17318. */
  17319. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17320. /**
  17321. * Remove a specific alpha remap gradient
  17322. * @param gradient defines the gradient to remove
  17323. * @returns the current particle system
  17324. */
  17325. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17326. /**
  17327. * Adds a new angular speed gradient
  17328. * @param gradient defines the gradient to use (between 0 and 1)
  17329. * @param factor defines the angular speed to affect to the specified gradient
  17330. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17331. * @returns the current particle system
  17332. */
  17333. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17334. /**
  17335. * Remove a specific angular speed gradient
  17336. * @param gradient defines the gradient to remove
  17337. * @returns the current particle system
  17338. */
  17339. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17340. /**
  17341. * Adds a new velocity gradient
  17342. * @param gradient defines the gradient to use (between 0 and 1)
  17343. * @param factor defines the velocity to affect to the specified gradient
  17344. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17345. * @returns the current particle system
  17346. */
  17347. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17348. /**
  17349. * Remove a specific velocity gradient
  17350. * @param gradient defines the gradient to remove
  17351. * @returns the current particle system
  17352. */
  17353. removeVelocityGradient(gradient: number): IParticleSystem;
  17354. /**
  17355. * Adds a new limit velocity gradient
  17356. * @param gradient defines the gradient to use (between 0 and 1)
  17357. * @param factor defines the limit velocity value to affect to the specified gradient
  17358. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17359. * @returns the current particle system
  17360. */
  17361. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17362. /**
  17363. * Remove a specific limit velocity gradient
  17364. * @param gradient defines the gradient to remove
  17365. * @returns the current particle system
  17366. */
  17367. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17368. /**
  17369. * Adds a new drag gradient
  17370. * @param gradient defines the gradient to use (between 0 and 1)
  17371. * @param factor defines the drag value to affect to the specified gradient
  17372. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17373. * @returns the current particle system
  17374. */
  17375. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17376. /**
  17377. * Remove a specific drag gradient
  17378. * @param gradient defines the gradient to remove
  17379. * @returns the current particle system
  17380. */
  17381. removeDragGradient(gradient: number): IParticleSystem;
  17382. /**
  17383. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17384. * @param gradient defines the gradient to use (between 0 and 1)
  17385. * @param factor defines the emit rate value to affect to the specified gradient
  17386. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17387. * @returns the current particle system
  17388. */
  17389. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17390. /**
  17391. * Remove a specific emit rate gradient
  17392. * @param gradient defines the gradient to remove
  17393. * @returns the current particle system
  17394. */
  17395. removeEmitRateGradient(gradient: number): IParticleSystem;
  17396. /**
  17397. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17398. * @param gradient defines the gradient to use (between 0 and 1)
  17399. * @param factor defines the start size value to affect to the specified gradient
  17400. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17401. * @returns the current particle system
  17402. */
  17403. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17404. /**
  17405. * Remove a specific start size gradient
  17406. * @param gradient defines the gradient to remove
  17407. * @returns the current particle system
  17408. */
  17409. removeStartSizeGradient(gradient: number): IParticleSystem;
  17410. private _createRampGradientTexture;
  17411. /**
  17412. * Gets the current list of ramp gradients.
  17413. * You must use addRampGradient and removeRampGradient to udpate this list
  17414. * @returns the list of ramp gradients
  17415. */
  17416. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17417. /**
  17418. * Adds a new ramp gradient used to remap particle colors
  17419. * @param gradient defines the gradient to use (between 0 and 1)
  17420. * @param color defines the color to affect to the specified gradient
  17421. * @returns the current particle system
  17422. */
  17423. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17424. /**
  17425. * Remove a specific ramp gradient
  17426. * @param gradient defines the gradient to remove
  17427. * @returns the current particle system
  17428. */
  17429. removeRampGradient(gradient: number): ParticleSystem;
  17430. /**
  17431. * Adds a new color gradient
  17432. * @param gradient defines the gradient to use (between 0 and 1)
  17433. * @param color1 defines the color to affect to the specified gradient
  17434. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17435. * @returns this particle system
  17436. */
  17437. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17438. /**
  17439. * Remove a specific color gradient
  17440. * @param gradient defines the gradient to remove
  17441. * @returns this particle system
  17442. */
  17443. removeColorGradient(gradient: number): IParticleSystem;
  17444. private _fetchR;
  17445. protected _reset(): void;
  17446. private _resetEffect;
  17447. private _createVertexBuffers;
  17448. private _createIndexBuffer;
  17449. /**
  17450. * Gets the maximum number of particles active at the same time.
  17451. * @returns The max number of active particles.
  17452. */
  17453. getCapacity(): number;
  17454. /**
  17455. * Gets whether there are still active particles in the system.
  17456. * @returns True if it is alive, otherwise false.
  17457. */
  17458. isAlive(): boolean;
  17459. /**
  17460. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17461. * @returns True if it has been started, otherwise false.
  17462. */
  17463. isStarted(): boolean;
  17464. private _prepareSubEmitterInternalArray;
  17465. /**
  17466. * Starts the particle system and begins to emit
  17467. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17468. */
  17469. start(delay?: number): void;
  17470. /**
  17471. * Stops the particle system.
  17472. * @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.
  17473. */
  17474. stop(stopSubEmitters?: boolean): void;
  17475. /**
  17476. * Remove all active particles
  17477. */
  17478. reset(): void;
  17479. /**
  17480. * @hidden (for internal use only)
  17481. */
  17482. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17483. /**
  17484. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17485. * Its lifetime will start back at 0.
  17486. */
  17487. recycleParticle: (particle: Particle) => void;
  17488. private _stopSubEmitters;
  17489. private _createParticle;
  17490. private _removeFromRoot;
  17491. private _emitFromParticle;
  17492. private _update;
  17493. /** @hidden */
  17494. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17495. /** @hidden */
  17496. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17497. /** @hidden */
  17498. private _getEffect;
  17499. /**
  17500. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17501. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17502. */
  17503. animate(preWarmOnly?: boolean): void;
  17504. private _appendParticleVertices;
  17505. /**
  17506. * Rebuilds the particle system.
  17507. */
  17508. rebuild(): void;
  17509. /**
  17510. * Is this system ready to be used/rendered
  17511. * @return true if the system is ready
  17512. */
  17513. isReady(): boolean;
  17514. private _render;
  17515. /**
  17516. * Renders the particle system in its current state.
  17517. * @returns the current number of particles
  17518. */
  17519. render(): number;
  17520. /**
  17521. * Disposes the particle system and free the associated resources
  17522. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17523. */
  17524. dispose(disposeTexture?: boolean): void;
  17525. /**
  17526. * Clones the particle system.
  17527. * @param name The name of the cloned object
  17528. * @param newEmitter The new emitter to use
  17529. * @returns the cloned particle system
  17530. */
  17531. clone(name: string, newEmitter: any): ParticleSystem;
  17532. /**
  17533. * Serializes the particle system to a JSON object.
  17534. * @returns the JSON object
  17535. */
  17536. serialize(): any;
  17537. /** @hidden */
  17538. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17539. /** @hidden */
  17540. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17541. /**
  17542. * Parses a JSON object to create a particle system.
  17543. * @param parsedParticleSystem The JSON object to parse
  17544. * @param scene The scene to create the particle system in
  17545. * @param rootUrl The root url to use to load external dependencies like texture
  17546. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17547. * @returns the Parsed particle system
  17548. */
  17549. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17550. }
  17551. }
  17552. declare module "babylonjs/Particles/particle" {
  17553. import { Nullable } from "babylonjs/types";
  17554. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17555. import { Color4 } from "babylonjs/Maths/math.color";
  17556. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17557. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17558. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17559. /**
  17560. * A particle represents one of the element emitted by a particle system.
  17561. * This is mainly define by its coordinates, direction, velocity and age.
  17562. */
  17563. export class Particle {
  17564. /**
  17565. * The particle system the particle belongs to.
  17566. */
  17567. particleSystem: ParticleSystem;
  17568. private static _Count;
  17569. /**
  17570. * Unique ID of the particle
  17571. */
  17572. id: number;
  17573. /**
  17574. * The world position of the particle in the scene.
  17575. */
  17576. position: Vector3;
  17577. /**
  17578. * The world direction of the particle in the scene.
  17579. */
  17580. direction: Vector3;
  17581. /**
  17582. * The color of the particle.
  17583. */
  17584. color: Color4;
  17585. /**
  17586. * The color change of the particle per step.
  17587. */
  17588. colorStep: Color4;
  17589. /**
  17590. * Defines how long will the life of the particle be.
  17591. */
  17592. lifeTime: number;
  17593. /**
  17594. * The current age of the particle.
  17595. */
  17596. age: number;
  17597. /**
  17598. * The current size of the particle.
  17599. */
  17600. size: number;
  17601. /**
  17602. * The current scale of the particle.
  17603. */
  17604. scale: Vector2;
  17605. /**
  17606. * The current angle of the particle.
  17607. */
  17608. angle: number;
  17609. /**
  17610. * Defines how fast is the angle changing.
  17611. */
  17612. angularSpeed: number;
  17613. /**
  17614. * Defines the cell index used by the particle to be rendered from a sprite.
  17615. */
  17616. cellIndex: number;
  17617. /**
  17618. * The information required to support color remapping
  17619. */
  17620. remapData: Vector4;
  17621. /** @hidden */
  17622. _randomCellOffset?: number;
  17623. /** @hidden */
  17624. _initialDirection: Nullable<Vector3>;
  17625. /** @hidden */
  17626. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17627. /** @hidden */
  17628. _initialStartSpriteCellID: number;
  17629. /** @hidden */
  17630. _initialEndSpriteCellID: number;
  17631. /** @hidden */
  17632. _currentColorGradient: Nullable<ColorGradient>;
  17633. /** @hidden */
  17634. _currentColor1: Color4;
  17635. /** @hidden */
  17636. _currentColor2: Color4;
  17637. /** @hidden */
  17638. _currentSizeGradient: Nullable<FactorGradient>;
  17639. /** @hidden */
  17640. _currentSize1: number;
  17641. /** @hidden */
  17642. _currentSize2: number;
  17643. /** @hidden */
  17644. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17645. /** @hidden */
  17646. _currentAngularSpeed1: number;
  17647. /** @hidden */
  17648. _currentAngularSpeed2: number;
  17649. /** @hidden */
  17650. _currentVelocityGradient: Nullable<FactorGradient>;
  17651. /** @hidden */
  17652. _currentVelocity1: number;
  17653. /** @hidden */
  17654. _currentVelocity2: number;
  17655. /** @hidden */
  17656. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17657. /** @hidden */
  17658. _currentLimitVelocity1: number;
  17659. /** @hidden */
  17660. _currentLimitVelocity2: number;
  17661. /** @hidden */
  17662. _currentDragGradient: Nullable<FactorGradient>;
  17663. /** @hidden */
  17664. _currentDrag1: number;
  17665. /** @hidden */
  17666. _currentDrag2: number;
  17667. /** @hidden */
  17668. _randomNoiseCoordinates1: Vector3;
  17669. /** @hidden */
  17670. _randomNoiseCoordinates2: Vector3;
  17671. /**
  17672. * Creates a new instance Particle
  17673. * @param particleSystem the particle system the particle belongs to
  17674. */
  17675. constructor(
  17676. /**
  17677. * The particle system the particle belongs to.
  17678. */
  17679. particleSystem: ParticleSystem);
  17680. private updateCellInfoFromSystem;
  17681. /**
  17682. * Defines how the sprite cell index is updated for the particle
  17683. */
  17684. updateCellIndex(): void;
  17685. /** @hidden */
  17686. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17687. /** @hidden */
  17688. _inheritParticleInfoToSubEmitters(): void;
  17689. /** @hidden */
  17690. _reset(): void;
  17691. /**
  17692. * Copy the properties of particle to another one.
  17693. * @param other the particle to copy the information to.
  17694. */
  17695. copyTo(other: Particle): void;
  17696. }
  17697. }
  17698. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17699. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17700. import { Effect } from "babylonjs/Materials/effect";
  17701. import { Particle } from "babylonjs/Particles/particle";
  17702. /**
  17703. * Particle emitter represents a volume emitting particles.
  17704. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17705. */
  17706. export interface IParticleEmitterType {
  17707. /**
  17708. * Called by the particle System when the direction is computed for the created particle.
  17709. * @param worldMatrix is the world matrix of the particle system
  17710. * @param directionToUpdate is the direction vector to update with the result
  17711. * @param particle is the particle we are computed the direction for
  17712. */
  17713. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17714. /**
  17715. * Called by the particle System when the position is computed for the created particle.
  17716. * @param worldMatrix is the world matrix of the particle system
  17717. * @param positionToUpdate is the position vector to update with the result
  17718. * @param particle is the particle we are computed the position for
  17719. */
  17720. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17721. /**
  17722. * Clones the current emitter and returns a copy of it
  17723. * @returns the new emitter
  17724. */
  17725. clone(): IParticleEmitterType;
  17726. /**
  17727. * Called by the GPUParticleSystem to setup the update shader
  17728. * @param effect defines the update shader
  17729. */
  17730. applyToShader(effect: Effect): void;
  17731. /**
  17732. * Returns a string to use to update the GPU particles update shader
  17733. * @returns the effect defines string
  17734. */
  17735. getEffectDefines(): string;
  17736. /**
  17737. * Returns a string representing the class name
  17738. * @returns a string containing the class name
  17739. */
  17740. getClassName(): string;
  17741. /**
  17742. * Serializes the particle system to a JSON object.
  17743. * @returns the JSON object
  17744. */
  17745. serialize(): any;
  17746. /**
  17747. * Parse properties from a JSON object
  17748. * @param serializationObject defines the JSON object
  17749. */
  17750. parse(serializationObject: any): void;
  17751. }
  17752. }
  17753. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17754. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17755. import { Effect } from "babylonjs/Materials/effect";
  17756. import { Particle } from "babylonjs/Particles/particle";
  17757. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17758. /**
  17759. * Particle emitter emitting particles from the inside of a box.
  17760. * It emits the particles randomly between 2 given directions.
  17761. */
  17762. export class BoxParticleEmitter implements IParticleEmitterType {
  17763. /**
  17764. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17765. */
  17766. direction1: Vector3;
  17767. /**
  17768. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17769. */
  17770. direction2: Vector3;
  17771. /**
  17772. * 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.
  17773. */
  17774. minEmitBox: Vector3;
  17775. /**
  17776. * 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.
  17777. */
  17778. maxEmitBox: Vector3;
  17779. /**
  17780. * Creates a new instance BoxParticleEmitter
  17781. */
  17782. constructor();
  17783. /**
  17784. * Called by the particle System when the direction is computed for the created particle.
  17785. * @param worldMatrix is the world matrix of the particle system
  17786. * @param directionToUpdate is the direction vector to update with the result
  17787. * @param particle is the particle we are computed the direction for
  17788. */
  17789. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17790. /**
  17791. * Called by the particle System when the position is computed for the created particle.
  17792. * @param worldMatrix is the world matrix of the particle system
  17793. * @param positionToUpdate is the position vector to update with the result
  17794. * @param particle is the particle we are computed the position for
  17795. */
  17796. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17797. /**
  17798. * Clones the current emitter and returns a copy of it
  17799. * @returns the new emitter
  17800. */
  17801. clone(): BoxParticleEmitter;
  17802. /**
  17803. * Called by the GPUParticleSystem to setup the update shader
  17804. * @param effect defines the update shader
  17805. */
  17806. applyToShader(effect: Effect): void;
  17807. /**
  17808. * Returns a string to use to update the GPU particles update shader
  17809. * @returns a string containng the defines string
  17810. */
  17811. getEffectDefines(): string;
  17812. /**
  17813. * Returns the string "BoxParticleEmitter"
  17814. * @returns a string containing the class name
  17815. */
  17816. getClassName(): string;
  17817. /**
  17818. * Serializes the particle system to a JSON object.
  17819. * @returns the JSON object
  17820. */
  17821. serialize(): any;
  17822. /**
  17823. * Parse properties from a JSON object
  17824. * @param serializationObject defines the JSON object
  17825. */
  17826. parse(serializationObject: any): void;
  17827. }
  17828. }
  17829. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17830. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17831. import { Effect } from "babylonjs/Materials/effect";
  17832. import { Particle } from "babylonjs/Particles/particle";
  17833. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17834. /**
  17835. * Particle emitter emitting particles from the inside of a cone.
  17836. * It emits the particles alongside the cone volume from the base to the particle.
  17837. * The emission direction might be randomized.
  17838. */
  17839. export class ConeParticleEmitter implements IParticleEmitterType {
  17840. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17841. directionRandomizer: number;
  17842. private _radius;
  17843. private _angle;
  17844. private _height;
  17845. /**
  17846. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17847. */
  17848. radiusRange: number;
  17849. /**
  17850. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17851. */
  17852. heightRange: number;
  17853. /**
  17854. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17855. */
  17856. emitFromSpawnPointOnly: boolean;
  17857. /**
  17858. * Gets or sets the radius of the emission cone
  17859. */
  17860. radius: number;
  17861. /**
  17862. * Gets or sets the angle of the emission cone
  17863. */
  17864. angle: number;
  17865. private _buildHeight;
  17866. /**
  17867. * Creates a new instance ConeParticleEmitter
  17868. * @param radius the radius of the emission cone (1 by default)
  17869. * @param angle the cone base angle (PI by default)
  17870. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17871. */
  17872. constructor(radius?: number, angle?: number,
  17873. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17874. directionRandomizer?: number);
  17875. /**
  17876. * Called by the particle System when the direction is computed for the created particle.
  17877. * @param worldMatrix is the world matrix of the particle system
  17878. * @param directionToUpdate is the direction vector to update with the result
  17879. * @param particle is the particle we are computed the direction for
  17880. */
  17881. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17882. /**
  17883. * Called by the particle System when the position is computed for the created particle.
  17884. * @param worldMatrix is the world matrix of the particle system
  17885. * @param positionToUpdate is the position vector to update with the result
  17886. * @param particle is the particle we are computed the position for
  17887. */
  17888. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17889. /**
  17890. * Clones the current emitter and returns a copy of it
  17891. * @returns the new emitter
  17892. */
  17893. clone(): ConeParticleEmitter;
  17894. /**
  17895. * Called by the GPUParticleSystem to setup the update shader
  17896. * @param effect defines the update shader
  17897. */
  17898. applyToShader(effect: Effect): void;
  17899. /**
  17900. * Returns a string to use to update the GPU particles update shader
  17901. * @returns a string containng the defines string
  17902. */
  17903. getEffectDefines(): string;
  17904. /**
  17905. * Returns the string "ConeParticleEmitter"
  17906. * @returns a string containing the class name
  17907. */
  17908. getClassName(): string;
  17909. /**
  17910. * Serializes the particle system to a JSON object.
  17911. * @returns the JSON object
  17912. */
  17913. serialize(): any;
  17914. /**
  17915. * Parse properties from a JSON object
  17916. * @param serializationObject defines the JSON object
  17917. */
  17918. parse(serializationObject: any): void;
  17919. }
  17920. }
  17921. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  17922. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17923. import { Effect } from "babylonjs/Materials/effect";
  17924. import { Particle } from "babylonjs/Particles/particle";
  17925. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17926. /**
  17927. * Particle emitter emitting particles from the inside of a cylinder.
  17928. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  17929. */
  17930. export class CylinderParticleEmitter implements IParticleEmitterType {
  17931. /**
  17932. * The radius of the emission cylinder.
  17933. */
  17934. radius: number;
  17935. /**
  17936. * The height of the emission cylinder.
  17937. */
  17938. height: number;
  17939. /**
  17940. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17941. */
  17942. radiusRange: number;
  17943. /**
  17944. * How much to randomize the particle direction [0-1].
  17945. */
  17946. directionRandomizer: number;
  17947. /**
  17948. * Creates a new instance CylinderParticleEmitter
  17949. * @param radius the radius of the emission cylinder (1 by default)
  17950. * @param height the height of the emission cylinder (1 by default)
  17951. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17952. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  17953. */
  17954. constructor(
  17955. /**
  17956. * The radius of the emission cylinder.
  17957. */
  17958. radius?: number,
  17959. /**
  17960. * The height of the emission cylinder.
  17961. */
  17962. height?: number,
  17963. /**
  17964. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17965. */
  17966. radiusRange?: number,
  17967. /**
  17968. * How much to randomize the particle direction [0-1].
  17969. */
  17970. directionRandomizer?: number);
  17971. /**
  17972. * Called by the particle System when the direction is computed for the created particle.
  17973. * @param worldMatrix is the world matrix of the particle system
  17974. * @param directionToUpdate is the direction vector to update with the result
  17975. * @param particle is the particle we are computed the direction for
  17976. */
  17977. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17978. /**
  17979. * Called by the particle System when the position is computed for the created particle.
  17980. * @param worldMatrix is the world matrix of the particle system
  17981. * @param positionToUpdate is the position vector to update with the result
  17982. * @param particle is the particle we are computed the position for
  17983. */
  17984. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17985. /**
  17986. * Clones the current emitter and returns a copy of it
  17987. * @returns the new emitter
  17988. */
  17989. clone(): CylinderParticleEmitter;
  17990. /**
  17991. * Called by the GPUParticleSystem to setup the update shader
  17992. * @param effect defines the update shader
  17993. */
  17994. applyToShader(effect: Effect): void;
  17995. /**
  17996. * Returns a string to use to update the GPU particles update shader
  17997. * @returns a string containng the defines string
  17998. */
  17999. getEffectDefines(): string;
  18000. /**
  18001. * Returns the string "CylinderParticleEmitter"
  18002. * @returns a string containing the class name
  18003. */
  18004. getClassName(): string;
  18005. /**
  18006. * Serializes the particle system to a JSON object.
  18007. * @returns the JSON object
  18008. */
  18009. serialize(): any;
  18010. /**
  18011. * Parse properties from a JSON object
  18012. * @param serializationObject defines the JSON object
  18013. */
  18014. parse(serializationObject: any): void;
  18015. }
  18016. /**
  18017. * Particle emitter emitting particles from the inside of a cylinder.
  18018. * It emits the particles randomly between two vectors.
  18019. */
  18020. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18021. /**
  18022. * The min limit of the emission direction.
  18023. */
  18024. direction1: Vector3;
  18025. /**
  18026. * The max limit of the emission direction.
  18027. */
  18028. direction2: Vector3;
  18029. /**
  18030. * Creates a new instance CylinderDirectedParticleEmitter
  18031. * @param radius the radius of the emission cylinder (1 by default)
  18032. * @param height the height of the emission cylinder (1 by default)
  18033. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18034. * @param direction1 the min limit of the emission direction (up vector by default)
  18035. * @param direction2 the max limit of the emission direction (up vector by default)
  18036. */
  18037. constructor(radius?: number, height?: number, radiusRange?: number,
  18038. /**
  18039. * The min limit of the emission direction.
  18040. */
  18041. direction1?: Vector3,
  18042. /**
  18043. * The max limit of the emission direction.
  18044. */
  18045. direction2?: Vector3);
  18046. /**
  18047. * Called by the particle System when the direction is computed for the created particle.
  18048. * @param worldMatrix is the world matrix of the particle system
  18049. * @param directionToUpdate is the direction vector to update with the result
  18050. * @param particle is the particle we are computed the direction for
  18051. */
  18052. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18053. /**
  18054. * Clones the current emitter and returns a copy of it
  18055. * @returns the new emitter
  18056. */
  18057. clone(): CylinderDirectedParticleEmitter;
  18058. /**
  18059. * Called by the GPUParticleSystem to setup the update shader
  18060. * @param effect defines the update shader
  18061. */
  18062. applyToShader(effect: Effect): void;
  18063. /**
  18064. * Returns a string to use to update the GPU particles update shader
  18065. * @returns a string containng the defines string
  18066. */
  18067. getEffectDefines(): string;
  18068. /**
  18069. * Returns the string "CylinderDirectedParticleEmitter"
  18070. * @returns a string containing the class name
  18071. */
  18072. getClassName(): string;
  18073. /**
  18074. * Serializes the particle system to a JSON object.
  18075. * @returns the JSON object
  18076. */
  18077. serialize(): any;
  18078. /**
  18079. * Parse properties from a JSON object
  18080. * @param serializationObject defines the JSON object
  18081. */
  18082. parse(serializationObject: any): void;
  18083. }
  18084. }
  18085. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18086. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18087. import { Effect } from "babylonjs/Materials/effect";
  18088. import { Particle } from "babylonjs/Particles/particle";
  18089. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18090. /**
  18091. * Particle emitter emitting particles from the inside of a hemisphere.
  18092. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18093. */
  18094. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18095. /**
  18096. * The radius of the emission hemisphere.
  18097. */
  18098. radius: number;
  18099. /**
  18100. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18101. */
  18102. radiusRange: number;
  18103. /**
  18104. * How much to randomize the particle direction [0-1].
  18105. */
  18106. directionRandomizer: number;
  18107. /**
  18108. * Creates a new instance HemisphericParticleEmitter
  18109. * @param radius the radius of the emission hemisphere (1 by default)
  18110. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18111. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18112. */
  18113. constructor(
  18114. /**
  18115. * The radius of the emission hemisphere.
  18116. */
  18117. radius?: number,
  18118. /**
  18119. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18120. */
  18121. radiusRange?: number,
  18122. /**
  18123. * How much to randomize the particle direction [0-1].
  18124. */
  18125. directionRandomizer?: number);
  18126. /**
  18127. * Called by the particle System when the direction is computed for the created particle.
  18128. * @param worldMatrix is the world matrix of the particle system
  18129. * @param directionToUpdate is the direction vector to update with the result
  18130. * @param particle is the particle we are computed the direction for
  18131. */
  18132. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18133. /**
  18134. * Called by the particle System when the position is computed for the created particle.
  18135. * @param worldMatrix is the world matrix of the particle system
  18136. * @param positionToUpdate is the position vector to update with the result
  18137. * @param particle is the particle we are computed the position for
  18138. */
  18139. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18140. /**
  18141. * Clones the current emitter and returns a copy of it
  18142. * @returns the new emitter
  18143. */
  18144. clone(): HemisphericParticleEmitter;
  18145. /**
  18146. * Called by the GPUParticleSystem to setup the update shader
  18147. * @param effect defines the update shader
  18148. */
  18149. applyToShader(effect: Effect): void;
  18150. /**
  18151. * Returns a string to use to update the GPU particles update shader
  18152. * @returns a string containng the defines string
  18153. */
  18154. getEffectDefines(): string;
  18155. /**
  18156. * Returns the string "HemisphericParticleEmitter"
  18157. * @returns a string containing the class name
  18158. */
  18159. getClassName(): string;
  18160. /**
  18161. * Serializes the particle system to a JSON object.
  18162. * @returns the JSON object
  18163. */
  18164. serialize(): any;
  18165. /**
  18166. * Parse properties from a JSON object
  18167. * @param serializationObject defines the JSON object
  18168. */
  18169. parse(serializationObject: any): void;
  18170. }
  18171. }
  18172. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18173. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18174. import { Effect } from "babylonjs/Materials/effect";
  18175. import { Particle } from "babylonjs/Particles/particle";
  18176. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18177. /**
  18178. * Particle emitter emitting particles from a point.
  18179. * It emits the particles randomly between 2 given directions.
  18180. */
  18181. export class PointParticleEmitter implements IParticleEmitterType {
  18182. /**
  18183. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18184. */
  18185. direction1: Vector3;
  18186. /**
  18187. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18188. */
  18189. direction2: Vector3;
  18190. /**
  18191. * Creates a new instance PointParticleEmitter
  18192. */
  18193. constructor();
  18194. /**
  18195. * Called by the particle System when the direction is computed for the created particle.
  18196. * @param worldMatrix is the world matrix of the particle system
  18197. * @param directionToUpdate is the direction vector to update with the result
  18198. * @param particle is the particle we are computed the direction for
  18199. */
  18200. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18201. /**
  18202. * Called by the particle System when the position is computed for the created particle.
  18203. * @param worldMatrix is the world matrix of the particle system
  18204. * @param positionToUpdate is the position vector to update with the result
  18205. * @param particle is the particle we are computed the position for
  18206. */
  18207. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18208. /**
  18209. * Clones the current emitter and returns a copy of it
  18210. * @returns the new emitter
  18211. */
  18212. clone(): PointParticleEmitter;
  18213. /**
  18214. * Called by the GPUParticleSystem to setup the update shader
  18215. * @param effect defines the update shader
  18216. */
  18217. applyToShader(effect: Effect): void;
  18218. /**
  18219. * Returns a string to use to update the GPU particles update shader
  18220. * @returns a string containng the defines string
  18221. */
  18222. getEffectDefines(): string;
  18223. /**
  18224. * Returns the string "PointParticleEmitter"
  18225. * @returns a string containing the class name
  18226. */
  18227. getClassName(): string;
  18228. /**
  18229. * Serializes the particle system to a JSON object.
  18230. * @returns the JSON object
  18231. */
  18232. serialize(): any;
  18233. /**
  18234. * Parse properties from a JSON object
  18235. * @param serializationObject defines the JSON object
  18236. */
  18237. parse(serializationObject: any): void;
  18238. }
  18239. }
  18240. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18241. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18242. import { Effect } from "babylonjs/Materials/effect";
  18243. import { Particle } from "babylonjs/Particles/particle";
  18244. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18245. /**
  18246. * Particle emitter emitting particles from the inside of a sphere.
  18247. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18248. */
  18249. export class SphereParticleEmitter implements IParticleEmitterType {
  18250. /**
  18251. * The radius of the emission sphere.
  18252. */
  18253. radius: number;
  18254. /**
  18255. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18256. */
  18257. radiusRange: number;
  18258. /**
  18259. * How much to randomize the particle direction [0-1].
  18260. */
  18261. directionRandomizer: number;
  18262. /**
  18263. * Creates a new instance SphereParticleEmitter
  18264. * @param radius the radius of the emission sphere (1 by default)
  18265. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18266. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18267. */
  18268. constructor(
  18269. /**
  18270. * The radius of the emission sphere.
  18271. */
  18272. radius?: number,
  18273. /**
  18274. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18275. */
  18276. radiusRange?: number,
  18277. /**
  18278. * How much to randomize the particle direction [0-1].
  18279. */
  18280. directionRandomizer?: number);
  18281. /**
  18282. * Called by the particle System when the direction is computed for the created particle.
  18283. * @param worldMatrix is the world matrix of the particle system
  18284. * @param directionToUpdate is the direction vector to update with the result
  18285. * @param particle is the particle we are computed the direction for
  18286. */
  18287. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18288. /**
  18289. * Called by the particle System when the position is computed for the created particle.
  18290. * @param worldMatrix is the world matrix of the particle system
  18291. * @param positionToUpdate is the position vector to update with the result
  18292. * @param particle is the particle we are computed the position for
  18293. */
  18294. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18295. /**
  18296. * Clones the current emitter and returns a copy of it
  18297. * @returns the new emitter
  18298. */
  18299. clone(): SphereParticleEmitter;
  18300. /**
  18301. * Called by the GPUParticleSystem to setup the update shader
  18302. * @param effect defines the update shader
  18303. */
  18304. applyToShader(effect: Effect): void;
  18305. /**
  18306. * Returns a string to use to update the GPU particles update shader
  18307. * @returns a string containng the defines string
  18308. */
  18309. getEffectDefines(): string;
  18310. /**
  18311. * Returns the string "SphereParticleEmitter"
  18312. * @returns a string containing the class name
  18313. */
  18314. getClassName(): string;
  18315. /**
  18316. * Serializes the particle system to a JSON object.
  18317. * @returns the JSON object
  18318. */
  18319. serialize(): any;
  18320. /**
  18321. * Parse properties from a JSON object
  18322. * @param serializationObject defines the JSON object
  18323. */
  18324. parse(serializationObject: any): void;
  18325. }
  18326. /**
  18327. * Particle emitter emitting particles from the inside of a sphere.
  18328. * It emits the particles randomly between two vectors.
  18329. */
  18330. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18331. /**
  18332. * The min limit of the emission direction.
  18333. */
  18334. direction1: Vector3;
  18335. /**
  18336. * The max limit of the emission direction.
  18337. */
  18338. direction2: Vector3;
  18339. /**
  18340. * Creates a new instance SphereDirectedParticleEmitter
  18341. * @param radius the radius of the emission sphere (1 by default)
  18342. * @param direction1 the min limit of the emission direction (up vector by default)
  18343. * @param direction2 the max limit of the emission direction (up vector by default)
  18344. */
  18345. constructor(radius?: number,
  18346. /**
  18347. * The min limit of the emission direction.
  18348. */
  18349. direction1?: Vector3,
  18350. /**
  18351. * The max limit of the emission direction.
  18352. */
  18353. direction2?: Vector3);
  18354. /**
  18355. * Called by the particle System when the direction is computed for the created particle.
  18356. * @param worldMatrix is the world matrix of the particle system
  18357. * @param directionToUpdate is the direction vector to update with the result
  18358. * @param particle is the particle we are computed the direction for
  18359. */
  18360. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18361. /**
  18362. * Clones the current emitter and returns a copy of it
  18363. * @returns the new emitter
  18364. */
  18365. clone(): SphereDirectedParticleEmitter;
  18366. /**
  18367. * Called by the GPUParticleSystem to setup the update shader
  18368. * @param effect defines the update shader
  18369. */
  18370. applyToShader(effect: Effect): void;
  18371. /**
  18372. * Returns a string to use to update the GPU particles update shader
  18373. * @returns a string containng the defines string
  18374. */
  18375. getEffectDefines(): string;
  18376. /**
  18377. * Returns the string "SphereDirectedParticleEmitter"
  18378. * @returns a string containing the class name
  18379. */
  18380. getClassName(): string;
  18381. /**
  18382. * Serializes the particle system to a JSON object.
  18383. * @returns the JSON object
  18384. */
  18385. serialize(): any;
  18386. /**
  18387. * Parse properties from a JSON object
  18388. * @param serializationObject defines the JSON object
  18389. */
  18390. parse(serializationObject: any): void;
  18391. }
  18392. }
  18393. declare module "babylonjs/Particles/EmitterTypes/index" {
  18394. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18395. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18396. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18397. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18398. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18399. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18400. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18401. }
  18402. declare module "babylonjs/Particles/IParticleSystem" {
  18403. import { Nullable } from "babylonjs/types";
  18404. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18405. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18406. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18407. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18408. import { Texture } from "babylonjs/Materials/Textures/texture";
  18409. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18410. import { Scene } from "babylonjs/scene";
  18411. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18412. import { Animation } from "babylonjs/Animations/animation";
  18413. /**
  18414. * Interface representing a particle system in Babylon.js.
  18415. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18416. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18417. */
  18418. export interface IParticleSystem {
  18419. /**
  18420. * List of animations used by the particle system.
  18421. */
  18422. animations: Animation[];
  18423. /**
  18424. * The id of the Particle system.
  18425. */
  18426. id: string;
  18427. /**
  18428. * The name of the Particle system.
  18429. */
  18430. name: string;
  18431. /**
  18432. * The emitter represents the Mesh or position we are attaching the particle system to.
  18433. */
  18434. emitter: Nullable<AbstractMesh | Vector3>;
  18435. /**
  18436. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18437. */
  18438. isBillboardBased: boolean;
  18439. /**
  18440. * The rendering group used by the Particle system to chose when to render.
  18441. */
  18442. renderingGroupId: number;
  18443. /**
  18444. * The layer mask we are rendering the particles through.
  18445. */
  18446. layerMask: number;
  18447. /**
  18448. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18449. */
  18450. updateSpeed: number;
  18451. /**
  18452. * The amount of time the particle system is running (depends of the overall update speed).
  18453. */
  18454. targetStopDuration: number;
  18455. /**
  18456. * The texture used to render each particle. (this can be a spritesheet)
  18457. */
  18458. particleTexture: Nullable<Texture>;
  18459. /**
  18460. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18461. */
  18462. blendMode: number;
  18463. /**
  18464. * Minimum life time of emitting particles.
  18465. */
  18466. minLifeTime: number;
  18467. /**
  18468. * Maximum life time of emitting particles.
  18469. */
  18470. maxLifeTime: number;
  18471. /**
  18472. * Minimum Size of emitting particles.
  18473. */
  18474. minSize: number;
  18475. /**
  18476. * Maximum Size of emitting particles.
  18477. */
  18478. maxSize: number;
  18479. /**
  18480. * Minimum scale of emitting particles on X axis.
  18481. */
  18482. minScaleX: number;
  18483. /**
  18484. * Maximum scale of emitting particles on X axis.
  18485. */
  18486. maxScaleX: number;
  18487. /**
  18488. * Minimum scale of emitting particles on Y axis.
  18489. */
  18490. minScaleY: number;
  18491. /**
  18492. * Maximum scale of emitting particles on Y axis.
  18493. */
  18494. maxScaleY: number;
  18495. /**
  18496. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18497. */
  18498. color1: Color4;
  18499. /**
  18500. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18501. */
  18502. color2: Color4;
  18503. /**
  18504. * Color the particle will have at the end of its lifetime.
  18505. */
  18506. colorDead: Color4;
  18507. /**
  18508. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18509. */
  18510. emitRate: number;
  18511. /**
  18512. * You can use gravity if you want to give an orientation to your particles.
  18513. */
  18514. gravity: Vector3;
  18515. /**
  18516. * Minimum power of emitting particles.
  18517. */
  18518. minEmitPower: number;
  18519. /**
  18520. * Maximum power of emitting particles.
  18521. */
  18522. maxEmitPower: number;
  18523. /**
  18524. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18525. */
  18526. minAngularSpeed: number;
  18527. /**
  18528. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18529. */
  18530. maxAngularSpeed: number;
  18531. /**
  18532. * Gets or sets the minimal initial rotation in radians.
  18533. */
  18534. minInitialRotation: number;
  18535. /**
  18536. * Gets or sets the maximal initial rotation in radians.
  18537. */
  18538. maxInitialRotation: number;
  18539. /**
  18540. * The particle emitter type defines the emitter used by the particle system.
  18541. * It can be for example box, sphere, or cone...
  18542. */
  18543. particleEmitterType: Nullable<IParticleEmitterType>;
  18544. /**
  18545. * Defines the delay in milliseconds before starting the system (0 by default)
  18546. */
  18547. startDelay: number;
  18548. /**
  18549. * 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
  18550. */
  18551. preWarmCycles: number;
  18552. /**
  18553. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18554. */
  18555. preWarmStepOffset: number;
  18556. /**
  18557. * 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)
  18558. */
  18559. spriteCellChangeSpeed: number;
  18560. /**
  18561. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18562. */
  18563. startSpriteCellID: number;
  18564. /**
  18565. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18566. */
  18567. endSpriteCellID: number;
  18568. /**
  18569. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18570. */
  18571. spriteCellWidth: number;
  18572. /**
  18573. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18574. */
  18575. spriteCellHeight: number;
  18576. /**
  18577. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18578. */
  18579. spriteRandomStartCell: boolean;
  18580. /**
  18581. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18582. */
  18583. isAnimationSheetEnabled: boolean;
  18584. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18585. translationPivot: Vector2;
  18586. /**
  18587. * Gets or sets a texture used to add random noise to particle positions
  18588. */
  18589. noiseTexture: Nullable<BaseTexture>;
  18590. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18591. noiseStrength: Vector3;
  18592. /**
  18593. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18594. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18595. */
  18596. billboardMode: number;
  18597. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18598. limitVelocityDamping: number;
  18599. /**
  18600. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18601. */
  18602. beginAnimationOnStart: boolean;
  18603. /**
  18604. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18605. */
  18606. beginAnimationFrom: number;
  18607. /**
  18608. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18609. */
  18610. beginAnimationTo: number;
  18611. /**
  18612. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18613. */
  18614. beginAnimationLoop: boolean;
  18615. /**
  18616. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18617. */
  18618. disposeOnStop: boolean;
  18619. /**
  18620. * Gets the maximum number of particles active at the same time.
  18621. * @returns The max number of active particles.
  18622. */
  18623. getCapacity(): number;
  18624. /**
  18625. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18626. * @returns True if it has been started, otherwise false.
  18627. */
  18628. isStarted(): boolean;
  18629. /**
  18630. * Animates the particle system for this frame.
  18631. */
  18632. animate(): void;
  18633. /**
  18634. * Renders the particle system in its current state.
  18635. * @returns the current number of particles
  18636. */
  18637. render(): number;
  18638. /**
  18639. * Dispose the particle system and frees its associated resources.
  18640. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18641. */
  18642. dispose(disposeTexture?: boolean): void;
  18643. /**
  18644. * Clones the particle system.
  18645. * @param name The name of the cloned object
  18646. * @param newEmitter The new emitter to use
  18647. * @returns the cloned particle system
  18648. */
  18649. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18650. /**
  18651. * Serializes the particle system to a JSON object.
  18652. * @returns the JSON object
  18653. */
  18654. serialize(): any;
  18655. /**
  18656. * Rebuild the particle system
  18657. */
  18658. rebuild(): void;
  18659. /**
  18660. * Starts the particle system and begins to emit
  18661. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18662. */
  18663. start(delay?: number): void;
  18664. /**
  18665. * Stops the particle system.
  18666. */
  18667. stop(): void;
  18668. /**
  18669. * Remove all active particles
  18670. */
  18671. reset(): void;
  18672. /**
  18673. * Is this system ready to be used/rendered
  18674. * @return true if the system is ready
  18675. */
  18676. isReady(): boolean;
  18677. /**
  18678. * Adds a new color gradient
  18679. * @param gradient defines the gradient to use (between 0 and 1)
  18680. * @param color1 defines the color to affect to the specified gradient
  18681. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18682. * @returns the current particle system
  18683. */
  18684. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18685. /**
  18686. * Remove a specific color gradient
  18687. * @param gradient defines the gradient to remove
  18688. * @returns the current particle system
  18689. */
  18690. removeColorGradient(gradient: number): IParticleSystem;
  18691. /**
  18692. * Adds a new size gradient
  18693. * @param gradient defines the gradient to use (between 0 and 1)
  18694. * @param factor defines the size factor to affect to the specified gradient
  18695. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18696. * @returns the current particle system
  18697. */
  18698. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18699. /**
  18700. * Remove a specific size gradient
  18701. * @param gradient defines the gradient to remove
  18702. * @returns the current particle system
  18703. */
  18704. removeSizeGradient(gradient: number): IParticleSystem;
  18705. /**
  18706. * Gets the current list of color gradients.
  18707. * You must use addColorGradient and removeColorGradient to udpate this list
  18708. * @returns the list of color gradients
  18709. */
  18710. getColorGradients(): Nullable<Array<ColorGradient>>;
  18711. /**
  18712. * Gets the current list of size gradients.
  18713. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18714. * @returns the list of size gradients
  18715. */
  18716. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18717. /**
  18718. * Gets the current list of angular speed gradients.
  18719. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18720. * @returns the list of angular speed gradients
  18721. */
  18722. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18723. /**
  18724. * Adds a new angular speed gradient
  18725. * @param gradient defines the gradient to use (between 0 and 1)
  18726. * @param factor defines the angular speed to affect to the specified gradient
  18727. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18728. * @returns the current particle system
  18729. */
  18730. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18731. /**
  18732. * Remove a specific angular speed gradient
  18733. * @param gradient defines the gradient to remove
  18734. * @returns the current particle system
  18735. */
  18736. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18737. /**
  18738. * Gets the current list of velocity gradients.
  18739. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18740. * @returns the list of velocity gradients
  18741. */
  18742. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18743. /**
  18744. * Adds a new velocity gradient
  18745. * @param gradient defines the gradient to use (between 0 and 1)
  18746. * @param factor defines the velocity to affect to the specified gradient
  18747. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18748. * @returns the current particle system
  18749. */
  18750. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18751. /**
  18752. * Remove a specific velocity gradient
  18753. * @param gradient defines the gradient to remove
  18754. * @returns the current particle system
  18755. */
  18756. removeVelocityGradient(gradient: number): IParticleSystem;
  18757. /**
  18758. * Gets the current list of limit velocity gradients.
  18759. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18760. * @returns the list of limit velocity gradients
  18761. */
  18762. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18763. /**
  18764. * Adds a new limit velocity gradient
  18765. * @param gradient defines the gradient to use (between 0 and 1)
  18766. * @param factor defines the limit velocity to affect to the specified gradient
  18767. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18768. * @returns the current particle system
  18769. */
  18770. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18771. /**
  18772. * Remove a specific limit velocity gradient
  18773. * @param gradient defines the gradient to remove
  18774. * @returns the current particle system
  18775. */
  18776. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18777. /**
  18778. * Adds a new drag gradient
  18779. * @param gradient defines the gradient to use (between 0 and 1)
  18780. * @param factor defines the drag to affect to the specified gradient
  18781. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18782. * @returns the current particle system
  18783. */
  18784. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18785. /**
  18786. * Remove a specific drag gradient
  18787. * @param gradient defines the gradient to remove
  18788. * @returns the current particle system
  18789. */
  18790. removeDragGradient(gradient: number): IParticleSystem;
  18791. /**
  18792. * Gets the current list of drag gradients.
  18793. * You must use addDragGradient and removeDragGradient to udpate this list
  18794. * @returns the list of drag gradients
  18795. */
  18796. getDragGradients(): Nullable<Array<FactorGradient>>;
  18797. /**
  18798. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18799. * @param gradient defines the gradient to use (between 0 and 1)
  18800. * @param factor defines the emit rate to affect to the specified gradient
  18801. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18802. * @returns the current particle system
  18803. */
  18804. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18805. /**
  18806. * Remove a specific emit rate gradient
  18807. * @param gradient defines the gradient to remove
  18808. * @returns the current particle system
  18809. */
  18810. removeEmitRateGradient(gradient: number): IParticleSystem;
  18811. /**
  18812. * Gets the current list of emit rate gradients.
  18813. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18814. * @returns the list of emit rate gradients
  18815. */
  18816. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18817. /**
  18818. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18819. * @param gradient defines the gradient to use (between 0 and 1)
  18820. * @param factor defines the start size to affect to the specified gradient
  18821. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18822. * @returns the current particle system
  18823. */
  18824. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18825. /**
  18826. * Remove a specific start size gradient
  18827. * @param gradient defines the gradient to remove
  18828. * @returns the current particle system
  18829. */
  18830. removeStartSizeGradient(gradient: number): IParticleSystem;
  18831. /**
  18832. * Gets the current list of start size gradients.
  18833. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18834. * @returns the list of start size gradients
  18835. */
  18836. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18837. /**
  18838. * Adds a new life time gradient
  18839. * @param gradient defines the gradient to use (between 0 and 1)
  18840. * @param factor defines the life time factor to affect to the specified gradient
  18841. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18842. * @returns the current particle system
  18843. */
  18844. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18845. /**
  18846. * Remove a specific life time gradient
  18847. * @param gradient defines the gradient to remove
  18848. * @returns the current particle system
  18849. */
  18850. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18851. /**
  18852. * Gets the current list of life time gradients.
  18853. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18854. * @returns the list of life time gradients
  18855. */
  18856. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18857. /**
  18858. * Gets the current list of color gradients.
  18859. * You must use addColorGradient and removeColorGradient to udpate this list
  18860. * @returns the list of color gradients
  18861. */
  18862. getColorGradients(): Nullable<Array<ColorGradient>>;
  18863. /**
  18864. * Adds a new ramp gradient used to remap particle colors
  18865. * @param gradient defines the gradient to use (between 0 and 1)
  18866. * @param color defines the color to affect to the specified gradient
  18867. * @returns the current particle system
  18868. */
  18869. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18870. /**
  18871. * Gets the current list of ramp gradients.
  18872. * You must use addRampGradient and removeRampGradient to udpate this list
  18873. * @returns the list of ramp gradients
  18874. */
  18875. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18876. /** Gets or sets a boolean indicating that ramp gradients must be used
  18877. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18878. */
  18879. useRampGradients: boolean;
  18880. /**
  18881. * Adds a new color remap gradient
  18882. * @param gradient defines the gradient to use (between 0 and 1)
  18883. * @param min defines the color remap minimal range
  18884. * @param max defines the color remap maximal range
  18885. * @returns the current particle system
  18886. */
  18887. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18888. /**
  18889. * Gets the current list of color remap gradients.
  18890. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18891. * @returns the list of color remap gradients
  18892. */
  18893. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18894. /**
  18895. * Adds a new alpha remap gradient
  18896. * @param gradient defines the gradient to use (between 0 and 1)
  18897. * @param min defines the alpha remap minimal range
  18898. * @param max defines the alpha remap maximal range
  18899. * @returns the current particle system
  18900. */
  18901. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18902. /**
  18903. * Gets the current list of alpha remap gradients.
  18904. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  18905. * @returns the list of alpha remap gradients
  18906. */
  18907. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  18908. /**
  18909. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  18910. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18911. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18912. * @returns the emitter
  18913. */
  18914. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  18915. /**
  18916. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  18917. * @param radius The radius of the hemisphere to emit from
  18918. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18919. * @returns the emitter
  18920. */
  18921. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  18922. /**
  18923. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  18924. * @param radius The radius of the sphere to emit from
  18925. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18926. * @returns the emitter
  18927. */
  18928. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  18929. /**
  18930. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  18931. * @param radius The radius of the sphere to emit from
  18932. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  18933. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  18934. * @returns the emitter
  18935. */
  18936. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18937. /**
  18938. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  18939. * @param radius The radius of the emission cylinder
  18940. * @param height The height of the emission cylinder
  18941. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  18942. * @param directionRandomizer How much to randomize the particle direction [0-1]
  18943. * @returns the emitter
  18944. */
  18945. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  18946. /**
  18947. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  18948. * @param radius The radius of the cylinder to emit from
  18949. * @param height The height of the emission cylinder
  18950. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18951. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  18952. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  18953. * @returns the emitter
  18954. */
  18955. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18956. /**
  18957. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  18958. * @param radius The radius of the cone to emit from
  18959. * @param angle The base angle of the cone
  18960. * @returns the emitter
  18961. */
  18962. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  18963. /**
  18964. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  18965. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18966. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18967. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18968. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18969. * @returns the emitter
  18970. */
  18971. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  18972. /**
  18973. * Get hosting scene
  18974. * @returns the scene
  18975. */
  18976. getScene(): Scene;
  18977. }
  18978. }
  18979. declare module "babylonjs/Meshes/instancedMesh" {
  18980. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  18981. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18982. import { Camera } from "babylonjs/Cameras/camera";
  18983. import { Node } from "babylonjs/node";
  18984. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18985. import { Mesh } from "babylonjs/Meshes/mesh";
  18986. import { Material } from "babylonjs/Materials/material";
  18987. import { Skeleton } from "babylonjs/Bones/skeleton";
  18988. import { Light } from "babylonjs/Lights/light";
  18989. /**
  18990. * Creates an instance based on a source mesh.
  18991. */
  18992. export class InstancedMesh extends AbstractMesh {
  18993. private _sourceMesh;
  18994. private _currentLOD;
  18995. /** @hidden */
  18996. _indexInSourceMeshInstanceArray: number;
  18997. constructor(name: string, source: Mesh);
  18998. /**
  18999. * Returns the string "InstancedMesh".
  19000. */
  19001. getClassName(): string;
  19002. /** Gets the list of lights affecting that mesh */
  19003. readonly lightSources: Light[];
  19004. _resyncLightSources(): void;
  19005. _resyncLighSource(light: Light): void;
  19006. _removeLightSource(light: Light): void;
  19007. /**
  19008. * If the source mesh receives shadows
  19009. */
  19010. readonly receiveShadows: boolean;
  19011. /**
  19012. * The material of the source mesh
  19013. */
  19014. readonly material: Nullable<Material>;
  19015. /**
  19016. * Visibility of the source mesh
  19017. */
  19018. readonly visibility: number;
  19019. /**
  19020. * Skeleton of the source mesh
  19021. */
  19022. readonly skeleton: Nullable<Skeleton>;
  19023. /**
  19024. * Rendering ground id of the source mesh
  19025. */
  19026. renderingGroupId: number;
  19027. /**
  19028. * Returns the total number of vertices (integer).
  19029. */
  19030. getTotalVertices(): number;
  19031. /**
  19032. * Returns a positive integer : the total number of indices in this mesh geometry.
  19033. * @returns the numner of indices or zero if the mesh has no geometry.
  19034. */
  19035. getTotalIndices(): number;
  19036. /**
  19037. * The source mesh of the instance
  19038. */
  19039. readonly sourceMesh: Mesh;
  19040. /**
  19041. * Is this node ready to be used/rendered
  19042. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19043. * @return {boolean} is it ready
  19044. */
  19045. isReady(completeCheck?: boolean): boolean;
  19046. /**
  19047. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19048. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19049. * @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.
  19050. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19051. */
  19052. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19053. /**
  19054. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19055. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19056. * The `data` are either a numeric array either a Float32Array.
  19057. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19058. * 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).
  19059. * Note that a new underlying VertexBuffer object is created each call.
  19060. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19061. *
  19062. * Possible `kind` values :
  19063. * - VertexBuffer.PositionKind
  19064. * - VertexBuffer.UVKind
  19065. * - VertexBuffer.UV2Kind
  19066. * - VertexBuffer.UV3Kind
  19067. * - VertexBuffer.UV4Kind
  19068. * - VertexBuffer.UV5Kind
  19069. * - VertexBuffer.UV6Kind
  19070. * - VertexBuffer.ColorKind
  19071. * - VertexBuffer.MatricesIndicesKind
  19072. * - VertexBuffer.MatricesIndicesExtraKind
  19073. * - VertexBuffer.MatricesWeightsKind
  19074. * - VertexBuffer.MatricesWeightsExtraKind
  19075. *
  19076. * Returns the Mesh.
  19077. */
  19078. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  19079. /**
  19080. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19081. * If the mesh has no geometry, it is simply returned as it is.
  19082. * The `data` are either a numeric array either a Float32Array.
  19083. * No new underlying VertexBuffer object is created.
  19084. * 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.
  19085. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19086. *
  19087. * Possible `kind` values :
  19088. * - VertexBuffer.PositionKind
  19089. * - VertexBuffer.UVKind
  19090. * - VertexBuffer.UV2Kind
  19091. * - VertexBuffer.UV3Kind
  19092. * - VertexBuffer.UV4Kind
  19093. * - VertexBuffer.UV5Kind
  19094. * - VertexBuffer.UV6Kind
  19095. * - VertexBuffer.ColorKind
  19096. * - VertexBuffer.MatricesIndicesKind
  19097. * - VertexBuffer.MatricesIndicesExtraKind
  19098. * - VertexBuffer.MatricesWeightsKind
  19099. * - VertexBuffer.MatricesWeightsExtraKind
  19100. *
  19101. * Returns the Mesh.
  19102. */
  19103. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19104. /**
  19105. * Sets the mesh indices.
  19106. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19107. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19108. * This method creates a new index buffer each call.
  19109. * Returns the Mesh.
  19110. */
  19111. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19112. /**
  19113. * Boolean : True if the mesh owns the requested kind of data.
  19114. */
  19115. isVerticesDataPresent(kind: string): boolean;
  19116. /**
  19117. * Returns an array of indices (IndicesArray).
  19118. */
  19119. getIndices(): Nullable<IndicesArray>;
  19120. readonly _positions: Nullable<Vector3[]>;
  19121. /**
  19122. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19123. * This means the mesh underlying bounding box and sphere are recomputed.
  19124. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19125. * @returns the current mesh
  19126. */
  19127. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19128. /** @hidden */
  19129. _preActivate(): InstancedMesh;
  19130. /** @hidden */
  19131. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19132. /** @hidden */
  19133. _postActivate(): void;
  19134. getWorldMatrix(): Matrix;
  19135. readonly isAnInstance: boolean;
  19136. /**
  19137. * Returns the current associated LOD AbstractMesh.
  19138. */
  19139. getLOD(camera: Camera): AbstractMesh;
  19140. /** @hidden */
  19141. _syncSubMeshes(): InstancedMesh;
  19142. /** @hidden */
  19143. _generatePointsArray(): boolean;
  19144. /**
  19145. * Creates a new InstancedMesh from the current mesh.
  19146. * - name (string) : the cloned mesh name
  19147. * - newParent (optional Node) : the optional Node to parent the clone to.
  19148. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19149. *
  19150. * Returns the clone.
  19151. */
  19152. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  19153. /**
  19154. * Disposes the InstancedMesh.
  19155. * Returns nothing.
  19156. */
  19157. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19158. }
  19159. }
  19160. declare module "babylonjs/Materials/shaderMaterial" {
  19161. import { Scene } from "babylonjs/scene";
  19162. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19163. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19164. import { Mesh } from "babylonjs/Meshes/mesh";
  19165. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19166. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19167. import { Texture } from "babylonjs/Materials/Textures/texture";
  19168. import { Material } from "babylonjs/Materials/material";
  19169. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19170. /**
  19171. * Defines the options associated with the creation of a shader material.
  19172. */
  19173. export interface IShaderMaterialOptions {
  19174. /**
  19175. * Does the material work in alpha blend mode
  19176. */
  19177. needAlphaBlending: boolean;
  19178. /**
  19179. * Does the material work in alpha test mode
  19180. */
  19181. needAlphaTesting: boolean;
  19182. /**
  19183. * The list of attribute names used in the shader
  19184. */
  19185. attributes: string[];
  19186. /**
  19187. * The list of unifrom names used in the shader
  19188. */
  19189. uniforms: string[];
  19190. /**
  19191. * The list of UBO names used in the shader
  19192. */
  19193. uniformBuffers: string[];
  19194. /**
  19195. * The list of sampler names used in the shader
  19196. */
  19197. samplers: string[];
  19198. /**
  19199. * The list of defines used in the shader
  19200. */
  19201. defines: string[];
  19202. }
  19203. /**
  19204. * 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.
  19205. *
  19206. * This returned material effects how the mesh will look based on the code in the shaders.
  19207. *
  19208. * @see http://doc.babylonjs.com/how_to/shader_material
  19209. */
  19210. export class ShaderMaterial extends Material {
  19211. private _shaderPath;
  19212. private _options;
  19213. private _textures;
  19214. private _textureArrays;
  19215. private _floats;
  19216. private _ints;
  19217. private _floatsArrays;
  19218. private _colors3;
  19219. private _colors3Arrays;
  19220. private _colors4;
  19221. private _colors4Arrays;
  19222. private _vectors2;
  19223. private _vectors3;
  19224. private _vectors4;
  19225. private _matrices;
  19226. private _matrices3x3;
  19227. private _matrices2x2;
  19228. private _vectors2Arrays;
  19229. private _vectors3Arrays;
  19230. private _vectors4Arrays;
  19231. private _cachedWorldViewMatrix;
  19232. private _cachedWorldViewProjectionMatrix;
  19233. private _renderId;
  19234. /**
  19235. * Instantiate a new shader material.
  19236. * 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.
  19237. * This returned material effects how the mesh will look based on the code in the shaders.
  19238. * @see http://doc.babylonjs.com/how_to/shader_material
  19239. * @param name Define the name of the material in the scene
  19240. * @param scene Define the scene the material belongs to
  19241. * @param shaderPath Defines the route to the shader code in one of three ways:
  19242. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19243. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  19244. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19245. * @param options Define the options used to create the shader
  19246. */
  19247. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19248. /**
  19249. * Gets the options used to compile the shader.
  19250. * They can be modified to trigger a new compilation
  19251. */
  19252. readonly options: IShaderMaterialOptions;
  19253. /**
  19254. * Gets the current class name of the material e.g. "ShaderMaterial"
  19255. * Mainly use in serialization.
  19256. * @returns the class name
  19257. */
  19258. getClassName(): string;
  19259. /**
  19260. * Specifies if the material will require alpha blending
  19261. * @returns a boolean specifying if alpha blending is needed
  19262. */
  19263. needAlphaBlending(): boolean;
  19264. /**
  19265. * Specifies if this material should be rendered in alpha test mode
  19266. * @returns a boolean specifying if an alpha test is needed.
  19267. */
  19268. needAlphaTesting(): boolean;
  19269. private _checkUniform;
  19270. /**
  19271. * Set a texture in the shader.
  19272. * @param name Define the name of the uniform samplers as defined in the shader
  19273. * @param texture Define the texture to bind to this sampler
  19274. * @return the material itself allowing "fluent" like uniform updates
  19275. */
  19276. setTexture(name: string, texture: Texture): ShaderMaterial;
  19277. /**
  19278. * Set a texture array in the shader.
  19279. * @param name Define the name of the uniform sampler array as defined in the shader
  19280. * @param textures Define the list of textures to bind to this sampler
  19281. * @return the material itself allowing "fluent" like uniform updates
  19282. */
  19283. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19284. /**
  19285. * Set a float in the shader.
  19286. * @param name Define the name of the uniform as defined in the shader
  19287. * @param value Define the value to give to the uniform
  19288. * @return the material itself allowing "fluent" like uniform updates
  19289. */
  19290. setFloat(name: string, value: number): ShaderMaterial;
  19291. /**
  19292. * Set a int in the shader.
  19293. * @param name Define the name of the uniform as defined in the shader
  19294. * @param value Define the value to give to the uniform
  19295. * @return the material itself allowing "fluent" like uniform updates
  19296. */
  19297. setInt(name: string, value: number): ShaderMaterial;
  19298. /**
  19299. * Set an array of floats in the shader.
  19300. * @param name Define the name of the uniform as defined in the shader
  19301. * @param value Define the value to give to the uniform
  19302. * @return the material itself allowing "fluent" like uniform updates
  19303. */
  19304. setFloats(name: string, value: number[]): ShaderMaterial;
  19305. /**
  19306. * Set a vec3 in the shader from a Color3.
  19307. * @param name Define the name of the uniform as defined in the shader
  19308. * @param value Define the value to give to the uniform
  19309. * @return the material itself allowing "fluent" like uniform updates
  19310. */
  19311. setColor3(name: string, value: Color3): ShaderMaterial;
  19312. /**
  19313. * Set a vec3 array in the shader from a Color3 array.
  19314. * @param name Define the name of the uniform as defined in the shader
  19315. * @param value Define the value to give to the uniform
  19316. * @return the material itself allowing "fluent" like uniform updates
  19317. */
  19318. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19319. /**
  19320. * Set a vec4 in the shader from a Color4.
  19321. * @param name Define the name of the uniform as defined in the shader
  19322. * @param value Define the value to give to the uniform
  19323. * @return the material itself allowing "fluent" like uniform updates
  19324. */
  19325. setColor4(name: string, value: Color4): ShaderMaterial;
  19326. /**
  19327. * Set a vec4 array in the shader from a Color4 array.
  19328. * @param name Define the name of the uniform as defined in the shader
  19329. * @param value Define the value to give to the uniform
  19330. * @return the material itself allowing "fluent" like uniform updates
  19331. */
  19332. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19333. /**
  19334. * Set a vec2 in the shader from a Vector2.
  19335. * @param name Define the name of the uniform as defined in the shader
  19336. * @param value Define the value to give to the uniform
  19337. * @return the material itself allowing "fluent" like uniform updates
  19338. */
  19339. setVector2(name: string, value: Vector2): ShaderMaterial;
  19340. /**
  19341. * Set a vec3 in the shader from a Vector3.
  19342. * @param name Define the name of the uniform as defined in the shader
  19343. * @param value Define the value to give to the uniform
  19344. * @return the material itself allowing "fluent" like uniform updates
  19345. */
  19346. setVector3(name: string, value: Vector3): ShaderMaterial;
  19347. /**
  19348. * Set a vec4 in the shader from a Vector4.
  19349. * @param name Define the name of the uniform as defined in the shader
  19350. * @param value Define the value to give to the uniform
  19351. * @return the material itself allowing "fluent" like uniform updates
  19352. */
  19353. setVector4(name: string, value: Vector4): ShaderMaterial;
  19354. /**
  19355. * Set a mat4 in the shader from a Matrix.
  19356. * @param name Define the name of the uniform as defined in the shader
  19357. * @param value Define the value to give to the uniform
  19358. * @return the material itself allowing "fluent" like uniform updates
  19359. */
  19360. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19361. /**
  19362. * Set a mat3 in the shader from a Float32Array.
  19363. * @param name Define the name of the uniform as defined in the shader
  19364. * @param value Define the value to give to the uniform
  19365. * @return the material itself allowing "fluent" like uniform updates
  19366. */
  19367. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19368. /**
  19369. * Set a mat2 in the shader from a Float32Array.
  19370. * @param name Define the name of the uniform as defined in the shader
  19371. * @param value Define the value to give to the uniform
  19372. * @return the material itself allowing "fluent" like uniform updates
  19373. */
  19374. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19375. /**
  19376. * Set a vec2 array in the shader from a number array.
  19377. * @param name Define the name of the uniform as defined in the shader
  19378. * @param value Define the value to give to the uniform
  19379. * @return the material itself allowing "fluent" like uniform updates
  19380. */
  19381. setArray2(name: string, value: number[]): ShaderMaterial;
  19382. /**
  19383. * Set a vec3 array in the shader from a number array.
  19384. * @param name Define the name of the uniform as defined in the shader
  19385. * @param value Define the value to give to the uniform
  19386. * @return the material itself allowing "fluent" like uniform updates
  19387. */
  19388. setArray3(name: string, value: number[]): ShaderMaterial;
  19389. /**
  19390. * Set a vec4 array in the shader from a number array.
  19391. * @param name Define the name of the uniform as defined in the shader
  19392. * @param value Define the value to give to the uniform
  19393. * @return the material itself allowing "fluent" like uniform updates
  19394. */
  19395. setArray4(name: string, value: number[]): ShaderMaterial;
  19396. private _checkCache;
  19397. /**
  19398. * Specifies that the submesh is ready to be used
  19399. * @param mesh defines the mesh to check
  19400. * @param subMesh defines which submesh to check
  19401. * @param useInstances specifies that instances should be used
  19402. * @returns a boolean indicating that the submesh is ready or not
  19403. */
  19404. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19405. /**
  19406. * Checks if the material is ready to render the requested mesh
  19407. * @param mesh Define the mesh to render
  19408. * @param useInstances Define whether or not the material is used with instances
  19409. * @returns true if ready, otherwise false
  19410. */
  19411. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19412. /**
  19413. * Binds the world matrix to the material
  19414. * @param world defines the world transformation matrix
  19415. */
  19416. bindOnlyWorldMatrix(world: Matrix): void;
  19417. /**
  19418. * Binds the material to the mesh
  19419. * @param world defines the world transformation matrix
  19420. * @param mesh defines the mesh to bind the material to
  19421. */
  19422. bind(world: Matrix, mesh?: Mesh): void;
  19423. /**
  19424. * Gets the active textures from the material
  19425. * @returns an array of textures
  19426. */
  19427. getActiveTextures(): BaseTexture[];
  19428. /**
  19429. * Specifies if the material uses a texture
  19430. * @param texture defines the texture to check against the material
  19431. * @returns a boolean specifying if the material uses the texture
  19432. */
  19433. hasTexture(texture: BaseTexture): boolean;
  19434. /**
  19435. * Makes a duplicate of the material, and gives it a new name
  19436. * @param name defines the new name for the duplicated material
  19437. * @returns the cloned material
  19438. */
  19439. clone(name: string): ShaderMaterial;
  19440. /**
  19441. * Disposes the material
  19442. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19443. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19444. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19445. */
  19446. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19447. /**
  19448. * Serializes this material in a JSON representation
  19449. * @returns the serialized material object
  19450. */
  19451. serialize(): any;
  19452. /**
  19453. * Creates a shader material from parsed shader material data
  19454. * @param source defines the JSON represnetation of the material
  19455. * @param scene defines the hosting scene
  19456. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19457. * @returns a new material
  19458. */
  19459. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19460. }
  19461. }
  19462. declare module "babylonjs/Shaders/color.fragment" {
  19463. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19464. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19465. /** @hidden */
  19466. export var colorPixelShader: {
  19467. name: string;
  19468. shader: string;
  19469. };
  19470. }
  19471. declare module "babylonjs/Shaders/color.vertex" {
  19472. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19473. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19474. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19475. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19476. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19477. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19478. /** @hidden */
  19479. export var colorVertexShader: {
  19480. name: string;
  19481. shader: string;
  19482. };
  19483. }
  19484. declare module "babylonjs/Meshes/linesMesh" {
  19485. import { Nullable } from "babylonjs/types";
  19486. import { Scene } from "babylonjs/scene";
  19487. import { Color3 } from "babylonjs/Maths/math.color";
  19488. import { Node } from "babylonjs/node";
  19489. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19490. import { Mesh } from "babylonjs/Meshes/mesh";
  19491. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19492. import { Effect } from "babylonjs/Materials/effect";
  19493. import { Material } from "babylonjs/Materials/material";
  19494. import "babylonjs/Shaders/color.fragment";
  19495. import "babylonjs/Shaders/color.vertex";
  19496. /**
  19497. * Line mesh
  19498. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19499. */
  19500. export class LinesMesh extends Mesh {
  19501. /**
  19502. * If vertex color should be applied to the mesh
  19503. */
  19504. readonly useVertexColor?: boolean | undefined;
  19505. /**
  19506. * If vertex alpha should be applied to the mesh
  19507. */
  19508. readonly useVertexAlpha?: boolean | undefined;
  19509. /**
  19510. * Color of the line (Default: White)
  19511. */
  19512. color: Color3;
  19513. /**
  19514. * Alpha of the line (Default: 1)
  19515. */
  19516. alpha: number;
  19517. /**
  19518. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19519. * This margin is expressed in world space coordinates, so its value may vary.
  19520. * Default value is 0.1
  19521. */
  19522. intersectionThreshold: number;
  19523. private _colorShader;
  19524. private color4;
  19525. /**
  19526. * Creates a new LinesMesh
  19527. * @param name defines the name
  19528. * @param scene defines the hosting scene
  19529. * @param parent defines the parent mesh if any
  19530. * @param source defines the optional source LinesMesh used to clone data from
  19531. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19532. * When false, achieved by calling a clone(), also passing False.
  19533. * This will make creation of children, recursive.
  19534. * @param useVertexColor defines if this LinesMesh supports vertex color
  19535. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19536. */
  19537. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  19538. /**
  19539. * If vertex color should be applied to the mesh
  19540. */
  19541. useVertexColor?: boolean | undefined,
  19542. /**
  19543. * If vertex alpha should be applied to the mesh
  19544. */
  19545. useVertexAlpha?: boolean | undefined);
  19546. private _addClipPlaneDefine;
  19547. private _removeClipPlaneDefine;
  19548. isReady(): boolean;
  19549. /**
  19550. * Returns the string "LineMesh"
  19551. */
  19552. getClassName(): string;
  19553. /**
  19554. * @hidden
  19555. */
  19556. /**
  19557. * @hidden
  19558. */
  19559. material: Material;
  19560. /**
  19561. * @hidden
  19562. */
  19563. readonly checkCollisions: boolean;
  19564. /** @hidden */
  19565. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  19566. /** @hidden */
  19567. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  19568. /**
  19569. * Disposes of the line mesh
  19570. * @param doNotRecurse If children should be disposed
  19571. */
  19572. dispose(doNotRecurse?: boolean): void;
  19573. /**
  19574. * Returns a new LineMesh object cloned from the current one.
  19575. */
  19576. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  19577. /**
  19578. * Creates a new InstancedLinesMesh object from the mesh model.
  19579. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19580. * @param name defines the name of the new instance
  19581. * @returns a new InstancedLinesMesh
  19582. */
  19583. createInstance(name: string): InstancedLinesMesh;
  19584. }
  19585. /**
  19586. * Creates an instance based on a source LinesMesh
  19587. */
  19588. export class InstancedLinesMesh extends InstancedMesh {
  19589. /**
  19590. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19591. * This margin is expressed in world space coordinates, so its value may vary.
  19592. * Initilized with the intersectionThreshold value of the source LinesMesh
  19593. */
  19594. intersectionThreshold: number;
  19595. constructor(name: string, source: LinesMesh);
  19596. /**
  19597. * Returns the string "InstancedLinesMesh".
  19598. */
  19599. getClassName(): string;
  19600. }
  19601. }
  19602. declare module "babylonjs/Shaders/line.fragment" {
  19603. /** @hidden */
  19604. export var linePixelShader: {
  19605. name: string;
  19606. shader: string;
  19607. };
  19608. }
  19609. declare module "babylonjs/Shaders/line.vertex" {
  19610. /** @hidden */
  19611. export var lineVertexShader: {
  19612. name: string;
  19613. shader: string;
  19614. };
  19615. }
  19616. declare module "babylonjs/Rendering/edgesRenderer" {
  19617. import { Nullable } from "babylonjs/types";
  19618. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19619. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19620. import { Vector3 } from "babylonjs/Maths/math.vector";
  19621. import { IDisposable } from "babylonjs/scene";
  19622. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19623. import "babylonjs/Shaders/line.fragment";
  19624. import "babylonjs/Shaders/line.vertex";
  19625. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19626. module "babylonjs/Meshes/abstractMesh" {
  19627. interface AbstractMesh {
  19628. /**
  19629. * Gets the edgesRenderer associated with the mesh
  19630. */
  19631. edgesRenderer: Nullable<EdgesRenderer>;
  19632. }
  19633. }
  19634. module "babylonjs/Meshes/linesMesh" {
  19635. interface LinesMesh {
  19636. /**
  19637. * Enables the edge rendering mode on the mesh.
  19638. * This mode makes the mesh edges visible
  19639. * @param epsilon defines the maximal distance between two angles to detect a face
  19640. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19641. * @returns the currentAbstractMesh
  19642. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19643. */
  19644. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19645. }
  19646. }
  19647. module "babylonjs/Meshes/linesMesh" {
  19648. interface InstancedLinesMesh {
  19649. /**
  19650. * Enables the edge rendering mode on the mesh.
  19651. * This mode makes the mesh edges visible
  19652. * @param epsilon defines the maximal distance between two angles to detect a face
  19653. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19654. * @returns the current InstancedLinesMesh
  19655. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19656. */
  19657. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19658. }
  19659. }
  19660. /**
  19661. * Defines the minimum contract an Edges renderer should follow.
  19662. */
  19663. export interface IEdgesRenderer extends IDisposable {
  19664. /**
  19665. * Gets or sets a boolean indicating if the edgesRenderer is active
  19666. */
  19667. isEnabled: boolean;
  19668. /**
  19669. * Renders the edges of the attached mesh,
  19670. */
  19671. render(): void;
  19672. /**
  19673. * Checks wether or not the edges renderer is ready to render.
  19674. * @return true if ready, otherwise false.
  19675. */
  19676. isReady(): boolean;
  19677. }
  19678. /**
  19679. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19680. */
  19681. export class EdgesRenderer implements IEdgesRenderer {
  19682. /**
  19683. * Define the size of the edges with an orthographic camera
  19684. */
  19685. edgesWidthScalerForOrthographic: number;
  19686. /**
  19687. * Define the size of the edges with a perspective camera
  19688. */
  19689. edgesWidthScalerForPerspective: number;
  19690. protected _source: AbstractMesh;
  19691. protected _linesPositions: number[];
  19692. protected _linesNormals: number[];
  19693. protected _linesIndices: number[];
  19694. protected _epsilon: number;
  19695. protected _indicesCount: number;
  19696. protected _lineShader: ShaderMaterial;
  19697. protected _ib: DataBuffer;
  19698. protected _buffers: {
  19699. [key: string]: Nullable<VertexBuffer>;
  19700. };
  19701. protected _checkVerticesInsteadOfIndices: boolean;
  19702. private _meshRebuildObserver;
  19703. private _meshDisposeObserver;
  19704. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19705. isEnabled: boolean;
  19706. /**
  19707. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19708. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19709. * @param source Mesh used to create edges
  19710. * @param epsilon sum of angles in adjacency to check for edge
  19711. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19712. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19713. */
  19714. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19715. protected _prepareRessources(): void;
  19716. /** @hidden */
  19717. _rebuild(): void;
  19718. /**
  19719. * Releases the required resources for the edges renderer
  19720. */
  19721. dispose(): void;
  19722. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19723. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19724. /**
  19725. * Checks if the pair of p0 and p1 is en edge
  19726. * @param faceIndex
  19727. * @param edge
  19728. * @param faceNormals
  19729. * @param p0
  19730. * @param p1
  19731. * @private
  19732. */
  19733. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19734. /**
  19735. * push line into the position, normal and index buffer
  19736. * @protected
  19737. */
  19738. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19739. /**
  19740. * Generates lines edges from adjacencjes
  19741. * @private
  19742. */
  19743. _generateEdgesLines(): void;
  19744. /**
  19745. * Checks wether or not the edges renderer is ready to render.
  19746. * @return true if ready, otherwise false.
  19747. */
  19748. isReady(): boolean;
  19749. /**
  19750. * Renders the edges of the attached mesh,
  19751. */
  19752. render(): void;
  19753. }
  19754. /**
  19755. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19756. */
  19757. export class LineEdgesRenderer extends EdgesRenderer {
  19758. /**
  19759. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19760. * @param source LineMesh used to generate edges
  19761. * @param epsilon not important (specified angle for edge detection)
  19762. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19763. */
  19764. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19765. /**
  19766. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19767. */
  19768. _generateEdgesLines(): void;
  19769. }
  19770. }
  19771. declare module "babylonjs/Rendering/renderingGroup" {
  19772. import { SmartArray } from "babylonjs/Misc/smartArray";
  19773. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19774. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19775. import { Nullable } from "babylonjs/types";
  19776. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19777. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19778. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19779. import { Material } from "babylonjs/Materials/material";
  19780. import { Scene } from "babylonjs/scene";
  19781. /**
  19782. * This represents the object necessary to create a rendering group.
  19783. * This is exclusively used and created by the rendering manager.
  19784. * To modify the behavior, you use the available helpers in your scene or meshes.
  19785. * @hidden
  19786. */
  19787. export class RenderingGroup {
  19788. index: number;
  19789. private static _zeroVector;
  19790. private _scene;
  19791. private _opaqueSubMeshes;
  19792. private _transparentSubMeshes;
  19793. private _alphaTestSubMeshes;
  19794. private _depthOnlySubMeshes;
  19795. private _particleSystems;
  19796. private _spriteManagers;
  19797. private _opaqueSortCompareFn;
  19798. private _alphaTestSortCompareFn;
  19799. private _transparentSortCompareFn;
  19800. private _renderOpaque;
  19801. private _renderAlphaTest;
  19802. private _renderTransparent;
  19803. /** @hidden */
  19804. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19805. onBeforeTransparentRendering: () => void;
  19806. /**
  19807. * Set the opaque sort comparison function.
  19808. * If null the sub meshes will be render in the order they were created
  19809. */
  19810. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19811. /**
  19812. * Set the alpha test sort comparison function.
  19813. * If null the sub meshes will be render in the order they were created
  19814. */
  19815. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19816. /**
  19817. * Set the transparent sort comparison function.
  19818. * If null the sub meshes will be render in the order they were created
  19819. */
  19820. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19821. /**
  19822. * Creates a new rendering group.
  19823. * @param index The rendering group index
  19824. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19825. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19826. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19827. */
  19828. 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>);
  19829. /**
  19830. * Render all the sub meshes contained in the group.
  19831. * @param customRenderFunction Used to override the default render behaviour of the group.
  19832. * @returns true if rendered some submeshes.
  19833. */
  19834. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19835. /**
  19836. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19837. * @param subMeshes The submeshes to render
  19838. */
  19839. private renderOpaqueSorted;
  19840. /**
  19841. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19842. * @param subMeshes The submeshes to render
  19843. */
  19844. private renderAlphaTestSorted;
  19845. /**
  19846. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19847. * @param subMeshes The submeshes to render
  19848. */
  19849. private renderTransparentSorted;
  19850. /**
  19851. * Renders the submeshes in a specified order.
  19852. * @param subMeshes The submeshes to sort before render
  19853. * @param sortCompareFn The comparison function use to sort
  19854. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19855. * @param transparent Specifies to activate blending if true
  19856. */
  19857. private static renderSorted;
  19858. /**
  19859. * Renders the submeshes in the order they were dispatched (no sort applied).
  19860. * @param subMeshes The submeshes to render
  19861. */
  19862. private static renderUnsorted;
  19863. /**
  19864. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19865. * are rendered back to front if in the same alpha index.
  19866. *
  19867. * @param a The first submesh
  19868. * @param b The second submesh
  19869. * @returns The result of the comparison
  19870. */
  19871. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19872. /**
  19873. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19874. * are rendered back to front.
  19875. *
  19876. * @param a The first submesh
  19877. * @param b The second submesh
  19878. * @returns The result of the comparison
  19879. */
  19880. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19881. /**
  19882. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19883. * are rendered front to back (prevent overdraw).
  19884. *
  19885. * @param a The first submesh
  19886. * @param b The second submesh
  19887. * @returns The result of the comparison
  19888. */
  19889. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19890. /**
  19891. * Resets the different lists of submeshes to prepare a new frame.
  19892. */
  19893. prepare(): void;
  19894. dispose(): void;
  19895. /**
  19896. * Inserts the submesh in its correct queue depending on its material.
  19897. * @param subMesh The submesh to dispatch
  19898. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19899. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19900. */
  19901. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  19902. dispatchSprites(spriteManager: ISpriteManager): void;
  19903. dispatchParticles(particleSystem: IParticleSystem): void;
  19904. private _renderParticles;
  19905. private _renderSprites;
  19906. }
  19907. }
  19908. declare module "babylonjs/Rendering/renderingManager" {
  19909. import { Nullable } from "babylonjs/types";
  19910. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19911. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19912. import { SmartArray } from "babylonjs/Misc/smartArray";
  19913. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19914. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19915. import { Material } from "babylonjs/Materials/material";
  19916. import { Scene } from "babylonjs/scene";
  19917. import { Camera } from "babylonjs/Cameras/camera";
  19918. /**
  19919. * Interface describing the different options available in the rendering manager
  19920. * regarding Auto Clear between groups.
  19921. */
  19922. export interface IRenderingManagerAutoClearSetup {
  19923. /**
  19924. * Defines whether or not autoclear is enable.
  19925. */
  19926. autoClear: boolean;
  19927. /**
  19928. * Defines whether or not to autoclear the depth buffer.
  19929. */
  19930. depth: boolean;
  19931. /**
  19932. * Defines whether or not to autoclear the stencil buffer.
  19933. */
  19934. stencil: boolean;
  19935. }
  19936. /**
  19937. * This class is used by the onRenderingGroupObservable
  19938. */
  19939. export class RenderingGroupInfo {
  19940. /**
  19941. * The Scene that being rendered
  19942. */
  19943. scene: Scene;
  19944. /**
  19945. * The camera currently used for the rendering pass
  19946. */
  19947. camera: Nullable<Camera>;
  19948. /**
  19949. * The ID of the renderingGroup being processed
  19950. */
  19951. renderingGroupId: number;
  19952. }
  19953. /**
  19954. * This is the manager responsible of all the rendering for meshes sprites and particles.
  19955. * It is enable to manage the different groups as well as the different necessary sort functions.
  19956. * This should not be used directly aside of the few static configurations
  19957. */
  19958. export class RenderingManager {
  19959. /**
  19960. * The max id used for rendering groups (not included)
  19961. */
  19962. static MAX_RENDERINGGROUPS: number;
  19963. /**
  19964. * The min id used for rendering groups (included)
  19965. */
  19966. static MIN_RENDERINGGROUPS: number;
  19967. /**
  19968. * Used to globally prevent autoclearing scenes.
  19969. */
  19970. static AUTOCLEAR: boolean;
  19971. /**
  19972. * @hidden
  19973. */
  19974. _useSceneAutoClearSetup: boolean;
  19975. private _scene;
  19976. private _renderingGroups;
  19977. private _depthStencilBufferAlreadyCleaned;
  19978. private _autoClearDepthStencil;
  19979. private _customOpaqueSortCompareFn;
  19980. private _customAlphaTestSortCompareFn;
  19981. private _customTransparentSortCompareFn;
  19982. private _renderingGroupInfo;
  19983. /**
  19984. * Instantiates a new rendering group for a particular scene
  19985. * @param scene Defines the scene the groups belongs to
  19986. */
  19987. constructor(scene: Scene);
  19988. private _clearDepthStencilBuffer;
  19989. /**
  19990. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  19991. * @hidden
  19992. */
  19993. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  19994. /**
  19995. * Resets the different information of the group to prepare a new frame
  19996. * @hidden
  19997. */
  19998. reset(): void;
  19999. /**
  20000. * Dispose and release the group and its associated resources.
  20001. * @hidden
  20002. */
  20003. dispose(): void;
  20004. /**
  20005. * Clear the info related to rendering groups preventing retention points during dispose.
  20006. */
  20007. freeRenderingGroups(): void;
  20008. private _prepareRenderingGroup;
  20009. /**
  20010. * Add a sprite manager to the rendering manager in order to render it this frame.
  20011. * @param spriteManager Define the sprite manager to render
  20012. */
  20013. dispatchSprites(spriteManager: ISpriteManager): void;
  20014. /**
  20015. * Add a particle system to the rendering manager in order to render it this frame.
  20016. * @param particleSystem Define the particle system to render
  20017. */
  20018. dispatchParticles(particleSystem: IParticleSystem): void;
  20019. /**
  20020. * Add a submesh to the manager in order to render it this frame
  20021. * @param subMesh The submesh to dispatch
  20022. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20023. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20024. */
  20025. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20026. /**
  20027. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20028. * This allowed control for front to back rendering or reversly depending of the special needs.
  20029. *
  20030. * @param renderingGroupId The rendering group id corresponding to its index
  20031. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20032. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20033. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20034. */
  20035. 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;
  20036. /**
  20037. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20038. *
  20039. * @param renderingGroupId The rendering group id corresponding to its index
  20040. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20041. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20042. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20043. */
  20044. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20045. /**
  20046. * Gets the current auto clear configuration for one rendering group of the rendering
  20047. * manager.
  20048. * @param index the rendering group index to get the information for
  20049. * @returns The auto clear setup for the requested rendering group
  20050. */
  20051. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20052. }
  20053. }
  20054. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20055. import { Observable } from "babylonjs/Misc/observable";
  20056. import { SmartArray } from "babylonjs/Misc/smartArray";
  20057. import { Nullable } from "babylonjs/types";
  20058. import { Camera } from "babylonjs/Cameras/camera";
  20059. import { Scene } from "babylonjs/scene";
  20060. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20061. import { Color4 } from "babylonjs/Maths/math.color";
  20062. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20063. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20064. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20065. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20066. import { Texture } from "babylonjs/Materials/Textures/texture";
  20067. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20068. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20069. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20070. import { Engine } from "babylonjs/Engines/engine";
  20071. /**
  20072. * This Helps creating a texture that will be created from a camera in your scene.
  20073. * It is basically a dynamic texture that could be used to create special effects for instance.
  20074. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20075. */
  20076. export class RenderTargetTexture extends Texture {
  20077. isCube: boolean;
  20078. /**
  20079. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20080. */
  20081. static readonly REFRESHRATE_RENDER_ONCE: number;
  20082. /**
  20083. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20084. */
  20085. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20086. /**
  20087. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20088. * the central point of your effect and can save a lot of performances.
  20089. */
  20090. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20091. /**
  20092. * Use this predicate to dynamically define the list of mesh you want to render.
  20093. * If set, the renderList property will be overwritten.
  20094. */
  20095. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20096. private _renderList;
  20097. /**
  20098. * Use this list to define the list of mesh you want to render.
  20099. */
  20100. renderList: Nullable<Array<AbstractMesh>>;
  20101. private _hookArray;
  20102. /**
  20103. * Define if particles should be rendered in your texture.
  20104. */
  20105. renderParticles: boolean;
  20106. /**
  20107. * Define if sprites should be rendered in your texture.
  20108. */
  20109. renderSprites: boolean;
  20110. /**
  20111. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20112. */
  20113. coordinatesMode: number;
  20114. /**
  20115. * Define the camera used to render the texture.
  20116. */
  20117. activeCamera: Nullable<Camera>;
  20118. /**
  20119. * Override the render function of the texture with your own one.
  20120. */
  20121. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20122. /**
  20123. * Define if camera post processes should be use while rendering the texture.
  20124. */
  20125. useCameraPostProcesses: boolean;
  20126. /**
  20127. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20128. */
  20129. ignoreCameraViewport: boolean;
  20130. private _postProcessManager;
  20131. private _postProcesses;
  20132. private _resizeObserver;
  20133. /**
  20134. * An event triggered when the texture is unbind.
  20135. */
  20136. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20137. /**
  20138. * An event triggered when the texture is unbind.
  20139. */
  20140. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20141. private _onAfterUnbindObserver;
  20142. /**
  20143. * Set a after unbind callback in the texture.
  20144. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20145. */
  20146. onAfterUnbind: () => void;
  20147. /**
  20148. * An event triggered before rendering the texture
  20149. */
  20150. onBeforeRenderObservable: Observable<number>;
  20151. private _onBeforeRenderObserver;
  20152. /**
  20153. * Set a before render callback in the texture.
  20154. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20155. */
  20156. onBeforeRender: (faceIndex: number) => void;
  20157. /**
  20158. * An event triggered after rendering the texture
  20159. */
  20160. onAfterRenderObservable: Observable<number>;
  20161. private _onAfterRenderObserver;
  20162. /**
  20163. * Set a after render callback in the texture.
  20164. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20165. */
  20166. onAfterRender: (faceIndex: number) => void;
  20167. /**
  20168. * An event triggered after the texture clear
  20169. */
  20170. onClearObservable: Observable<Engine>;
  20171. private _onClearObserver;
  20172. /**
  20173. * Set a clear callback in the texture.
  20174. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20175. */
  20176. onClear: (Engine: Engine) => void;
  20177. /**
  20178. * Define the clear color of the Render Target if it should be different from the scene.
  20179. */
  20180. clearColor: Color4;
  20181. protected _size: number | {
  20182. width: number;
  20183. height: number;
  20184. };
  20185. protected _initialSizeParameter: number | {
  20186. width: number;
  20187. height: number;
  20188. } | {
  20189. ratio: number;
  20190. };
  20191. protected _sizeRatio: Nullable<number>;
  20192. /** @hidden */
  20193. _generateMipMaps: boolean;
  20194. protected _renderingManager: RenderingManager;
  20195. /** @hidden */
  20196. _waitingRenderList: string[];
  20197. protected _doNotChangeAspectRatio: boolean;
  20198. protected _currentRefreshId: number;
  20199. protected _refreshRate: number;
  20200. protected _textureMatrix: Matrix;
  20201. protected _samples: number;
  20202. protected _renderTargetOptions: RenderTargetCreationOptions;
  20203. /**
  20204. * Gets render target creation options that were used.
  20205. */
  20206. readonly renderTargetOptions: RenderTargetCreationOptions;
  20207. protected _engine: Engine;
  20208. protected _onRatioRescale(): void;
  20209. /**
  20210. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20211. * It must define where the camera used to render the texture is set
  20212. */
  20213. boundingBoxPosition: Vector3;
  20214. private _boundingBoxSize;
  20215. /**
  20216. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20217. * When defined, the cubemap will switch to local mode
  20218. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20219. * @example https://www.babylonjs-playground.com/#RNASML
  20220. */
  20221. boundingBoxSize: Vector3;
  20222. /**
  20223. * In case the RTT has been created with a depth texture, get the associated
  20224. * depth texture.
  20225. * Otherwise, return null.
  20226. */
  20227. depthStencilTexture: Nullable<InternalTexture>;
  20228. /**
  20229. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20230. * or used a shadow, depth texture...
  20231. * @param name The friendly name of the texture
  20232. * @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)
  20233. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20234. * @param generateMipMaps True if mip maps need to be generated after render.
  20235. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20236. * @param type The type of the buffer in the RTT (int, half float, float...)
  20237. * @param isCube True if a cube texture needs to be created
  20238. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20239. * @param generateDepthBuffer True to generate a depth buffer
  20240. * @param generateStencilBuffer True to generate a stencil buffer
  20241. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20242. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20243. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20244. */
  20245. constructor(name: string, size: number | {
  20246. width: number;
  20247. height: number;
  20248. } | {
  20249. ratio: number;
  20250. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20251. /**
  20252. * Creates a depth stencil texture.
  20253. * This is only available in WebGL 2 or with the depth texture extension available.
  20254. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20255. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20256. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20257. */
  20258. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20259. private _processSizeParameter;
  20260. /**
  20261. * Define the number of samples to use in case of MSAA.
  20262. * It defaults to one meaning no MSAA has been enabled.
  20263. */
  20264. samples: number;
  20265. /**
  20266. * Resets the refresh counter of the texture and start bak from scratch.
  20267. * Could be useful to regenerate the texture if it is setup to render only once.
  20268. */
  20269. resetRefreshCounter(): void;
  20270. /**
  20271. * Define the refresh rate of the texture or the rendering frequency.
  20272. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20273. */
  20274. refreshRate: number;
  20275. /**
  20276. * Adds a post process to the render target rendering passes.
  20277. * @param postProcess define the post process to add
  20278. */
  20279. addPostProcess(postProcess: PostProcess): void;
  20280. /**
  20281. * Clear all the post processes attached to the render target
  20282. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20283. */
  20284. clearPostProcesses(dispose?: boolean): void;
  20285. /**
  20286. * Remove one of the post process from the list of attached post processes to the texture
  20287. * @param postProcess define the post process to remove from the list
  20288. */
  20289. removePostProcess(postProcess: PostProcess): void;
  20290. /** @hidden */
  20291. _shouldRender(): boolean;
  20292. /**
  20293. * Gets the actual render size of the texture.
  20294. * @returns the width of the render size
  20295. */
  20296. getRenderSize(): number;
  20297. /**
  20298. * Gets the actual render width of the texture.
  20299. * @returns the width of the render size
  20300. */
  20301. getRenderWidth(): number;
  20302. /**
  20303. * Gets the actual render height of the texture.
  20304. * @returns the height of the render size
  20305. */
  20306. getRenderHeight(): number;
  20307. /**
  20308. * Get if the texture can be rescaled or not.
  20309. */
  20310. readonly canRescale: boolean;
  20311. /**
  20312. * Resize the texture using a ratio.
  20313. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20314. */
  20315. scale(ratio: number): void;
  20316. /**
  20317. * Get the texture reflection matrix used to rotate/transform the reflection.
  20318. * @returns the reflection matrix
  20319. */
  20320. getReflectionTextureMatrix(): Matrix;
  20321. /**
  20322. * Resize the texture to a new desired size.
  20323. * Be carrefull as it will recreate all the data in the new texture.
  20324. * @param size Define the new size. It can be:
  20325. * - a number for squared texture,
  20326. * - an object containing { width: number, height: number }
  20327. * - or an object containing a ratio { ratio: number }
  20328. */
  20329. resize(size: number | {
  20330. width: number;
  20331. height: number;
  20332. } | {
  20333. ratio: number;
  20334. }): void;
  20335. /**
  20336. * Renders all the objects from the render list into the texture.
  20337. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20338. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20339. */
  20340. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20341. private _bestReflectionRenderTargetDimension;
  20342. /**
  20343. * @hidden
  20344. * @param faceIndex face index to bind to if this is a cubetexture
  20345. */
  20346. _bindFrameBuffer(faceIndex?: number): void;
  20347. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20348. private renderToTarget;
  20349. /**
  20350. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20351. * This allowed control for front to back rendering or reversly depending of the special needs.
  20352. *
  20353. * @param renderingGroupId The rendering group id corresponding to its index
  20354. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20355. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20356. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20357. */
  20358. 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;
  20359. /**
  20360. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20361. *
  20362. * @param renderingGroupId The rendering group id corresponding to its index
  20363. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20364. */
  20365. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20366. /**
  20367. * Clones the texture.
  20368. * @returns the cloned texture
  20369. */
  20370. clone(): RenderTargetTexture;
  20371. /**
  20372. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20373. * @returns The JSON representation of the texture
  20374. */
  20375. serialize(): any;
  20376. /**
  20377. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20378. */
  20379. disposeFramebufferObjects(): void;
  20380. /**
  20381. * Dispose the texture and release its associated resources.
  20382. */
  20383. dispose(): void;
  20384. /** @hidden */
  20385. _rebuild(): void;
  20386. /**
  20387. * Clear the info related to rendering groups preventing retention point in material dispose.
  20388. */
  20389. freeRenderingGroups(): void;
  20390. /**
  20391. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20392. * @returns the view count
  20393. */
  20394. getViewCount(): number;
  20395. }
  20396. }
  20397. declare module "babylonjs/Materials/material" {
  20398. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20399. import { SmartArray } from "babylonjs/Misc/smartArray";
  20400. import { Observable } from "babylonjs/Misc/observable";
  20401. import { Nullable } from "babylonjs/types";
  20402. import { Scene } from "babylonjs/scene";
  20403. import { Matrix } from "babylonjs/Maths/math.vector";
  20404. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20405. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20406. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20407. import { Effect } from "babylonjs/Materials/effect";
  20408. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20409. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20410. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20411. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20412. import { Mesh } from "babylonjs/Meshes/mesh";
  20413. import { Animation } from "babylonjs/Animations/animation";
  20414. /**
  20415. * Base class for the main features of a material in Babylon.js
  20416. */
  20417. export class Material implements IAnimatable {
  20418. /**
  20419. * Returns the triangle fill mode
  20420. */
  20421. static readonly TriangleFillMode: number;
  20422. /**
  20423. * Returns the wireframe mode
  20424. */
  20425. static readonly WireFrameFillMode: number;
  20426. /**
  20427. * Returns the point fill mode
  20428. */
  20429. static readonly PointFillMode: number;
  20430. /**
  20431. * Returns the point list draw mode
  20432. */
  20433. static readonly PointListDrawMode: number;
  20434. /**
  20435. * Returns the line list draw mode
  20436. */
  20437. static readonly LineListDrawMode: number;
  20438. /**
  20439. * Returns the line loop draw mode
  20440. */
  20441. static readonly LineLoopDrawMode: number;
  20442. /**
  20443. * Returns the line strip draw mode
  20444. */
  20445. static readonly LineStripDrawMode: number;
  20446. /**
  20447. * Returns the triangle strip draw mode
  20448. */
  20449. static readonly TriangleStripDrawMode: number;
  20450. /**
  20451. * Returns the triangle fan draw mode
  20452. */
  20453. static readonly TriangleFanDrawMode: number;
  20454. /**
  20455. * Stores the clock-wise side orientation
  20456. */
  20457. static readonly ClockWiseSideOrientation: number;
  20458. /**
  20459. * Stores the counter clock-wise side orientation
  20460. */
  20461. static readonly CounterClockWiseSideOrientation: number;
  20462. /**
  20463. * The dirty texture flag value
  20464. */
  20465. static readonly TextureDirtyFlag: number;
  20466. /**
  20467. * The dirty light flag value
  20468. */
  20469. static readonly LightDirtyFlag: number;
  20470. /**
  20471. * The dirty fresnel flag value
  20472. */
  20473. static readonly FresnelDirtyFlag: number;
  20474. /**
  20475. * The dirty attribute flag value
  20476. */
  20477. static readonly AttributesDirtyFlag: number;
  20478. /**
  20479. * The dirty misc flag value
  20480. */
  20481. static readonly MiscDirtyFlag: number;
  20482. /**
  20483. * The all dirty flag value
  20484. */
  20485. static readonly AllDirtyFlag: number;
  20486. /**
  20487. * The ID of the material
  20488. */
  20489. id: string;
  20490. /**
  20491. * Gets or sets the unique id of the material
  20492. */
  20493. uniqueId: number;
  20494. /**
  20495. * The name of the material
  20496. */
  20497. name: string;
  20498. /**
  20499. * Gets or sets user defined metadata
  20500. */
  20501. metadata: any;
  20502. /**
  20503. * For internal use only. Please do not use.
  20504. */
  20505. reservedDataStore: any;
  20506. /**
  20507. * Specifies if the ready state should be checked on each call
  20508. */
  20509. checkReadyOnEveryCall: boolean;
  20510. /**
  20511. * Specifies if the ready state should be checked once
  20512. */
  20513. checkReadyOnlyOnce: boolean;
  20514. /**
  20515. * The state of the material
  20516. */
  20517. state: string;
  20518. /**
  20519. * The alpha value of the material
  20520. */
  20521. protected _alpha: number;
  20522. /**
  20523. * List of inspectable custom properties (used by the Inspector)
  20524. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20525. */
  20526. inspectableCustomProperties: IInspectable[];
  20527. /**
  20528. * Sets the alpha value of the material
  20529. */
  20530. /**
  20531. * Gets the alpha value of the material
  20532. */
  20533. alpha: number;
  20534. /**
  20535. * Specifies if back face culling is enabled
  20536. */
  20537. protected _backFaceCulling: boolean;
  20538. /**
  20539. * Sets the back-face culling state
  20540. */
  20541. /**
  20542. * Gets the back-face culling state
  20543. */
  20544. backFaceCulling: boolean;
  20545. /**
  20546. * Stores the value for side orientation
  20547. */
  20548. sideOrientation: number;
  20549. /**
  20550. * Callback triggered when the material is compiled
  20551. */
  20552. onCompiled: Nullable<(effect: Effect) => void>;
  20553. /**
  20554. * Callback triggered when an error occurs
  20555. */
  20556. onError: Nullable<(effect: Effect, errors: string) => void>;
  20557. /**
  20558. * Callback triggered to get the render target textures
  20559. */
  20560. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20561. /**
  20562. * Gets a boolean indicating that current material needs to register RTT
  20563. */
  20564. readonly hasRenderTargetTextures: boolean;
  20565. /**
  20566. * Specifies if the material should be serialized
  20567. */
  20568. doNotSerialize: boolean;
  20569. /**
  20570. * @hidden
  20571. */
  20572. _storeEffectOnSubMeshes: boolean;
  20573. /**
  20574. * Stores the animations for the material
  20575. */
  20576. animations: Nullable<Array<Animation>>;
  20577. /**
  20578. * An event triggered when the material is disposed
  20579. */
  20580. onDisposeObservable: Observable<Material>;
  20581. /**
  20582. * An observer which watches for dispose events
  20583. */
  20584. private _onDisposeObserver;
  20585. private _onUnBindObservable;
  20586. /**
  20587. * Called during a dispose event
  20588. */
  20589. onDispose: () => void;
  20590. private _onBindObservable;
  20591. /**
  20592. * An event triggered when the material is bound
  20593. */
  20594. readonly onBindObservable: Observable<AbstractMesh>;
  20595. /**
  20596. * An observer which watches for bind events
  20597. */
  20598. private _onBindObserver;
  20599. /**
  20600. * Called during a bind event
  20601. */
  20602. onBind: (Mesh: AbstractMesh) => void;
  20603. /**
  20604. * An event triggered when the material is unbound
  20605. */
  20606. readonly onUnBindObservable: Observable<Material>;
  20607. /**
  20608. * Stores the value of the alpha mode
  20609. */
  20610. private _alphaMode;
  20611. /**
  20612. * Sets the value of the alpha mode.
  20613. *
  20614. * | Value | Type | Description |
  20615. * | --- | --- | --- |
  20616. * | 0 | ALPHA_DISABLE | |
  20617. * | 1 | ALPHA_ADD | |
  20618. * | 2 | ALPHA_COMBINE | |
  20619. * | 3 | ALPHA_SUBTRACT | |
  20620. * | 4 | ALPHA_MULTIPLY | |
  20621. * | 5 | ALPHA_MAXIMIZED | |
  20622. * | 6 | ALPHA_ONEONE | |
  20623. * | 7 | ALPHA_PREMULTIPLIED | |
  20624. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20625. * | 9 | ALPHA_INTERPOLATE | |
  20626. * | 10 | ALPHA_SCREENMODE | |
  20627. *
  20628. */
  20629. /**
  20630. * Gets the value of the alpha mode
  20631. */
  20632. alphaMode: number;
  20633. /**
  20634. * Stores the state of the need depth pre-pass value
  20635. */
  20636. private _needDepthPrePass;
  20637. /**
  20638. * Sets the need depth pre-pass value
  20639. */
  20640. /**
  20641. * Gets the depth pre-pass value
  20642. */
  20643. needDepthPrePass: boolean;
  20644. /**
  20645. * Specifies if depth writing should be disabled
  20646. */
  20647. disableDepthWrite: boolean;
  20648. /**
  20649. * Specifies if depth writing should be forced
  20650. */
  20651. forceDepthWrite: boolean;
  20652. /**
  20653. * Specifies if there should be a separate pass for culling
  20654. */
  20655. separateCullingPass: boolean;
  20656. /**
  20657. * Stores the state specifing if fog should be enabled
  20658. */
  20659. private _fogEnabled;
  20660. /**
  20661. * Sets the state for enabling fog
  20662. */
  20663. /**
  20664. * Gets the value of the fog enabled state
  20665. */
  20666. fogEnabled: boolean;
  20667. /**
  20668. * Stores the size of points
  20669. */
  20670. pointSize: number;
  20671. /**
  20672. * Stores the z offset value
  20673. */
  20674. zOffset: number;
  20675. /**
  20676. * Gets a value specifying if wireframe mode is enabled
  20677. */
  20678. /**
  20679. * Sets the state of wireframe mode
  20680. */
  20681. wireframe: boolean;
  20682. /**
  20683. * Gets the value specifying if point clouds are enabled
  20684. */
  20685. /**
  20686. * Sets the state of point cloud mode
  20687. */
  20688. pointsCloud: boolean;
  20689. /**
  20690. * Gets the material fill mode
  20691. */
  20692. /**
  20693. * Sets the material fill mode
  20694. */
  20695. fillMode: number;
  20696. /**
  20697. * @hidden
  20698. * Stores the effects for the material
  20699. */
  20700. _effect: Nullable<Effect>;
  20701. /**
  20702. * @hidden
  20703. * Specifies if the material was previously ready
  20704. */
  20705. _wasPreviouslyReady: boolean;
  20706. /**
  20707. * Specifies if uniform buffers should be used
  20708. */
  20709. private _useUBO;
  20710. /**
  20711. * Stores a reference to the scene
  20712. */
  20713. private _scene;
  20714. /**
  20715. * Stores the fill mode state
  20716. */
  20717. private _fillMode;
  20718. /**
  20719. * Specifies if the depth write state should be cached
  20720. */
  20721. private _cachedDepthWriteState;
  20722. /**
  20723. * Stores the uniform buffer
  20724. */
  20725. protected _uniformBuffer: UniformBuffer;
  20726. /** @hidden */
  20727. _indexInSceneMaterialArray: number;
  20728. /** @hidden */
  20729. meshMap: Nullable<{
  20730. [id: string]: AbstractMesh | undefined;
  20731. }>;
  20732. /**
  20733. * Creates a material instance
  20734. * @param name defines the name of the material
  20735. * @param scene defines the scene to reference
  20736. * @param doNotAdd specifies if the material should be added to the scene
  20737. */
  20738. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20739. /**
  20740. * Returns a string representation of the current material
  20741. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20742. * @returns a string with material information
  20743. */
  20744. toString(fullDetails?: boolean): string;
  20745. /**
  20746. * Gets the class name of the material
  20747. * @returns a string with the class name of the material
  20748. */
  20749. getClassName(): string;
  20750. /**
  20751. * Specifies if updates for the material been locked
  20752. */
  20753. readonly isFrozen: boolean;
  20754. /**
  20755. * Locks updates for the material
  20756. */
  20757. freeze(): void;
  20758. /**
  20759. * Unlocks updates for the material
  20760. */
  20761. unfreeze(): void;
  20762. /**
  20763. * Specifies if the material is ready to be used
  20764. * @param mesh defines the mesh to check
  20765. * @param useInstances specifies if instances should be used
  20766. * @returns a boolean indicating if the material is ready to be used
  20767. */
  20768. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20769. /**
  20770. * Specifies that the submesh is ready to be used
  20771. * @param mesh defines the mesh to check
  20772. * @param subMesh defines which submesh to check
  20773. * @param useInstances specifies that instances should be used
  20774. * @returns a boolean indicating that the submesh is ready or not
  20775. */
  20776. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20777. /**
  20778. * Returns the material effect
  20779. * @returns the effect associated with the material
  20780. */
  20781. getEffect(): Nullable<Effect>;
  20782. /**
  20783. * Returns the current scene
  20784. * @returns a Scene
  20785. */
  20786. getScene(): Scene;
  20787. /**
  20788. * Specifies if the material will require alpha blending
  20789. * @returns a boolean specifying if alpha blending is needed
  20790. */
  20791. needAlphaBlending(): boolean;
  20792. /**
  20793. * Specifies if the mesh will require alpha blending
  20794. * @param mesh defines the mesh to check
  20795. * @returns a boolean specifying if alpha blending is needed for the mesh
  20796. */
  20797. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20798. /**
  20799. * Specifies if this material should be rendered in alpha test mode
  20800. * @returns a boolean specifying if an alpha test is needed.
  20801. */
  20802. needAlphaTesting(): boolean;
  20803. /**
  20804. * Gets the texture used for the alpha test
  20805. * @returns the texture to use for alpha testing
  20806. */
  20807. getAlphaTestTexture(): Nullable<BaseTexture>;
  20808. /**
  20809. * Marks the material to indicate that it needs to be re-calculated
  20810. */
  20811. markDirty(): void;
  20812. /** @hidden */
  20813. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20814. /**
  20815. * Binds the material to the mesh
  20816. * @param world defines the world transformation matrix
  20817. * @param mesh defines the mesh to bind the material to
  20818. */
  20819. bind(world: Matrix, mesh?: Mesh): void;
  20820. /**
  20821. * Binds the submesh to the material
  20822. * @param world defines the world transformation matrix
  20823. * @param mesh defines the mesh containing the submesh
  20824. * @param subMesh defines the submesh to bind the material to
  20825. */
  20826. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20827. /**
  20828. * Binds the world matrix to the material
  20829. * @param world defines the world transformation matrix
  20830. */
  20831. bindOnlyWorldMatrix(world: Matrix): void;
  20832. /**
  20833. * Binds the scene's uniform buffer to the effect.
  20834. * @param effect defines the effect to bind to the scene uniform buffer
  20835. * @param sceneUbo defines the uniform buffer storing scene data
  20836. */
  20837. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20838. /**
  20839. * Binds the view matrix to the effect
  20840. * @param effect defines the effect to bind the view matrix to
  20841. */
  20842. bindView(effect: Effect): void;
  20843. /**
  20844. * Binds the view projection matrix to the effect
  20845. * @param effect defines the effect to bind the view projection matrix to
  20846. */
  20847. bindViewProjection(effect: Effect): void;
  20848. /**
  20849. * Specifies if material alpha testing should be turned on for the mesh
  20850. * @param mesh defines the mesh to check
  20851. */
  20852. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20853. /**
  20854. * Processes to execute after binding the material to a mesh
  20855. * @param mesh defines the rendered mesh
  20856. */
  20857. protected _afterBind(mesh?: Mesh): void;
  20858. /**
  20859. * Unbinds the material from the mesh
  20860. */
  20861. unbind(): void;
  20862. /**
  20863. * Gets the active textures from the material
  20864. * @returns an array of textures
  20865. */
  20866. getActiveTextures(): BaseTexture[];
  20867. /**
  20868. * Specifies if the material uses a texture
  20869. * @param texture defines the texture to check against the material
  20870. * @returns a boolean specifying if the material uses the texture
  20871. */
  20872. hasTexture(texture: BaseTexture): boolean;
  20873. /**
  20874. * Makes a duplicate of the material, and gives it a new name
  20875. * @param name defines the new name for the duplicated material
  20876. * @returns the cloned material
  20877. */
  20878. clone(name: string): Nullable<Material>;
  20879. /**
  20880. * Gets the meshes bound to the material
  20881. * @returns an array of meshes bound to the material
  20882. */
  20883. getBindedMeshes(): AbstractMesh[];
  20884. /**
  20885. * Force shader compilation
  20886. * @param mesh defines the mesh associated with this material
  20887. * @param onCompiled defines a function to execute once the material is compiled
  20888. * @param options defines the options to configure the compilation
  20889. */
  20890. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20891. clipPlane: boolean;
  20892. }>): void;
  20893. /**
  20894. * Force shader compilation
  20895. * @param mesh defines the mesh that will use this material
  20896. * @param options defines additional options for compiling the shaders
  20897. * @returns a promise that resolves when the compilation completes
  20898. */
  20899. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  20900. clipPlane: boolean;
  20901. }>): Promise<void>;
  20902. private static readonly _AllDirtyCallBack;
  20903. private static readonly _ImageProcessingDirtyCallBack;
  20904. private static readonly _TextureDirtyCallBack;
  20905. private static readonly _FresnelDirtyCallBack;
  20906. private static readonly _MiscDirtyCallBack;
  20907. private static readonly _LightsDirtyCallBack;
  20908. private static readonly _AttributeDirtyCallBack;
  20909. private static _FresnelAndMiscDirtyCallBack;
  20910. private static _TextureAndMiscDirtyCallBack;
  20911. private static readonly _DirtyCallbackArray;
  20912. private static readonly _RunDirtyCallBacks;
  20913. /**
  20914. * Marks a define in the material to indicate that it needs to be re-computed
  20915. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  20916. */
  20917. markAsDirty(flag: number): void;
  20918. /**
  20919. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  20920. * @param func defines a function which checks material defines against the submeshes
  20921. */
  20922. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  20923. /**
  20924. * Indicates that we need to re-calculated for all submeshes
  20925. */
  20926. protected _markAllSubMeshesAsAllDirty(): void;
  20927. /**
  20928. * Indicates that image processing needs to be re-calculated for all submeshes
  20929. */
  20930. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  20931. /**
  20932. * Indicates that textures need to be re-calculated for all submeshes
  20933. */
  20934. protected _markAllSubMeshesAsTexturesDirty(): void;
  20935. /**
  20936. * Indicates that fresnel needs to be re-calculated for all submeshes
  20937. */
  20938. protected _markAllSubMeshesAsFresnelDirty(): void;
  20939. /**
  20940. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  20941. */
  20942. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  20943. /**
  20944. * Indicates that lights need to be re-calculated for all submeshes
  20945. */
  20946. protected _markAllSubMeshesAsLightsDirty(): void;
  20947. /**
  20948. * Indicates that attributes need to be re-calculated for all submeshes
  20949. */
  20950. protected _markAllSubMeshesAsAttributesDirty(): void;
  20951. /**
  20952. * Indicates that misc needs to be re-calculated for all submeshes
  20953. */
  20954. protected _markAllSubMeshesAsMiscDirty(): void;
  20955. /**
  20956. * Indicates that textures and misc need to be re-calculated for all submeshes
  20957. */
  20958. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  20959. /**
  20960. * Disposes the material
  20961. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20962. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20963. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20964. */
  20965. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20966. /** @hidden */
  20967. private releaseVertexArrayObject;
  20968. /**
  20969. * Serializes this material
  20970. * @returns the serialized material object
  20971. */
  20972. serialize(): any;
  20973. /**
  20974. * Creates a material from parsed material data
  20975. * @param parsedMaterial defines parsed material data
  20976. * @param scene defines the hosting scene
  20977. * @param rootUrl defines the root URL to use to load textures
  20978. * @returns a new material
  20979. */
  20980. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  20981. }
  20982. }
  20983. declare module "babylonjs/Materials/multiMaterial" {
  20984. import { Nullable } from "babylonjs/types";
  20985. import { Scene } from "babylonjs/scene";
  20986. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20987. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  20988. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20989. import { Material } from "babylonjs/Materials/material";
  20990. /**
  20991. * A multi-material is used to apply different materials to different parts of the same object without the need of
  20992. * separate meshes. This can be use to improve performances.
  20993. * @see http://doc.babylonjs.com/how_to/multi_materials
  20994. */
  20995. export class MultiMaterial extends Material {
  20996. private _subMaterials;
  20997. /**
  20998. * Gets or Sets the list of Materials used within the multi material.
  20999. * They need to be ordered according to the submeshes order in the associated mesh
  21000. */
  21001. subMaterials: Nullable<Material>[];
  21002. /**
  21003. * Function used to align with Node.getChildren()
  21004. * @returns the list of Materials used within the multi material
  21005. */
  21006. getChildren(): Nullable<Material>[];
  21007. /**
  21008. * Instantiates a new Multi Material
  21009. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21010. * separate meshes. This can be use to improve performances.
  21011. * @see http://doc.babylonjs.com/how_to/multi_materials
  21012. * @param name Define the name in the scene
  21013. * @param scene Define the scene the material belongs to
  21014. */
  21015. constructor(name: string, scene: Scene);
  21016. private _hookArray;
  21017. /**
  21018. * Get one of the submaterial by its index in the submaterials array
  21019. * @param index The index to look the sub material at
  21020. * @returns The Material if the index has been defined
  21021. */
  21022. getSubMaterial(index: number): Nullable<Material>;
  21023. /**
  21024. * Get the list of active textures for the whole sub materials list.
  21025. * @returns All the textures that will be used during the rendering
  21026. */
  21027. getActiveTextures(): BaseTexture[];
  21028. /**
  21029. * Gets the current class name of the material e.g. "MultiMaterial"
  21030. * Mainly use in serialization.
  21031. * @returns the class name
  21032. */
  21033. getClassName(): string;
  21034. /**
  21035. * Checks if the material is ready to render the requested sub mesh
  21036. * @param mesh Define the mesh the submesh belongs to
  21037. * @param subMesh Define the sub mesh to look readyness for
  21038. * @param useInstances Define whether or not the material is used with instances
  21039. * @returns true if ready, otherwise false
  21040. */
  21041. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21042. /**
  21043. * Clones the current material and its related sub materials
  21044. * @param name Define the name of the newly cloned material
  21045. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21046. * @returns the cloned material
  21047. */
  21048. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21049. /**
  21050. * Serializes the materials into a JSON representation.
  21051. * @returns the JSON representation
  21052. */
  21053. serialize(): any;
  21054. /**
  21055. * Dispose the material and release its associated resources
  21056. * @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)
  21057. * @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)
  21058. * @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)
  21059. */
  21060. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21061. /**
  21062. * Creates a MultiMaterial from parsed MultiMaterial data.
  21063. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21064. * @param scene defines the hosting scene
  21065. * @returns a new MultiMaterial
  21066. */
  21067. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21068. }
  21069. }
  21070. declare module "babylonjs/Meshes/subMesh" {
  21071. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21072. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21073. import { Engine } from "babylonjs/Engines/engine";
  21074. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21075. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21076. import { Effect } from "babylonjs/Materials/effect";
  21077. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21078. import { Plane } from "babylonjs/Maths/math.plane";
  21079. import { Collider } from "babylonjs/Collisions/collider";
  21080. import { Material } from "babylonjs/Materials/material";
  21081. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21082. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21083. import { Mesh } from "babylonjs/Meshes/mesh";
  21084. import { Ray } from "babylonjs/Culling/ray";
  21085. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21086. /**
  21087. * Base class for submeshes
  21088. */
  21089. export class BaseSubMesh {
  21090. /** @hidden */
  21091. _materialDefines: Nullable<MaterialDefines>;
  21092. /** @hidden */
  21093. _materialEffect: Nullable<Effect>;
  21094. /**
  21095. * Gets associated effect
  21096. */
  21097. readonly effect: Nullable<Effect>;
  21098. /**
  21099. * Sets associated effect (effect used to render this submesh)
  21100. * @param effect defines the effect to associate with
  21101. * @param defines defines the set of defines used to compile this effect
  21102. */
  21103. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21104. }
  21105. /**
  21106. * Defines a subdivision inside a mesh
  21107. */
  21108. export class SubMesh extends BaseSubMesh implements ICullable {
  21109. /** the material index to use */
  21110. materialIndex: number;
  21111. /** vertex index start */
  21112. verticesStart: number;
  21113. /** vertices count */
  21114. verticesCount: number;
  21115. /** index start */
  21116. indexStart: number;
  21117. /** indices count */
  21118. indexCount: number;
  21119. /** @hidden */
  21120. _linesIndexCount: number;
  21121. private _mesh;
  21122. private _renderingMesh;
  21123. private _boundingInfo;
  21124. private _linesIndexBuffer;
  21125. /** @hidden */
  21126. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21127. /** @hidden */
  21128. _trianglePlanes: Plane[];
  21129. /** @hidden */
  21130. _lastColliderTransformMatrix: Nullable<Matrix>;
  21131. /** @hidden */
  21132. _renderId: number;
  21133. /** @hidden */
  21134. _alphaIndex: number;
  21135. /** @hidden */
  21136. _distanceToCamera: number;
  21137. /** @hidden */
  21138. _id: number;
  21139. private _currentMaterial;
  21140. /**
  21141. * Add a new submesh to a mesh
  21142. * @param materialIndex defines the material index to use
  21143. * @param verticesStart defines vertex index start
  21144. * @param verticesCount defines vertices count
  21145. * @param indexStart defines index start
  21146. * @param indexCount defines indices count
  21147. * @param mesh defines the parent mesh
  21148. * @param renderingMesh defines an optional rendering mesh
  21149. * @param createBoundingBox defines if bounding box should be created for this submesh
  21150. * @returns the new submesh
  21151. */
  21152. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21153. /**
  21154. * Creates a new submesh
  21155. * @param materialIndex defines the material index to use
  21156. * @param verticesStart defines vertex index start
  21157. * @param verticesCount defines vertices count
  21158. * @param indexStart defines index start
  21159. * @param indexCount defines indices count
  21160. * @param mesh defines the parent mesh
  21161. * @param renderingMesh defines an optional rendering mesh
  21162. * @param createBoundingBox defines if bounding box should be created for this submesh
  21163. */
  21164. constructor(
  21165. /** the material index to use */
  21166. materialIndex: number,
  21167. /** vertex index start */
  21168. verticesStart: number,
  21169. /** vertices count */
  21170. verticesCount: number,
  21171. /** index start */
  21172. indexStart: number,
  21173. /** indices count */
  21174. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21175. /**
  21176. * Returns true if this submesh covers the entire parent mesh
  21177. * @ignorenaming
  21178. */
  21179. readonly IsGlobal: boolean;
  21180. /**
  21181. * Returns the submesh BoudingInfo object
  21182. * @returns current bounding info (or mesh's one if the submesh is global)
  21183. */
  21184. getBoundingInfo(): BoundingInfo;
  21185. /**
  21186. * Sets the submesh BoundingInfo
  21187. * @param boundingInfo defines the new bounding info to use
  21188. * @returns the SubMesh
  21189. */
  21190. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21191. /**
  21192. * Returns the mesh of the current submesh
  21193. * @return the parent mesh
  21194. */
  21195. getMesh(): AbstractMesh;
  21196. /**
  21197. * Returns the rendering mesh of the submesh
  21198. * @returns the rendering mesh (could be different from parent mesh)
  21199. */
  21200. getRenderingMesh(): Mesh;
  21201. /**
  21202. * Returns the submesh material
  21203. * @returns null or the current material
  21204. */
  21205. getMaterial(): Nullable<Material>;
  21206. /**
  21207. * Sets a new updated BoundingInfo object to the submesh
  21208. * @param data defines an optional position array to use to determine the bounding info
  21209. * @returns the SubMesh
  21210. */
  21211. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21212. /** @hidden */
  21213. _checkCollision(collider: Collider): boolean;
  21214. /**
  21215. * Updates the submesh BoundingInfo
  21216. * @param world defines the world matrix to use to update the bounding info
  21217. * @returns the submesh
  21218. */
  21219. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21220. /**
  21221. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21222. * @param frustumPlanes defines the frustum planes
  21223. * @returns true if the submesh is intersecting with the frustum
  21224. */
  21225. isInFrustum(frustumPlanes: Plane[]): boolean;
  21226. /**
  21227. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21228. * @param frustumPlanes defines the frustum planes
  21229. * @returns true if the submesh is inside the frustum
  21230. */
  21231. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21232. /**
  21233. * Renders the submesh
  21234. * @param enableAlphaMode defines if alpha needs to be used
  21235. * @returns the submesh
  21236. */
  21237. render(enableAlphaMode: boolean): SubMesh;
  21238. /**
  21239. * @hidden
  21240. */
  21241. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21242. /**
  21243. * Checks if the submesh intersects with a ray
  21244. * @param ray defines the ray to test
  21245. * @returns true is the passed ray intersects the submesh bounding box
  21246. */
  21247. canIntersects(ray: Ray): boolean;
  21248. /**
  21249. * Intersects current submesh with a ray
  21250. * @param ray defines the ray to test
  21251. * @param positions defines mesh's positions array
  21252. * @param indices defines mesh's indices array
  21253. * @param fastCheck defines if only bounding info should be used
  21254. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21255. * @returns intersection info or null if no intersection
  21256. */
  21257. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21258. /** @hidden */
  21259. private _intersectLines;
  21260. /** @hidden */
  21261. private _intersectUnIndexedLines;
  21262. /** @hidden */
  21263. private _intersectTriangles;
  21264. /** @hidden */
  21265. private _intersectUnIndexedTriangles;
  21266. /** @hidden */
  21267. _rebuild(): void;
  21268. /**
  21269. * Creates a new submesh from the passed mesh
  21270. * @param newMesh defines the new hosting mesh
  21271. * @param newRenderingMesh defines an optional rendering mesh
  21272. * @returns the new submesh
  21273. */
  21274. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21275. /**
  21276. * Release associated resources
  21277. */
  21278. dispose(): void;
  21279. /**
  21280. * Gets the class name
  21281. * @returns the string "SubMesh".
  21282. */
  21283. getClassName(): string;
  21284. /**
  21285. * Creates a new submesh from indices data
  21286. * @param materialIndex the index of the main mesh material
  21287. * @param startIndex the index where to start the copy in the mesh indices array
  21288. * @param indexCount the number of indices to copy then from the startIndex
  21289. * @param mesh the main mesh to create the submesh from
  21290. * @param renderingMesh the optional rendering mesh
  21291. * @returns a new submesh
  21292. */
  21293. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21294. }
  21295. }
  21296. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21297. /**
  21298. * Class used to represent data loading progression
  21299. */
  21300. export class SceneLoaderFlags {
  21301. private static _ForceFullSceneLoadingForIncremental;
  21302. private static _ShowLoadingScreen;
  21303. private static _CleanBoneMatrixWeights;
  21304. private static _loggingLevel;
  21305. /**
  21306. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21307. */
  21308. static ForceFullSceneLoadingForIncremental: boolean;
  21309. /**
  21310. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21311. */
  21312. static ShowLoadingScreen: boolean;
  21313. /**
  21314. * Defines the current logging level (while loading the scene)
  21315. * @ignorenaming
  21316. */
  21317. static loggingLevel: number;
  21318. /**
  21319. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21320. */
  21321. static CleanBoneMatrixWeights: boolean;
  21322. }
  21323. }
  21324. declare module "babylonjs/Meshes/geometry" {
  21325. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21326. import { Scene } from "babylonjs/scene";
  21327. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21328. import { Engine } from "babylonjs/Engines/engine";
  21329. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21330. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21331. import { Effect } from "babylonjs/Materials/effect";
  21332. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21333. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21334. import { Mesh } from "babylonjs/Meshes/mesh";
  21335. /**
  21336. * Class used to store geometry data (vertex buffers + index buffer)
  21337. */
  21338. export class Geometry implements IGetSetVerticesData {
  21339. /**
  21340. * Gets or sets the ID of the geometry
  21341. */
  21342. id: string;
  21343. /**
  21344. * Gets or sets the unique ID of the geometry
  21345. */
  21346. uniqueId: number;
  21347. /**
  21348. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21349. */
  21350. delayLoadState: number;
  21351. /**
  21352. * Gets the file containing the data to load when running in delay load state
  21353. */
  21354. delayLoadingFile: Nullable<string>;
  21355. /**
  21356. * Callback called when the geometry is updated
  21357. */
  21358. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21359. private _scene;
  21360. private _engine;
  21361. private _meshes;
  21362. private _totalVertices;
  21363. /** @hidden */
  21364. _indices: IndicesArray;
  21365. /** @hidden */
  21366. _vertexBuffers: {
  21367. [key: string]: VertexBuffer;
  21368. };
  21369. private _isDisposed;
  21370. private _extend;
  21371. private _boundingBias;
  21372. /** @hidden */
  21373. _delayInfo: Array<string>;
  21374. private _indexBuffer;
  21375. private _indexBufferIsUpdatable;
  21376. /** @hidden */
  21377. _boundingInfo: Nullable<BoundingInfo>;
  21378. /** @hidden */
  21379. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21380. /** @hidden */
  21381. _softwareSkinningFrameId: number;
  21382. private _vertexArrayObjects;
  21383. private _updatable;
  21384. /** @hidden */
  21385. _positions: Nullable<Vector3[]>;
  21386. /**
  21387. * 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
  21388. */
  21389. /**
  21390. * 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
  21391. */
  21392. boundingBias: Vector2;
  21393. /**
  21394. * Static function used to attach a new empty geometry to a mesh
  21395. * @param mesh defines the mesh to attach the geometry to
  21396. * @returns the new Geometry
  21397. */
  21398. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21399. /**
  21400. * Creates a new geometry
  21401. * @param id defines the unique ID
  21402. * @param scene defines the hosting scene
  21403. * @param vertexData defines the VertexData used to get geometry data
  21404. * @param updatable defines if geometry must be updatable (false by default)
  21405. * @param mesh defines the mesh that will be associated with the geometry
  21406. */
  21407. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21408. /**
  21409. * Gets the current extend of the geometry
  21410. */
  21411. readonly extend: {
  21412. minimum: Vector3;
  21413. maximum: Vector3;
  21414. };
  21415. /**
  21416. * Gets the hosting scene
  21417. * @returns the hosting Scene
  21418. */
  21419. getScene(): Scene;
  21420. /**
  21421. * Gets the hosting engine
  21422. * @returns the hosting Engine
  21423. */
  21424. getEngine(): Engine;
  21425. /**
  21426. * Defines if the geometry is ready to use
  21427. * @returns true if the geometry is ready to be used
  21428. */
  21429. isReady(): boolean;
  21430. /**
  21431. * Gets a value indicating that the geometry should not be serialized
  21432. */
  21433. readonly doNotSerialize: boolean;
  21434. /** @hidden */
  21435. _rebuild(): void;
  21436. /**
  21437. * Affects all geometry data in one call
  21438. * @param vertexData defines the geometry data
  21439. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21440. */
  21441. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21442. /**
  21443. * Set specific vertex data
  21444. * @param kind defines the data kind (Position, normal, etc...)
  21445. * @param data defines the vertex data to use
  21446. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21447. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21448. */
  21449. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21450. /**
  21451. * Removes a specific vertex data
  21452. * @param kind defines the data kind (Position, normal, etc...)
  21453. */
  21454. removeVerticesData(kind: string): void;
  21455. /**
  21456. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21457. * @param buffer defines the vertex buffer to use
  21458. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21459. */
  21460. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21461. /**
  21462. * Update a specific vertex buffer
  21463. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21464. * It will do nothing if the buffer is not updatable
  21465. * @param kind defines the data kind (Position, normal, etc...)
  21466. * @param data defines the data to use
  21467. * @param offset defines the offset in the target buffer where to store the data
  21468. * @param useBytes set to true if the offset is in bytes
  21469. */
  21470. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21471. /**
  21472. * Update a specific vertex buffer
  21473. * This function will create a new buffer if the current one is not updatable
  21474. * @param kind defines the data kind (Position, normal, etc...)
  21475. * @param data defines the data to use
  21476. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21477. */
  21478. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21479. private _updateBoundingInfo;
  21480. /** @hidden */
  21481. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21482. /**
  21483. * Gets total number of vertices
  21484. * @returns the total number of vertices
  21485. */
  21486. getTotalVertices(): number;
  21487. /**
  21488. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21489. * @param kind defines the data kind (Position, normal, etc...)
  21490. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21491. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21492. * @returns a float array containing vertex data
  21493. */
  21494. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21495. /**
  21496. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21497. * @param kind defines the data kind (Position, normal, etc...)
  21498. * @returns true if the vertex buffer with the specified kind is updatable
  21499. */
  21500. isVertexBufferUpdatable(kind: string): boolean;
  21501. /**
  21502. * Gets a specific vertex buffer
  21503. * @param kind defines the data kind (Position, normal, etc...)
  21504. * @returns a VertexBuffer
  21505. */
  21506. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21507. /**
  21508. * Returns all vertex buffers
  21509. * @return an object holding all vertex buffers indexed by kind
  21510. */
  21511. getVertexBuffers(): Nullable<{
  21512. [key: string]: VertexBuffer;
  21513. }>;
  21514. /**
  21515. * Gets a boolean indicating if specific vertex buffer is present
  21516. * @param kind defines the data kind (Position, normal, etc...)
  21517. * @returns true if data is present
  21518. */
  21519. isVerticesDataPresent(kind: string): boolean;
  21520. /**
  21521. * Gets a list of all attached data kinds (Position, normal, etc...)
  21522. * @returns a list of string containing all kinds
  21523. */
  21524. getVerticesDataKinds(): string[];
  21525. /**
  21526. * Update index buffer
  21527. * @param indices defines the indices to store in the index buffer
  21528. * @param offset defines the offset in the target buffer where to store the data
  21529. * @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)
  21530. */
  21531. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21532. /**
  21533. * Creates a new index buffer
  21534. * @param indices defines the indices to store in the index buffer
  21535. * @param totalVertices defines the total number of vertices (could be null)
  21536. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21537. */
  21538. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21539. /**
  21540. * Return the total number of indices
  21541. * @returns the total number of indices
  21542. */
  21543. getTotalIndices(): number;
  21544. /**
  21545. * Gets the index buffer array
  21546. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21547. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21548. * @returns the index buffer array
  21549. */
  21550. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21551. /**
  21552. * Gets the index buffer
  21553. * @return the index buffer
  21554. */
  21555. getIndexBuffer(): Nullable<DataBuffer>;
  21556. /** @hidden */
  21557. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21558. /**
  21559. * Release the associated resources for a specific mesh
  21560. * @param mesh defines the source mesh
  21561. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21562. */
  21563. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21564. /**
  21565. * Apply current geometry to a given mesh
  21566. * @param mesh defines the mesh to apply geometry to
  21567. */
  21568. applyToMesh(mesh: Mesh): void;
  21569. private _updateExtend;
  21570. private _applyToMesh;
  21571. private notifyUpdate;
  21572. /**
  21573. * Load the geometry if it was flagged as delay loaded
  21574. * @param scene defines the hosting scene
  21575. * @param onLoaded defines a callback called when the geometry is loaded
  21576. */
  21577. load(scene: Scene, onLoaded?: () => void): void;
  21578. private _queueLoad;
  21579. /**
  21580. * Invert the geometry to move from a right handed system to a left handed one.
  21581. */
  21582. toLeftHanded(): void;
  21583. /** @hidden */
  21584. _resetPointsArrayCache(): void;
  21585. /** @hidden */
  21586. _generatePointsArray(): boolean;
  21587. /**
  21588. * Gets a value indicating if the geometry is disposed
  21589. * @returns true if the geometry was disposed
  21590. */
  21591. isDisposed(): boolean;
  21592. private _disposeVertexArrayObjects;
  21593. /**
  21594. * Free all associated resources
  21595. */
  21596. dispose(): void;
  21597. /**
  21598. * Clone the current geometry into a new geometry
  21599. * @param id defines the unique ID of the new geometry
  21600. * @returns a new geometry object
  21601. */
  21602. copy(id: string): Geometry;
  21603. /**
  21604. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21605. * @return a JSON representation of the current geometry data (without the vertices data)
  21606. */
  21607. serialize(): any;
  21608. private toNumberArray;
  21609. /**
  21610. * Serialize all vertices data into a JSON oject
  21611. * @returns a JSON representation of the current geometry data
  21612. */
  21613. serializeVerticeData(): any;
  21614. /**
  21615. * Extracts a clone of a mesh geometry
  21616. * @param mesh defines the source mesh
  21617. * @param id defines the unique ID of the new geometry object
  21618. * @returns the new geometry object
  21619. */
  21620. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21621. /**
  21622. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21623. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21624. * Be aware Math.random() could cause collisions, but:
  21625. * "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"
  21626. * @returns a string containing a new GUID
  21627. */
  21628. static RandomId(): string;
  21629. /** @hidden */
  21630. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21631. private static _CleanMatricesWeights;
  21632. /**
  21633. * Create a new geometry from persisted data (Using .babylon file format)
  21634. * @param parsedVertexData defines the persisted data
  21635. * @param scene defines the hosting scene
  21636. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21637. * @returns the new geometry object
  21638. */
  21639. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21640. }
  21641. }
  21642. declare module "babylonjs/Meshes/mesh.vertexData" {
  21643. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21644. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21645. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21646. import { Geometry } from "babylonjs/Meshes/geometry";
  21647. import { Mesh } from "babylonjs/Meshes/mesh";
  21648. /**
  21649. * Define an interface for all classes that will get and set the data on vertices
  21650. */
  21651. export interface IGetSetVerticesData {
  21652. /**
  21653. * Gets a boolean indicating if specific vertex data is present
  21654. * @param kind defines the vertex data kind to use
  21655. * @returns true is data kind is present
  21656. */
  21657. isVerticesDataPresent(kind: string): boolean;
  21658. /**
  21659. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21660. * @param kind defines the data kind (Position, normal, etc...)
  21661. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21662. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21663. * @returns a float array containing vertex data
  21664. */
  21665. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21666. /**
  21667. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21668. * @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.
  21669. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21670. * @returns the indices array or an empty array if the mesh has no geometry
  21671. */
  21672. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21673. /**
  21674. * Set specific vertex data
  21675. * @param kind defines the data kind (Position, normal, etc...)
  21676. * @param data defines the vertex data to use
  21677. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21678. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21679. */
  21680. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21681. /**
  21682. * Update a specific associated vertex buffer
  21683. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21684. * - VertexBuffer.PositionKind
  21685. * - VertexBuffer.UVKind
  21686. * - VertexBuffer.UV2Kind
  21687. * - VertexBuffer.UV3Kind
  21688. * - VertexBuffer.UV4Kind
  21689. * - VertexBuffer.UV5Kind
  21690. * - VertexBuffer.UV6Kind
  21691. * - VertexBuffer.ColorKind
  21692. * - VertexBuffer.MatricesIndicesKind
  21693. * - VertexBuffer.MatricesIndicesExtraKind
  21694. * - VertexBuffer.MatricesWeightsKind
  21695. * - VertexBuffer.MatricesWeightsExtraKind
  21696. * @param data defines the data source
  21697. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21698. * @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)
  21699. */
  21700. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21701. /**
  21702. * Creates a new index buffer
  21703. * @param indices defines the indices to store in the index buffer
  21704. * @param totalVertices defines the total number of vertices (could be null)
  21705. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21706. */
  21707. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21708. }
  21709. /**
  21710. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21711. */
  21712. export class VertexData {
  21713. /**
  21714. * Mesh side orientation : usually the external or front surface
  21715. */
  21716. static readonly FRONTSIDE: number;
  21717. /**
  21718. * Mesh side orientation : usually the internal or back surface
  21719. */
  21720. static readonly BACKSIDE: number;
  21721. /**
  21722. * Mesh side orientation : both internal and external or front and back surfaces
  21723. */
  21724. static readonly DOUBLESIDE: number;
  21725. /**
  21726. * Mesh side orientation : by default, `FRONTSIDE`
  21727. */
  21728. static readonly DEFAULTSIDE: number;
  21729. /**
  21730. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21731. */
  21732. positions: Nullable<FloatArray>;
  21733. /**
  21734. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21735. */
  21736. normals: Nullable<FloatArray>;
  21737. /**
  21738. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21739. */
  21740. tangents: Nullable<FloatArray>;
  21741. /**
  21742. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21743. */
  21744. uvs: Nullable<FloatArray>;
  21745. /**
  21746. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21747. */
  21748. uvs2: Nullable<FloatArray>;
  21749. /**
  21750. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21751. */
  21752. uvs3: Nullable<FloatArray>;
  21753. /**
  21754. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21755. */
  21756. uvs4: Nullable<FloatArray>;
  21757. /**
  21758. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21759. */
  21760. uvs5: Nullable<FloatArray>;
  21761. /**
  21762. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21763. */
  21764. uvs6: Nullable<FloatArray>;
  21765. /**
  21766. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21767. */
  21768. colors: Nullable<FloatArray>;
  21769. /**
  21770. * 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).
  21771. */
  21772. matricesIndices: Nullable<FloatArray>;
  21773. /**
  21774. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21775. */
  21776. matricesWeights: Nullable<FloatArray>;
  21777. /**
  21778. * An array extending the number of possible indices
  21779. */
  21780. matricesIndicesExtra: Nullable<FloatArray>;
  21781. /**
  21782. * An array extending the number of possible weights when the number of indices is extended
  21783. */
  21784. matricesWeightsExtra: Nullable<FloatArray>;
  21785. /**
  21786. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21787. */
  21788. indices: Nullable<IndicesArray>;
  21789. /**
  21790. * Uses the passed data array to set the set the values for the specified kind of data
  21791. * @param data a linear array of floating numbers
  21792. * @param kind the type of data that is being set, eg positions, colors etc
  21793. */
  21794. set(data: FloatArray, kind: string): void;
  21795. /**
  21796. * Associates the vertexData to the passed Mesh.
  21797. * Sets it as updatable or not (default `false`)
  21798. * @param mesh the mesh the vertexData is applied to
  21799. * @param updatable when used and having the value true allows new data to update the vertexData
  21800. * @returns the VertexData
  21801. */
  21802. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21803. /**
  21804. * Associates the vertexData to the passed Geometry.
  21805. * Sets it as updatable or not (default `false`)
  21806. * @param geometry the geometry the vertexData is applied to
  21807. * @param updatable when used and having the value true allows new data to update the vertexData
  21808. * @returns VertexData
  21809. */
  21810. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21811. /**
  21812. * Updates the associated mesh
  21813. * @param mesh the mesh to be updated
  21814. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21815. * @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
  21816. * @returns VertexData
  21817. */
  21818. updateMesh(mesh: Mesh): VertexData;
  21819. /**
  21820. * Updates the associated geometry
  21821. * @param geometry the geometry to be updated
  21822. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21823. * @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
  21824. * @returns VertexData.
  21825. */
  21826. updateGeometry(geometry: Geometry): VertexData;
  21827. private _applyTo;
  21828. private _update;
  21829. /**
  21830. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21831. * @param matrix the transforming matrix
  21832. * @returns the VertexData
  21833. */
  21834. transform(matrix: Matrix): VertexData;
  21835. /**
  21836. * Merges the passed VertexData into the current one
  21837. * @param other the VertexData to be merged into the current one
  21838. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21839. * @returns the modified VertexData
  21840. */
  21841. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21842. private _mergeElement;
  21843. private _validate;
  21844. /**
  21845. * Serializes the VertexData
  21846. * @returns a serialized object
  21847. */
  21848. serialize(): any;
  21849. /**
  21850. * Extracts the vertexData from a mesh
  21851. * @param mesh the mesh from which to extract the VertexData
  21852. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21853. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21854. * @returns the object VertexData associated to the passed mesh
  21855. */
  21856. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21857. /**
  21858. * Extracts the vertexData from the geometry
  21859. * @param geometry the geometry from which to extract the VertexData
  21860. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21861. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21862. * @returns the object VertexData associated to the passed mesh
  21863. */
  21864. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21865. private static _ExtractFrom;
  21866. /**
  21867. * Creates the VertexData for a Ribbon
  21868. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21869. * * pathArray array of paths, each of which an array of successive Vector3
  21870. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21871. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21872. * * 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
  21873. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21874. * * 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)
  21875. * * 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)
  21876. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21877. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21878. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21879. * @returns the VertexData of the ribbon
  21880. */
  21881. static CreateRibbon(options: {
  21882. pathArray: Vector3[][];
  21883. closeArray?: boolean;
  21884. closePath?: boolean;
  21885. offset?: number;
  21886. sideOrientation?: number;
  21887. frontUVs?: Vector4;
  21888. backUVs?: Vector4;
  21889. invertUV?: boolean;
  21890. uvs?: Vector2[];
  21891. colors?: Color4[];
  21892. }): VertexData;
  21893. /**
  21894. * Creates the VertexData for a box
  21895. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21896. * * size sets the width, height and depth of the box to the value of size, optional default 1
  21897. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  21898. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  21899. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  21900. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21901. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21902. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21903. * * 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)
  21904. * * 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)
  21905. * @returns the VertexData of the box
  21906. */
  21907. static CreateBox(options: {
  21908. size?: number;
  21909. width?: number;
  21910. height?: number;
  21911. depth?: number;
  21912. faceUV?: Vector4[];
  21913. faceColors?: Color4[];
  21914. sideOrientation?: number;
  21915. frontUVs?: Vector4;
  21916. backUVs?: Vector4;
  21917. }): VertexData;
  21918. /**
  21919. * Creates the VertexData for a tiled box
  21920. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21921. * * faceTiles sets the pattern, tile size and number of tiles for a face
  21922. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21923. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21924. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21925. * @returns the VertexData of the box
  21926. */
  21927. static CreateTiledBox(options: {
  21928. pattern?: number;
  21929. width?: number;
  21930. height?: number;
  21931. depth?: number;
  21932. tileSize?: number;
  21933. tileWidth?: number;
  21934. tileHeight?: number;
  21935. alignHorizontal?: number;
  21936. alignVertical?: number;
  21937. faceUV?: Vector4[];
  21938. faceColors?: Color4[];
  21939. sideOrientation?: number;
  21940. }): VertexData;
  21941. /**
  21942. * Creates the VertexData for a tiled plane
  21943. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21944. * * pattern a limited pattern arrangement depending on the number
  21945. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  21946. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  21947. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  21948. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21949. * * 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)
  21950. * * 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)
  21951. * @returns the VertexData of the tiled plane
  21952. */
  21953. static CreateTiledPlane(options: {
  21954. pattern?: number;
  21955. tileSize?: number;
  21956. tileWidth?: number;
  21957. tileHeight?: number;
  21958. size?: number;
  21959. width?: number;
  21960. height?: number;
  21961. alignHorizontal?: number;
  21962. alignVertical?: number;
  21963. sideOrientation?: number;
  21964. frontUVs?: Vector4;
  21965. backUVs?: Vector4;
  21966. }): VertexData;
  21967. /**
  21968. * Creates the VertexData for an ellipsoid, defaults to a sphere
  21969. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21970. * * segments sets the number of horizontal strips optional, default 32
  21971. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  21972. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  21973. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  21974. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  21975. * * 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
  21976. * * 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
  21977. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21978. * * 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)
  21979. * * 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)
  21980. * @returns the VertexData of the ellipsoid
  21981. */
  21982. static CreateSphere(options: {
  21983. segments?: number;
  21984. diameter?: number;
  21985. diameterX?: number;
  21986. diameterY?: number;
  21987. diameterZ?: number;
  21988. arc?: number;
  21989. slice?: number;
  21990. sideOrientation?: number;
  21991. frontUVs?: Vector4;
  21992. backUVs?: Vector4;
  21993. }): VertexData;
  21994. /**
  21995. * Creates the VertexData for a cylinder, cone or prism
  21996. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21997. * * height sets the height (y direction) of the cylinder, optional, default 2
  21998. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  21999. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22000. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22001. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22002. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22003. * * 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
  22004. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22005. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22006. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22007. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22008. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22009. * * 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)
  22010. * * 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)
  22011. * @returns the VertexData of the cylinder, cone or prism
  22012. */
  22013. static CreateCylinder(options: {
  22014. height?: number;
  22015. diameterTop?: number;
  22016. diameterBottom?: number;
  22017. diameter?: number;
  22018. tessellation?: number;
  22019. subdivisions?: number;
  22020. arc?: number;
  22021. faceColors?: Color4[];
  22022. faceUV?: Vector4[];
  22023. hasRings?: boolean;
  22024. enclose?: boolean;
  22025. sideOrientation?: number;
  22026. frontUVs?: Vector4;
  22027. backUVs?: Vector4;
  22028. }): VertexData;
  22029. /**
  22030. * Creates the VertexData for a torus
  22031. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22032. * * diameter the diameter of the torus, optional default 1
  22033. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22034. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22035. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22036. * * 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)
  22037. * * 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)
  22038. * @returns the VertexData of the torus
  22039. */
  22040. static CreateTorus(options: {
  22041. diameter?: number;
  22042. thickness?: number;
  22043. tessellation?: number;
  22044. sideOrientation?: number;
  22045. frontUVs?: Vector4;
  22046. backUVs?: Vector4;
  22047. }): VertexData;
  22048. /**
  22049. * Creates the VertexData of the LineSystem
  22050. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22051. * - lines an array of lines, each line being an array of successive Vector3
  22052. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22053. * @returns the VertexData of the LineSystem
  22054. */
  22055. static CreateLineSystem(options: {
  22056. lines: Vector3[][];
  22057. colors?: Nullable<Color4[][]>;
  22058. }): VertexData;
  22059. /**
  22060. * Create the VertexData for a DashedLines
  22061. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22062. * - points an array successive Vector3
  22063. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22064. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22065. * - dashNb the intended total number of dashes, optional, default 200
  22066. * @returns the VertexData for the DashedLines
  22067. */
  22068. static CreateDashedLines(options: {
  22069. points: Vector3[];
  22070. dashSize?: number;
  22071. gapSize?: number;
  22072. dashNb?: number;
  22073. }): VertexData;
  22074. /**
  22075. * Creates the VertexData for a Ground
  22076. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22077. * - width the width (x direction) of the ground, optional, default 1
  22078. * - height the height (z direction) of the ground, optional, default 1
  22079. * - subdivisions the number of subdivisions per side, optional, default 1
  22080. * @returns the VertexData of the Ground
  22081. */
  22082. static CreateGround(options: {
  22083. width?: number;
  22084. height?: number;
  22085. subdivisions?: number;
  22086. subdivisionsX?: number;
  22087. subdivisionsY?: number;
  22088. }): VertexData;
  22089. /**
  22090. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22091. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22092. * * xmin the ground minimum X coordinate, optional, default -1
  22093. * * zmin the ground minimum Z coordinate, optional, default -1
  22094. * * xmax the ground maximum X coordinate, optional, default 1
  22095. * * zmax the ground maximum Z coordinate, optional, default 1
  22096. * * 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}
  22097. * * 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}
  22098. * @returns the VertexData of the TiledGround
  22099. */
  22100. static CreateTiledGround(options: {
  22101. xmin: number;
  22102. zmin: number;
  22103. xmax: number;
  22104. zmax: number;
  22105. subdivisions?: {
  22106. w: number;
  22107. h: number;
  22108. };
  22109. precision?: {
  22110. w: number;
  22111. h: number;
  22112. };
  22113. }): VertexData;
  22114. /**
  22115. * Creates the VertexData of the Ground designed from a heightmap
  22116. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22117. * * width the width (x direction) of the ground
  22118. * * height the height (z direction) of the ground
  22119. * * subdivisions the number of subdivisions per side
  22120. * * minHeight the minimum altitude on the ground, optional, default 0
  22121. * * maxHeight the maximum altitude on the ground, optional default 1
  22122. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22123. * * buffer the array holding the image color data
  22124. * * bufferWidth the width of image
  22125. * * bufferHeight the height of image
  22126. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22127. * @returns the VertexData of the Ground designed from a heightmap
  22128. */
  22129. static CreateGroundFromHeightMap(options: {
  22130. width: number;
  22131. height: number;
  22132. subdivisions: number;
  22133. minHeight: number;
  22134. maxHeight: number;
  22135. colorFilter: Color3;
  22136. buffer: Uint8Array;
  22137. bufferWidth: number;
  22138. bufferHeight: number;
  22139. alphaFilter: number;
  22140. }): VertexData;
  22141. /**
  22142. * Creates the VertexData for a Plane
  22143. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22144. * * size sets the width and height of the plane to the value of size, optional default 1
  22145. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22146. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22147. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22148. * * 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)
  22149. * * 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)
  22150. * @returns the VertexData of the box
  22151. */
  22152. static CreatePlane(options: {
  22153. size?: number;
  22154. width?: number;
  22155. height?: number;
  22156. sideOrientation?: number;
  22157. frontUVs?: Vector4;
  22158. backUVs?: Vector4;
  22159. }): VertexData;
  22160. /**
  22161. * Creates the VertexData of the Disc or regular Polygon
  22162. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22163. * * radius the radius of the disc, optional default 0.5
  22164. * * tessellation the number of polygon sides, optional, default 64
  22165. * * 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
  22166. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22167. * * 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)
  22168. * * 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)
  22169. * @returns the VertexData of the box
  22170. */
  22171. static CreateDisc(options: {
  22172. radius?: number;
  22173. tessellation?: number;
  22174. arc?: number;
  22175. sideOrientation?: number;
  22176. frontUVs?: Vector4;
  22177. backUVs?: Vector4;
  22178. }): VertexData;
  22179. /**
  22180. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22181. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22182. * @param polygon a mesh built from polygonTriangulation.build()
  22183. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22184. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22185. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22186. * @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)
  22187. * @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)
  22188. * @returns the VertexData of the Polygon
  22189. */
  22190. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22191. /**
  22192. * Creates the VertexData of the IcoSphere
  22193. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22194. * * radius the radius of the IcoSphere, optional default 1
  22195. * * radiusX allows stretching in the x direction, optional, default radius
  22196. * * radiusY allows stretching in the y direction, optional, default radius
  22197. * * radiusZ allows stretching in the z direction, optional, default radius
  22198. * * flat when true creates a flat shaded mesh, optional, default true
  22199. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22200. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22201. * * 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)
  22202. * * 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)
  22203. * @returns the VertexData of the IcoSphere
  22204. */
  22205. static CreateIcoSphere(options: {
  22206. radius?: number;
  22207. radiusX?: number;
  22208. radiusY?: number;
  22209. radiusZ?: number;
  22210. flat?: boolean;
  22211. subdivisions?: number;
  22212. sideOrientation?: number;
  22213. frontUVs?: Vector4;
  22214. backUVs?: Vector4;
  22215. }): VertexData;
  22216. /**
  22217. * Creates the VertexData for a Polyhedron
  22218. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22219. * * type provided types are:
  22220. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22221. * * 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)
  22222. * * size the size of the IcoSphere, optional default 1
  22223. * * sizeX allows stretching in the x direction, optional, default size
  22224. * * sizeY allows stretching in the y direction, optional, default size
  22225. * * sizeZ allows stretching in the z direction, optional, default size
  22226. * * 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
  22227. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22228. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22229. * * flat when true creates a flat shaded mesh, optional, default true
  22230. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22231. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22232. * * 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)
  22233. * * 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)
  22234. * @returns the VertexData of the Polyhedron
  22235. */
  22236. static CreatePolyhedron(options: {
  22237. type?: number;
  22238. size?: number;
  22239. sizeX?: number;
  22240. sizeY?: number;
  22241. sizeZ?: number;
  22242. custom?: any;
  22243. faceUV?: Vector4[];
  22244. faceColors?: Color4[];
  22245. flat?: boolean;
  22246. sideOrientation?: number;
  22247. frontUVs?: Vector4;
  22248. backUVs?: Vector4;
  22249. }): VertexData;
  22250. /**
  22251. * Creates the VertexData for a TorusKnot
  22252. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22253. * * radius the radius of the torus knot, optional, default 2
  22254. * * tube the thickness of the tube, optional, default 0.5
  22255. * * radialSegments the number of sides on each tube segments, optional, default 32
  22256. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22257. * * p the number of windings around the z axis, optional, default 2
  22258. * * q the number of windings around the x axis, optional, default 3
  22259. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22260. * * 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)
  22261. * * 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)
  22262. * @returns the VertexData of the Torus Knot
  22263. */
  22264. static CreateTorusKnot(options: {
  22265. radius?: number;
  22266. tube?: number;
  22267. radialSegments?: number;
  22268. tubularSegments?: number;
  22269. p?: number;
  22270. q?: number;
  22271. sideOrientation?: number;
  22272. frontUVs?: Vector4;
  22273. backUVs?: Vector4;
  22274. }): VertexData;
  22275. /**
  22276. * Compute normals for given positions and indices
  22277. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22278. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22279. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22280. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22281. * * facetNormals : optional array of facet normals (vector3)
  22282. * * facetPositions : optional array of facet positions (vector3)
  22283. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22284. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22285. * * bInfo : optional bounding info, required for facetPartitioning computation
  22286. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22287. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22288. * * useRightHandedSystem: optional boolean to for right handed system computation
  22289. * * depthSort : optional boolean to enable the facet depth sort computation
  22290. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22291. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22292. */
  22293. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22294. facetNormals?: any;
  22295. facetPositions?: any;
  22296. facetPartitioning?: any;
  22297. ratio?: number;
  22298. bInfo?: any;
  22299. bbSize?: Vector3;
  22300. subDiv?: any;
  22301. useRightHandedSystem?: boolean;
  22302. depthSort?: boolean;
  22303. distanceTo?: Vector3;
  22304. depthSortedFacets?: any;
  22305. }): void;
  22306. /** @hidden */
  22307. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22308. /**
  22309. * Applies VertexData created from the imported parameters to the geometry
  22310. * @param parsedVertexData the parsed data from an imported file
  22311. * @param geometry the geometry to apply the VertexData to
  22312. */
  22313. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22314. }
  22315. }
  22316. declare module "babylonjs/Morph/morphTarget" {
  22317. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22318. import { Observable } from "babylonjs/Misc/observable";
  22319. import { Nullable, FloatArray } from "babylonjs/types";
  22320. import { Scene } from "babylonjs/scene";
  22321. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22322. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22323. /**
  22324. * Defines a target to use with MorphTargetManager
  22325. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22326. */
  22327. export class MorphTarget implements IAnimatable {
  22328. /** defines the name of the target */
  22329. name: string;
  22330. /**
  22331. * Gets or sets the list of animations
  22332. */
  22333. animations: import("babylonjs/Animations/animation").Animation[];
  22334. private _scene;
  22335. private _positions;
  22336. private _normals;
  22337. private _tangents;
  22338. private _uvs;
  22339. private _influence;
  22340. /**
  22341. * Observable raised when the influence changes
  22342. */
  22343. onInfluenceChanged: Observable<boolean>;
  22344. /** @hidden */
  22345. _onDataLayoutChanged: Observable<void>;
  22346. /**
  22347. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22348. */
  22349. influence: number;
  22350. /**
  22351. * Gets or sets the id of the morph Target
  22352. */
  22353. id: string;
  22354. private _animationPropertiesOverride;
  22355. /**
  22356. * Gets or sets the animation properties override
  22357. */
  22358. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22359. /**
  22360. * Creates a new MorphTarget
  22361. * @param name defines the name of the target
  22362. * @param influence defines the influence to use
  22363. * @param scene defines the scene the morphtarget belongs to
  22364. */
  22365. constructor(
  22366. /** defines the name of the target */
  22367. name: string, influence?: number, scene?: Nullable<Scene>);
  22368. /**
  22369. * Gets a boolean defining if the target contains position data
  22370. */
  22371. readonly hasPositions: boolean;
  22372. /**
  22373. * Gets a boolean defining if the target contains normal data
  22374. */
  22375. readonly hasNormals: boolean;
  22376. /**
  22377. * Gets a boolean defining if the target contains tangent data
  22378. */
  22379. readonly hasTangents: boolean;
  22380. /**
  22381. * Gets a boolean defining if the target contains texture coordinates data
  22382. */
  22383. readonly hasUVs: boolean;
  22384. /**
  22385. * Affects position data to this target
  22386. * @param data defines the position data to use
  22387. */
  22388. setPositions(data: Nullable<FloatArray>): void;
  22389. /**
  22390. * Gets the position data stored in this target
  22391. * @returns a FloatArray containing the position data (or null if not present)
  22392. */
  22393. getPositions(): Nullable<FloatArray>;
  22394. /**
  22395. * Affects normal data to this target
  22396. * @param data defines the normal data to use
  22397. */
  22398. setNormals(data: Nullable<FloatArray>): void;
  22399. /**
  22400. * Gets the normal data stored in this target
  22401. * @returns a FloatArray containing the normal data (or null if not present)
  22402. */
  22403. getNormals(): Nullable<FloatArray>;
  22404. /**
  22405. * Affects tangent data to this target
  22406. * @param data defines the tangent data to use
  22407. */
  22408. setTangents(data: Nullable<FloatArray>): void;
  22409. /**
  22410. * Gets the tangent data stored in this target
  22411. * @returns a FloatArray containing the tangent data (or null if not present)
  22412. */
  22413. getTangents(): Nullable<FloatArray>;
  22414. /**
  22415. * Affects texture coordinates data to this target
  22416. * @param data defines the texture coordinates data to use
  22417. */
  22418. setUVs(data: Nullable<FloatArray>): void;
  22419. /**
  22420. * Gets the texture coordinates data stored in this target
  22421. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22422. */
  22423. getUVs(): Nullable<FloatArray>;
  22424. /**
  22425. * Serializes the current target into a Serialization object
  22426. * @returns the serialized object
  22427. */
  22428. serialize(): any;
  22429. /**
  22430. * Returns the string "MorphTarget"
  22431. * @returns "MorphTarget"
  22432. */
  22433. getClassName(): string;
  22434. /**
  22435. * Creates a new target from serialized data
  22436. * @param serializationObject defines the serialized data to use
  22437. * @returns a new MorphTarget
  22438. */
  22439. static Parse(serializationObject: any): MorphTarget;
  22440. /**
  22441. * Creates a MorphTarget from mesh data
  22442. * @param mesh defines the source mesh
  22443. * @param name defines the name to use for the new target
  22444. * @param influence defines the influence to attach to the target
  22445. * @returns a new MorphTarget
  22446. */
  22447. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22448. }
  22449. }
  22450. declare module "babylonjs/Morph/morphTargetManager" {
  22451. import { Nullable } from "babylonjs/types";
  22452. import { Scene } from "babylonjs/scene";
  22453. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22454. /**
  22455. * This class is used to deform meshes using morphing between different targets
  22456. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22457. */
  22458. export class MorphTargetManager {
  22459. private _targets;
  22460. private _targetInfluenceChangedObservers;
  22461. private _targetDataLayoutChangedObservers;
  22462. private _activeTargets;
  22463. private _scene;
  22464. private _influences;
  22465. private _supportsNormals;
  22466. private _supportsTangents;
  22467. private _supportsUVs;
  22468. private _vertexCount;
  22469. private _uniqueId;
  22470. private _tempInfluences;
  22471. /**
  22472. * Gets or sets a boolean indicating if normals must be morphed
  22473. */
  22474. enableNormalMorphing: boolean;
  22475. /**
  22476. * Gets or sets a boolean indicating if tangents must be morphed
  22477. */
  22478. enableTangentMorphing: boolean;
  22479. /**
  22480. * Gets or sets a boolean indicating if UV must be morphed
  22481. */
  22482. enableUVMorphing: boolean;
  22483. /**
  22484. * Creates a new MorphTargetManager
  22485. * @param scene defines the current scene
  22486. */
  22487. constructor(scene?: Nullable<Scene>);
  22488. /**
  22489. * Gets the unique ID of this manager
  22490. */
  22491. readonly uniqueId: number;
  22492. /**
  22493. * Gets the number of vertices handled by this manager
  22494. */
  22495. readonly vertexCount: number;
  22496. /**
  22497. * Gets a boolean indicating if this manager supports morphing of normals
  22498. */
  22499. readonly supportsNormals: boolean;
  22500. /**
  22501. * Gets a boolean indicating if this manager supports morphing of tangents
  22502. */
  22503. readonly supportsTangents: boolean;
  22504. /**
  22505. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22506. */
  22507. readonly supportsUVs: boolean;
  22508. /**
  22509. * Gets the number of targets stored in this manager
  22510. */
  22511. readonly numTargets: number;
  22512. /**
  22513. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22514. */
  22515. readonly numInfluencers: number;
  22516. /**
  22517. * Gets the list of influences (one per target)
  22518. */
  22519. readonly influences: Float32Array;
  22520. /**
  22521. * Gets the active target at specified index. An active target is a target with an influence > 0
  22522. * @param index defines the index to check
  22523. * @returns the requested target
  22524. */
  22525. getActiveTarget(index: number): MorphTarget;
  22526. /**
  22527. * Gets the target at specified index
  22528. * @param index defines the index to check
  22529. * @returns the requested target
  22530. */
  22531. getTarget(index: number): MorphTarget;
  22532. /**
  22533. * Add a new target to this manager
  22534. * @param target defines the target to add
  22535. */
  22536. addTarget(target: MorphTarget): void;
  22537. /**
  22538. * Removes a target from the manager
  22539. * @param target defines the target to remove
  22540. */
  22541. removeTarget(target: MorphTarget): void;
  22542. /**
  22543. * Serializes the current manager into a Serialization object
  22544. * @returns the serialized object
  22545. */
  22546. serialize(): any;
  22547. private _syncActiveTargets;
  22548. /**
  22549. * Syncrhonize the targets with all the meshes using this morph target manager
  22550. */
  22551. synchronize(): void;
  22552. /**
  22553. * Creates a new MorphTargetManager from serialized data
  22554. * @param serializationObject defines the serialized data
  22555. * @param scene defines the hosting scene
  22556. * @returns the new MorphTargetManager
  22557. */
  22558. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22559. }
  22560. }
  22561. declare module "babylonjs/Meshes/meshLODLevel" {
  22562. import { Mesh } from "babylonjs/Meshes/mesh";
  22563. import { Nullable } from "babylonjs/types";
  22564. /**
  22565. * Class used to represent a specific level of detail of a mesh
  22566. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22567. */
  22568. export class MeshLODLevel {
  22569. /** Defines the distance where this level should star being displayed */
  22570. distance: number;
  22571. /** Defines the mesh to use to render this level */
  22572. mesh: Nullable<Mesh>;
  22573. /**
  22574. * Creates a new LOD level
  22575. * @param distance defines the distance where this level should star being displayed
  22576. * @param mesh defines the mesh to use to render this level
  22577. */
  22578. constructor(
  22579. /** Defines the distance where this level should star being displayed */
  22580. distance: number,
  22581. /** Defines the mesh to use to render this level */
  22582. mesh: Nullable<Mesh>);
  22583. }
  22584. }
  22585. declare module "babylonjs/Meshes/groundMesh" {
  22586. import { Scene } from "babylonjs/scene";
  22587. import { Vector3 } from "babylonjs/Maths/math.vector";
  22588. import { Mesh } from "babylonjs/Meshes/mesh";
  22589. /**
  22590. * Mesh representing the gorund
  22591. */
  22592. export class GroundMesh extends Mesh {
  22593. /** If octree should be generated */
  22594. generateOctree: boolean;
  22595. private _heightQuads;
  22596. /** @hidden */
  22597. _subdivisionsX: number;
  22598. /** @hidden */
  22599. _subdivisionsY: number;
  22600. /** @hidden */
  22601. _width: number;
  22602. /** @hidden */
  22603. _height: number;
  22604. /** @hidden */
  22605. _minX: number;
  22606. /** @hidden */
  22607. _maxX: number;
  22608. /** @hidden */
  22609. _minZ: number;
  22610. /** @hidden */
  22611. _maxZ: number;
  22612. constructor(name: string, scene: Scene);
  22613. /**
  22614. * "GroundMesh"
  22615. * @returns "GroundMesh"
  22616. */
  22617. getClassName(): string;
  22618. /**
  22619. * The minimum of x and y subdivisions
  22620. */
  22621. readonly subdivisions: number;
  22622. /**
  22623. * X subdivisions
  22624. */
  22625. readonly subdivisionsX: number;
  22626. /**
  22627. * Y subdivisions
  22628. */
  22629. readonly subdivisionsY: number;
  22630. /**
  22631. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22632. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22633. * @param chunksCount the number of subdivisions for x and y
  22634. * @param octreeBlocksSize (Default: 32)
  22635. */
  22636. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22637. /**
  22638. * Returns a height (y) value in the Worl system :
  22639. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22640. * @param x x coordinate
  22641. * @param z z coordinate
  22642. * @returns the ground y position if (x, z) are outside the ground surface.
  22643. */
  22644. getHeightAtCoordinates(x: number, z: number): number;
  22645. /**
  22646. * Returns a normalized vector (Vector3) orthogonal to the ground
  22647. * at the ground coordinates (x, z) expressed in the World system.
  22648. * @param x x coordinate
  22649. * @param z z coordinate
  22650. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22651. */
  22652. getNormalAtCoordinates(x: number, z: number): Vector3;
  22653. /**
  22654. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22655. * at the ground coordinates (x, z) expressed in the World system.
  22656. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22657. * @param x x coordinate
  22658. * @param z z coordinate
  22659. * @param ref vector to store the result
  22660. * @returns the GroundMesh.
  22661. */
  22662. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22663. /**
  22664. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22665. * if the ground has been updated.
  22666. * This can be used in the render loop.
  22667. * @returns the GroundMesh.
  22668. */
  22669. updateCoordinateHeights(): GroundMesh;
  22670. private _getFacetAt;
  22671. private _initHeightQuads;
  22672. private _computeHeightQuads;
  22673. /**
  22674. * Serializes this ground mesh
  22675. * @param serializationObject object to write serialization to
  22676. */
  22677. serialize(serializationObject: any): void;
  22678. /**
  22679. * Parses a serialized ground mesh
  22680. * @param parsedMesh the serialized mesh
  22681. * @param scene the scene to create the ground mesh in
  22682. * @returns the created ground mesh
  22683. */
  22684. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22685. }
  22686. }
  22687. declare module "babylonjs/Physics/physicsJoint" {
  22688. import { Vector3 } from "babylonjs/Maths/math.vector";
  22689. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22690. /**
  22691. * Interface for Physics-Joint data
  22692. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22693. */
  22694. export interface PhysicsJointData {
  22695. /**
  22696. * The main pivot of the joint
  22697. */
  22698. mainPivot?: Vector3;
  22699. /**
  22700. * The connected pivot of the joint
  22701. */
  22702. connectedPivot?: Vector3;
  22703. /**
  22704. * The main axis of the joint
  22705. */
  22706. mainAxis?: Vector3;
  22707. /**
  22708. * The connected axis of the joint
  22709. */
  22710. connectedAxis?: Vector3;
  22711. /**
  22712. * The collision of the joint
  22713. */
  22714. collision?: boolean;
  22715. /**
  22716. * Native Oimo/Cannon/Energy data
  22717. */
  22718. nativeParams?: any;
  22719. }
  22720. /**
  22721. * This is a holder class for the physics joint created by the physics plugin
  22722. * It holds a set of functions to control the underlying joint
  22723. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22724. */
  22725. export class PhysicsJoint {
  22726. /**
  22727. * The type of the physics joint
  22728. */
  22729. type: number;
  22730. /**
  22731. * The data for the physics joint
  22732. */
  22733. jointData: PhysicsJointData;
  22734. private _physicsJoint;
  22735. protected _physicsPlugin: IPhysicsEnginePlugin;
  22736. /**
  22737. * Initializes the physics joint
  22738. * @param type The type of the physics joint
  22739. * @param jointData The data for the physics joint
  22740. */
  22741. constructor(
  22742. /**
  22743. * The type of the physics joint
  22744. */
  22745. type: number,
  22746. /**
  22747. * The data for the physics joint
  22748. */
  22749. jointData: PhysicsJointData);
  22750. /**
  22751. * Gets the physics joint
  22752. */
  22753. /**
  22754. * Sets the physics joint
  22755. */
  22756. physicsJoint: any;
  22757. /**
  22758. * Sets the physics plugin
  22759. */
  22760. physicsPlugin: IPhysicsEnginePlugin;
  22761. /**
  22762. * Execute a function that is physics-plugin specific.
  22763. * @param {Function} func the function that will be executed.
  22764. * It accepts two parameters: the physics world and the physics joint
  22765. */
  22766. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22767. /**
  22768. * Distance-Joint type
  22769. */
  22770. static DistanceJoint: number;
  22771. /**
  22772. * Hinge-Joint type
  22773. */
  22774. static HingeJoint: number;
  22775. /**
  22776. * Ball-and-Socket joint type
  22777. */
  22778. static BallAndSocketJoint: number;
  22779. /**
  22780. * Wheel-Joint type
  22781. */
  22782. static WheelJoint: number;
  22783. /**
  22784. * Slider-Joint type
  22785. */
  22786. static SliderJoint: number;
  22787. /**
  22788. * Prismatic-Joint type
  22789. */
  22790. static PrismaticJoint: number;
  22791. /**
  22792. * Universal-Joint type
  22793. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22794. */
  22795. static UniversalJoint: number;
  22796. /**
  22797. * Hinge-Joint 2 type
  22798. */
  22799. static Hinge2Joint: number;
  22800. /**
  22801. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22802. */
  22803. static PointToPointJoint: number;
  22804. /**
  22805. * Spring-Joint type
  22806. */
  22807. static SpringJoint: number;
  22808. /**
  22809. * Lock-Joint type
  22810. */
  22811. static LockJoint: number;
  22812. }
  22813. /**
  22814. * A class representing a physics distance joint
  22815. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22816. */
  22817. export class DistanceJoint extends PhysicsJoint {
  22818. /**
  22819. *
  22820. * @param jointData The data for the Distance-Joint
  22821. */
  22822. constructor(jointData: DistanceJointData);
  22823. /**
  22824. * Update the predefined distance.
  22825. * @param maxDistance The maximum preferred distance
  22826. * @param minDistance The minimum preferred distance
  22827. */
  22828. updateDistance(maxDistance: number, minDistance?: number): void;
  22829. }
  22830. /**
  22831. * Represents a Motor-Enabled Joint
  22832. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22833. */
  22834. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22835. /**
  22836. * Initializes the Motor-Enabled Joint
  22837. * @param type The type of the joint
  22838. * @param jointData The physica joint data for the joint
  22839. */
  22840. constructor(type: number, jointData: PhysicsJointData);
  22841. /**
  22842. * Set the motor values.
  22843. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22844. * @param force the force to apply
  22845. * @param maxForce max force for this motor.
  22846. */
  22847. setMotor(force?: number, maxForce?: number): void;
  22848. /**
  22849. * Set the motor's limits.
  22850. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22851. * @param upperLimit The upper limit of the motor
  22852. * @param lowerLimit The lower limit of the motor
  22853. */
  22854. setLimit(upperLimit: number, lowerLimit?: number): void;
  22855. }
  22856. /**
  22857. * This class represents a single physics Hinge-Joint
  22858. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22859. */
  22860. export class HingeJoint extends MotorEnabledJoint {
  22861. /**
  22862. * Initializes the Hinge-Joint
  22863. * @param jointData The joint data for the Hinge-Joint
  22864. */
  22865. constructor(jointData: PhysicsJointData);
  22866. /**
  22867. * Set the motor values.
  22868. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22869. * @param {number} force the force to apply
  22870. * @param {number} maxForce max force for this motor.
  22871. */
  22872. setMotor(force?: number, maxForce?: number): void;
  22873. /**
  22874. * Set the motor's limits.
  22875. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22876. * @param upperLimit The upper limit of the motor
  22877. * @param lowerLimit The lower limit of the motor
  22878. */
  22879. setLimit(upperLimit: number, lowerLimit?: number): void;
  22880. }
  22881. /**
  22882. * This class represents a dual hinge physics joint (same as wheel joint)
  22883. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22884. */
  22885. export class Hinge2Joint extends MotorEnabledJoint {
  22886. /**
  22887. * Initializes the Hinge2-Joint
  22888. * @param jointData The joint data for the Hinge2-Joint
  22889. */
  22890. constructor(jointData: PhysicsJointData);
  22891. /**
  22892. * Set the motor values.
  22893. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22894. * @param {number} targetSpeed the speed the motor is to reach
  22895. * @param {number} maxForce max force for this motor.
  22896. * @param {motorIndex} the motor's index, 0 or 1.
  22897. */
  22898. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  22899. /**
  22900. * Set the motor limits.
  22901. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22902. * @param {number} upperLimit the upper limit
  22903. * @param {number} lowerLimit lower limit
  22904. * @param {motorIndex} the motor's index, 0 or 1.
  22905. */
  22906. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22907. }
  22908. /**
  22909. * Interface for a motor enabled joint
  22910. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22911. */
  22912. export interface IMotorEnabledJoint {
  22913. /**
  22914. * Physics joint
  22915. */
  22916. physicsJoint: any;
  22917. /**
  22918. * Sets the motor of the motor-enabled joint
  22919. * @param force The force of the motor
  22920. * @param maxForce The maximum force of the motor
  22921. * @param motorIndex The index of the motor
  22922. */
  22923. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  22924. /**
  22925. * Sets the limit of the motor
  22926. * @param upperLimit The upper limit of the motor
  22927. * @param lowerLimit The lower limit of the motor
  22928. * @param motorIndex The index of the motor
  22929. */
  22930. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22931. }
  22932. /**
  22933. * Joint data for a Distance-Joint
  22934. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22935. */
  22936. export interface DistanceJointData extends PhysicsJointData {
  22937. /**
  22938. * Max distance the 2 joint objects can be apart
  22939. */
  22940. maxDistance: number;
  22941. }
  22942. /**
  22943. * Joint data from a spring joint
  22944. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22945. */
  22946. export interface SpringJointData extends PhysicsJointData {
  22947. /**
  22948. * Length of the spring
  22949. */
  22950. length: number;
  22951. /**
  22952. * Stiffness of the spring
  22953. */
  22954. stiffness: number;
  22955. /**
  22956. * Damping of the spring
  22957. */
  22958. damping: number;
  22959. /** this callback will be called when applying the force to the impostors. */
  22960. forceApplicationCallback: () => void;
  22961. }
  22962. }
  22963. declare module "babylonjs/Physics/physicsRaycastResult" {
  22964. import { Vector3 } from "babylonjs/Maths/math.vector";
  22965. /**
  22966. * Holds the data for the raycast result
  22967. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22968. */
  22969. export class PhysicsRaycastResult {
  22970. private _hasHit;
  22971. private _hitDistance;
  22972. private _hitNormalWorld;
  22973. private _hitPointWorld;
  22974. private _rayFromWorld;
  22975. private _rayToWorld;
  22976. /**
  22977. * Gets if there was a hit
  22978. */
  22979. readonly hasHit: boolean;
  22980. /**
  22981. * Gets the distance from the hit
  22982. */
  22983. readonly hitDistance: number;
  22984. /**
  22985. * Gets the hit normal/direction in the world
  22986. */
  22987. readonly hitNormalWorld: Vector3;
  22988. /**
  22989. * Gets the hit point in the world
  22990. */
  22991. readonly hitPointWorld: Vector3;
  22992. /**
  22993. * Gets the ray "start point" of the ray in the world
  22994. */
  22995. readonly rayFromWorld: Vector3;
  22996. /**
  22997. * Gets the ray "end point" of the ray in the world
  22998. */
  22999. readonly rayToWorld: Vector3;
  23000. /**
  23001. * Sets the hit data (normal & point in world space)
  23002. * @param hitNormalWorld defines the normal in world space
  23003. * @param hitPointWorld defines the point in world space
  23004. */
  23005. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23006. /**
  23007. * Sets the distance from the start point to the hit point
  23008. * @param distance
  23009. */
  23010. setHitDistance(distance: number): void;
  23011. /**
  23012. * Calculates the distance manually
  23013. */
  23014. calculateHitDistance(): void;
  23015. /**
  23016. * Resets all the values to default
  23017. * @param from The from point on world space
  23018. * @param to The to point on world space
  23019. */
  23020. reset(from?: Vector3, to?: Vector3): void;
  23021. }
  23022. /**
  23023. * Interface for the size containing width and height
  23024. */
  23025. interface IXYZ {
  23026. /**
  23027. * X
  23028. */
  23029. x: number;
  23030. /**
  23031. * Y
  23032. */
  23033. y: number;
  23034. /**
  23035. * Z
  23036. */
  23037. z: number;
  23038. }
  23039. }
  23040. declare module "babylonjs/Physics/IPhysicsEngine" {
  23041. import { Nullable } from "babylonjs/types";
  23042. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23043. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23044. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23045. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23046. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23047. /**
  23048. * Interface used to describe a physics joint
  23049. */
  23050. export interface PhysicsImpostorJoint {
  23051. /** Defines the main impostor to which the joint is linked */
  23052. mainImpostor: PhysicsImpostor;
  23053. /** Defines the impostor that is connected to the main impostor using this joint */
  23054. connectedImpostor: PhysicsImpostor;
  23055. /** Defines the joint itself */
  23056. joint: PhysicsJoint;
  23057. }
  23058. /** @hidden */
  23059. export interface IPhysicsEnginePlugin {
  23060. world: any;
  23061. name: string;
  23062. setGravity(gravity: Vector3): void;
  23063. setTimeStep(timeStep: number): void;
  23064. getTimeStep(): number;
  23065. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23066. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23067. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23068. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23069. removePhysicsBody(impostor: PhysicsImpostor): void;
  23070. generateJoint(joint: PhysicsImpostorJoint): void;
  23071. removeJoint(joint: PhysicsImpostorJoint): void;
  23072. isSupported(): boolean;
  23073. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23074. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23075. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23076. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23077. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23078. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23079. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23080. getBodyMass(impostor: PhysicsImpostor): number;
  23081. getBodyFriction(impostor: PhysicsImpostor): number;
  23082. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23083. getBodyRestitution(impostor: PhysicsImpostor): number;
  23084. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23085. getBodyPressure?(impostor: PhysicsImpostor): number;
  23086. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23087. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23088. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23089. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23090. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23091. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23092. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23093. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23094. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23095. sleepBody(impostor: PhysicsImpostor): void;
  23096. wakeUpBody(impostor: PhysicsImpostor): void;
  23097. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23098. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23099. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23100. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23101. getRadius(impostor: PhysicsImpostor): number;
  23102. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23103. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23104. dispose(): void;
  23105. }
  23106. /**
  23107. * Interface used to define a physics engine
  23108. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23109. */
  23110. export interface IPhysicsEngine {
  23111. /**
  23112. * Gets the gravity vector used by the simulation
  23113. */
  23114. gravity: Vector3;
  23115. /**
  23116. * Sets the gravity vector used by the simulation
  23117. * @param gravity defines the gravity vector to use
  23118. */
  23119. setGravity(gravity: Vector3): void;
  23120. /**
  23121. * Set the time step of the physics engine.
  23122. * Default is 1/60.
  23123. * To slow it down, enter 1/600 for example.
  23124. * To speed it up, 1/30
  23125. * @param newTimeStep the new timestep to apply to this world.
  23126. */
  23127. setTimeStep(newTimeStep: number): void;
  23128. /**
  23129. * Get the time step of the physics engine.
  23130. * @returns the current time step
  23131. */
  23132. getTimeStep(): number;
  23133. /**
  23134. * Release all resources
  23135. */
  23136. dispose(): void;
  23137. /**
  23138. * Gets the name of the current physics plugin
  23139. * @returns the name of the plugin
  23140. */
  23141. getPhysicsPluginName(): string;
  23142. /**
  23143. * Adding a new impostor for the impostor tracking.
  23144. * This will be done by the impostor itself.
  23145. * @param impostor the impostor to add
  23146. */
  23147. addImpostor(impostor: PhysicsImpostor): void;
  23148. /**
  23149. * Remove an impostor from the engine.
  23150. * This impostor and its mesh will not longer be updated by the physics engine.
  23151. * @param impostor the impostor to remove
  23152. */
  23153. removeImpostor(impostor: PhysicsImpostor): void;
  23154. /**
  23155. * Add a joint to the physics engine
  23156. * @param mainImpostor defines the main impostor to which the joint is added.
  23157. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23158. * @param joint defines the joint that will connect both impostors.
  23159. */
  23160. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23161. /**
  23162. * Removes a joint from the simulation
  23163. * @param mainImpostor defines the impostor used with the joint
  23164. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23165. * @param joint defines the joint to remove
  23166. */
  23167. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23168. /**
  23169. * Gets the current plugin used to run the simulation
  23170. * @returns current plugin
  23171. */
  23172. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23173. /**
  23174. * Gets the list of physic impostors
  23175. * @returns an array of PhysicsImpostor
  23176. */
  23177. getImpostors(): Array<PhysicsImpostor>;
  23178. /**
  23179. * Gets the impostor for a physics enabled object
  23180. * @param object defines the object impersonated by the impostor
  23181. * @returns the PhysicsImpostor or null if not found
  23182. */
  23183. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23184. /**
  23185. * Gets the impostor for a physics body object
  23186. * @param body defines physics body used by the impostor
  23187. * @returns the PhysicsImpostor or null if not found
  23188. */
  23189. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23190. /**
  23191. * Does a raycast in the physics world
  23192. * @param from when should the ray start?
  23193. * @param to when should the ray end?
  23194. * @returns PhysicsRaycastResult
  23195. */
  23196. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23197. /**
  23198. * Called by the scene. No need to call it.
  23199. * @param delta defines the timespam between frames
  23200. */
  23201. _step(delta: number): void;
  23202. }
  23203. }
  23204. declare module "babylonjs/Physics/physicsImpostor" {
  23205. import { Nullable, IndicesArray } from "babylonjs/types";
  23206. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23207. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23208. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23209. import { Scene } from "babylonjs/scene";
  23210. import { Bone } from "babylonjs/Bones/bone";
  23211. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23212. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23213. import { Space } from "babylonjs/Maths/math.axis";
  23214. /**
  23215. * The interface for the physics imposter parameters
  23216. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23217. */
  23218. export interface PhysicsImpostorParameters {
  23219. /**
  23220. * The mass of the physics imposter
  23221. */
  23222. mass: number;
  23223. /**
  23224. * The friction of the physics imposter
  23225. */
  23226. friction?: number;
  23227. /**
  23228. * The coefficient of restitution of the physics imposter
  23229. */
  23230. restitution?: number;
  23231. /**
  23232. * The native options of the physics imposter
  23233. */
  23234. nativeOptions?: any;
  23235. /**
  23236. * Specifies if the parent should be ignored
  23237. */
  23238. ignoreParent?: boolean;
  23239. /**
  23240. * Specifies if bi-directional transformations should be disabled
  23241. */
  23242. disableBidirectionalTransformation?: boolean;
  23243. /**
  23244. * The pressure inside the physics imposter, soft object only
  23245. */
  23246. pressure?: number;
  23247. /**
  23248. * The stiffness the physics imposter, soft object only
  23249. */
  23250. stiffness?: number;
  23251. /**
  23252. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23253. */
  23254. velocityIterations?: number;
  23255. /**
  23256. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23257. */
  23258. positionIterations?: number;
  23259. /**
  23260. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23261. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23262. * Add to fix multiple points
  23263. */
  23264. fixedPoints?: number;
  23265. /**
  23266. * The collision margin around a soft object
  23267. */
  23268. margin?: number;
  23269. /**
  23270. * The collision margin around a soft object
  23271. */
  23272. damping?: number;
  23273. /**
  23274. * The path for a rope based on an extrusion
  23275. */
  23276. path?: any;
  23277. /**
  23278. * The shape of an extrusion used for a rope based on an extrusion
  23279. */
  23280. shape?: any;
  23281. }
  23282. /**
  23283. * Interface for a physics-enabled object
  23284. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23285. */
  23286. export interface IPhysicsEnabledObject {
  23287. /**
  23288. * The position of the physics-enabled object
  23289. */
  23290. position: Vector3;
  23291. /**
  23292. * The rotation of the physics-enabled object
  23293. */
  23294. rotationQuaternion: Nullable<Quaternion>;
  23295. /**
  23296. * The scale of the physics-enabled object
  23297. */
  23298. scaling: Vector3;
  23299. /**
  23300. * The rotation of the physics-enabled object
  23301. */
  23302. rotation?: Vector3;
  23303. /**
  23304. * The parent of the physics-enabled object
  23305. */
  23306. parent?: any;
  23307. /**
  23308. * The bounding info of the physics-enabled object
  23309. * @returns The bounding info of the physics-enabled object
  23310. */
  23311. getBoundingInfo(): BoundingInfo;
  23312. /**
  23313. * Computes the world matrix
  23314. * @param force Specifies if the world matrix should be computed by force
  23315. * @returns A world matrix
  23316. */
  23317. computeWorldMatrix(force: boolean): Matrix;
  23318. /**
  23319. * Gets the world matrix
  23320. * @returns A world matrix
  23321. */
  23322. getWorldMatrix?(): Matrix;
  23323. /**
  23324. * Gets the child meshes
  23325. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23326. * @returns An array of abstract meshes
  23327. */
  23328. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23329. /**
  23330. * Gets the vertex data
  23331. * @param kind The type of vertex data
  23332. * @returns A nullable array of numbers, or a float32 array
  23333. */
  23334. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23335. /**
  23336. * Gets the indices from the mesh
  23337. * @returns A nullable array of index arrays
  23338. */
  23339. getIndices?(): Nullable<IndicesArray>;
  23340. /**
  23341. * Gets the scene from the mesh
  23342. * @returns the indices array or null
  23343. */
  23344. getScene?(): Scene;
  23345. /**
  23346. * Gets the absolute position from the mesh
  23347. * @returns the absolute position
  23348. */
  23349. getAbsolutePosition(): Vector3;
  23350. /**
  23351. * Gets the absolute pivot point from the mesh
  23352. * @returns the absolute pivot point
  23353. */
  23354. getAbsolutePivotPoint(): Vector3;
  23355. /**
  23356. * Rotates the mesh
  23357. * @param axis The axis of rotation
  23358. * @param amount The amount of rotation
  23359. * @param space The space of the rotation
  23360. * @returns The rotation transform node
  23361. */
  23362. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23363. /**
  23364. * Translates the mesh
  23365. * @param axis The axis of translation
  23366. * @param distance The distance of translation
  23367. * @param space The space of the translation
  23368. * @returns The transform node
  23369. */
  23370. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23371. /**
  23372. * Sets the absolute position of the mesh
  23373. * @param absolutePosition The absolute position of the mesh
  23374. * @returns The transform node
  23375. */
  23376. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23377. /**
  23378. * Gets the class name of the mesh
  23379. * @returns The class name
  23380. */
  23381. getClassName(): string;
  23382. }
  23383. /**
  23384. * Represents a physics imposter
  23385. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23386. */
  23387. export class PhysicsImpostor {
  23388. /**
  23389. * The physics-enabled object used as the physics imposter
  23390. */
  23391. object: IPhysicsEnabledObject;
  23392. /**
  23393. * The type of the physics imposter
  23394. */
  23395. type: number;
  23396. private _options;
  23397. private _scene?;
  23398. /**
  23399. * The default object size of the imposter
  23400. */
  23401. static DEFAULT_OBJECT_SIZE: Vector3;
  23402. /**
  23403. * The identity quaternion of the imposter
  23404. */
  23405. static IDENTITY_QUATERNION: Quaternion;
  23406. /** @hidden */
  23407. _pluginData: any;
  23408. private _physicsEngine;
  23409. private _physicsBody;
  23410. private _bodyUpdateRequired;
  23411. private _onBeforePhysicsStepCallbacks;
  23412. private _onAfterPhysicsStepCallbacks;
  23413. /** @hidden */
  23414. _onPhysicsCollideCallbacks: Array<{
  23415. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23416. otherImpostors: Array<PhysicsImpostor>;
  23417. }>;
  23418. private _deltaPosition;
  23419. private _deltaRotation;
  23420. private _deltaRotationConjugated;
  23421. /** @hidden */
  23422. _isFromLine: boolean;
  23423. private _parent;
  23424. private _isDisposed;
  23425. private static _tmpVecs;
  23426. private static _tmpQuat;
  23427. /**
  23428. * Specifies if the physics imposter is disposed
  23429. */
  23430. readonly isDisposed: boolean;
  23431. /**
  23432. * Gets the mass of the physics imposter
  23433. */
  23434. mass: number;
  23435. /**
  23436. * Gets the coefficient of friction
  23437. */
  23438. /**
  23439. * Sets the coefficient of friction
  23440. */
  23441. friction: number;
  23442. /**
  23443. * Gets the coefficient of restitution
  23444. */
  23445. /**
  23446. * Sets the coefficient of restitution
  23447. */
  23448. restitution: number;
  23449. /**
  23450. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23451. */
  23452. /**
  23453. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23454. */
  23455. pressure: number;
  23456. /**
  23457. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23458. */
  23459. /**
  23460. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23461. */
  23462. stiffness: number;
  23463. /**
  23464. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23465. */
  23466. /**
  23467. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23468. */
  23469. velocityIterations: number;
  23470. /**
  23471. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23472. */
  23473. /**
  23474. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23475. */
  23476. positionIterations: number;
  23477. /**
  23478. * The unique id of the physics imposter
  23479. * set by the physics engine when adding this impostor to the array
  23480. */
  23481. uniqueId: number;
  23482. /**
  23483. * @hidden
  23484. */
  23485. soft: boolean;
  23486. /**
  23487. * @hidden
  23488. */
  23489. segments: number;
  23490. private _joints;
  23491. /**
  23492. * Initializes the physics imposter
  23493. * @param object The physics-enabled object used as the physics imposter
  23494. * @param type The type of the physics imposter
  23495. * @param _options The options for the physics imposter
  23496. * @param _scene The Babylon scene
  23497. */
  23498. constructor(
  23499. /**
  23500. * The physics-enabled object used as the physics imposter
  23501. */
  23502. object: IPhysicsEnabledObject,
  23503. /**
  23504. * The type of the physics imposter
  23505. */
  23506. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23507. /**
  23508. * This function will completly initialize this impostor.
  23509. * It will create a new body - but only if this mesh has no parent.
  23510. * If it has, this impostor will not be used other than to define the impostor
  23511. * of the child mesh.
  23512. * @hidden
  23513. */
  23514. _init(): void;
  23515. private _getPhysicsParent;
  23516. /**
  23517. * Should a new body be generated.
  23518. * @returns boolean specifying if body initialization is required
  23519. */
  23520. isBodyInitRequired(): boolean;
  23521. /**
  23522. * Sets the updated scaling
  23523. * @param updated Specifies if the scaling is updated
  23524. */
  23525. setScalingUpdated(): void;
  23526. /**
  23527. * Force a regeneration of this or the parent's impostor's body.
  23528. * Use under cautious - This will remove all joints already implemented.
  23529. */
  23530. forceUpdate(): void;
  23531. /**
  23532. * Gets the body that holds this impostor. Either its own, or its parent.
  23533. */
  23534. /**
  23535. * Set the physics body. Used mainly by the physics engine/plugin
  23536. */
  23537. physicsBody: any;
  23538. /**
  23539. * Get the parent of the physics imposter
  23540. * @returns Physics imposter or null
  23541. */
  23542. /**
  23543. * Sets the parent of the physics imposter
  23544. */
  23545. parent: Nullable<PhysicsImpostor>;
  23546. /**
  23547. * Resets the update flags
  23548. */
  23549. resetUpdateFlags(): void;
  23550. /**
  23551. * Gets the object extend size
  23552. * @returns the object extend size
  23553. */
  23554. getObjectExtendSize(): Vector3;
  23555. /**
  23556. * Gets the object center
  23557. * @returns The object center
  23558. */
  23559. getObjectCenter(): Vector3;
  23560. /**
  23561. * Get a specific parametes from the options parameter
  23562. * @param paramName The object parameter name
  23563. * @returns The object parameter
  23564. */
  23565. getParam(paramName: string): any;
  23566. /**
  23567. * Sets a specific parameter in the options given to the physics plugin
  23568. * @param paramName The parameter name
  23569. * @param value The value of the parameter
  23570. */
  23571. setParam(paramName: string, value: number): void;
  23572. /**
  23573. * Specifically change the body's mass option. Won't recreate the physics body object
  23574. * @param mass The mass of the physics imposter
  23575. */
  23576. setMass(mass: number): void;
  23577. /**
  23578. * Gets the linear velocity
  23579. * @returns linear velocity or null
  23580. */
  23581. getLinearVelocity(): Nullable<Vector3>;
  23582. /**
  23583. * Sets the linear velocity
  23584. * @param velocity linear velocity or null
  23585. */
  23586. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23587. /**
  23588. * Gets the angular velocity
  23589. * @returns angular velocity or null
  23590. */
  23591. getAngularVelocity(): Nullable<Vector3>;
  23592. /**
  23593. * Sets the angular velocity
  23594. * @param velocity The velocity or null
  23595. */
  23596. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23597. /**
  23598. * Execute a function with the physics plugin native code
  23599. * Provide a function the will have two variables - the world object and the physics body object
  23600. * @param func The function to execute with the physics plugin native code
  23601. */
  23602. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23603. /**
  23604. * Register a function that will be executed before the physics world is stepping forward
  23605. * @param func The function to execute before the physics world is stepped forward
  23606. */
  23607. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23608. /**
  23609. * Unregister a function that will be executed before the physics world is stepping forward
  23610. * @param func The function to execute before the physics world is stepped forward
  23611. */
  23612. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23613. /**
  23614. * Register a function that will be executed after the physics step
  23615. * @param func The function to execute after physics step
  23616. */
  23617. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23618. /**
  23619. * Unregisters a function that will be executed after the physics step
  23620. * @param func The function to execute after physics step
  23621. */
  23622. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23623. /**
  23624. * register a function that will be executed when this impostor collides against a different body
  23625. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23626. * @param func Callback that is executed on collision
  23627. */
  23628. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23629. /**
  23630. * Unregisters the physics imposter on contact
  23631. * @param collideAgainst The physics object to collide against
  23632. * @param func Callback to execute on collision
  23633. */
  23634. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23635. private _tmpQuat;
  23636. private _tmpQuat2;
  23637. /**
  23638. * Get the parent rotation
  23639. * @returns The parent rotation
  23640. */
  23641. getParentsRotation(): Quaternion;
  23642. /**
  23643. * this function is executed by the physics engine.
  23644. */
  23645. beforeStep: () => void;
  23646. /**
  23647. * this function is executed by the physics engine
  23648. */
  23649. afterStep: () => void;
  23650. /**
  23651. * Legacy collision detection event support
  23652. */
  23653. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23654. /**
  23655. * event and body object due to cannon's event-based architecture.
  23656. */
  23657. onCollide: (e: {
  23658. body: any;
  23659. }) => void;
  23660. /**
  23661. * Apply a force
  23662. * @param force The force to apply
  23663. * @param contactPoint The contact point for the force
  23664. * @returns The physics imposter
  23665. */
  23666. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23667. /**
  23668. * Apply an impulse
  23669. * @param force The impulse force
  23670. * @param contactPoint The contact point for the impulse force
  23671. * @returns The physics imposter
  23672. */
  23673. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23674. /**
  23675. * A help function to create a joint
  23676. * @param otherImpostor A physics imposter used to create a joint
  23677. * @param jointType The type of joint
  23678. * @param jointData The data for the joint
  23679. * @returns The physics imposter
  23680. */
  23681. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23682. /**
  23683. * Add a joint to this impostor with a different impostor
  23684. * @param otherImpostor A physics imposter used to add a joint
  23685. * @param joint The joint to add
  23686. * @returns The physics imposter
  23687. */
  23688. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23689. /**
  23690. * Add an anchor to a cloth impostor
  23691. * @param otherImpostor rigid impostor to anchor to
  23692. * @param width ratio across width from 0 to 1
  23693. * @param height ratio up height from 0 to 1
  23694. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23695. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23696. * @returns impostor the soft imposter
  23697. */
  23698. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23699. /**
  23700. * Add a hook to a rope impostor
  23701. * @param otherImpostor rigid impostor to anchor to
  23702. * @param length ratio across rope from 0 to 1
  23703. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23704. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23705. * @returns impostor the rope imposter
  23706. */
  23707. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23708. /**
  23709. * Will keep this body still, in a sleep mode.
  23710. * @returns the physics imposter
  23711. */
  23712. sleep(): PhysicsImpostor;
  23713. /**
  23714. * Wake the body up.
  23715. * @returns The physics imposter
  23716. */
  23717. wakeUp(): PhysicsImpostor;
  23718. /**
  23719. * Clones the physics imposter
  23720. * @param newObject The physics imposter clones to this physics-enabled object
  23721. * @returns A nullable physics imposter
  23722. */
  23723. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23724. /**
  23725. * Disposes the physics imposter
  23726. */
  23727. dispose(): void;
  23728. /**
  23729. * Sets the delta position
  23730. * @param position The delta position amount
  23731. */
  23732. setDeltaPosition(position: Vector3): void;
  23733. /**
  23734. * Sets the delta rotation
  23735. * @param rotation The delta rotation amount
  23736. */
  23737. setDeltaRotation(rotation: Quaternion): void;
  23738. /**
  23739. * Gets the box size of the physics imposter and stores the result in the input parameter
  23740. * @param result Stores the box size
  23741. * @returns The physics imposter
  23742. */
  23743. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23744. /**
  23745. * Gets the radius of the physics imposter
  23746. * @returns Radius of the physics imposter
  23747. */
  23748. getRadius(): number;
  23749. /**
  23750. * Sync a bone with this impostor
  23751. * @param bone The bone to sync to the impostor.
  23752. * @param boneMesh The mesh that the bone is influencing.
  23753. * @param jointPivot The pivot of the joint / bone in local space.
  23754. * @param distToJoint Optional distance from the impostor to the joint.
  23755. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23756. */
  23757. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23758. /**
  23759. * Sync impostor to a bone
  23760. * @param bone The bone that the impostor will be synced to.
  23761. * @param boneMesh The mesh that the bone is influencing.
  23762. * @param jointPivot The pivot of the joint / bone in local space.
  23763. * @param distToJoint Optional distance from the impostor to the joint.
  23764. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23765. * @param boneAxis Optional vector3 axis the bone is aligned with
  23766. */
  23767. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23768. /**
  23769. * No-Imposter type
  23770. */
  23771. static NoImpostor: number;
  23772. /**
  23773. * Sphere-Imposter type
  23774. */
  23775. static SphereImpostor: number;
  23776. /**
  23777. * Box-Imposter type
  23778. */
  23779. static BoxImpostor: number;
  23780. /**
  23781. * Plane-Imposter type
  23782. */
  23783. static PlaneImpostor: number;
  23784. /**
  23785. * Mesh-imposter type
  23786. */
  23787. static MeshImpostor: number;
  23788. /**
  23789. * Capsule-Impostor type (Ammo.js plugin only)
  23790. */
  23791. static CapsuleImpostor: number;
  23792. /**
  23793. * Cylinder-Imposter type
  23794. */
  23795. static CylinderImpostor: number;
  23796. /**
  23797. * Particle-Imposter type
  23798. */
  23799. static ParticleImpostor: number;
  23800. /**
  23801. * Heightmap-Imposter type
  23802. */
  23803. static HeightmapImpostor: number;
  23804. /**
  23805. * ConvexHull-Impostor type (Ammo.js plugin only)
  23806. */
  23807. static ConvexHullImpostor: number;
  23808. /**
  23809. * Rope-Imposter type
  23810. */
  23811. static RopeImpostor: number;
  23812. /**
  23813. * Cloth-Imposter type
  23814. */
  23815. static ClothImpostor: number;
  23816. /**
  23817. * Softbody-Imposter type
  23818. */
  23819. static SoftbodyImpostor: number;
  23820. }
  23821. }
  23822. declare module "babylonjs/Meshes/mesh" {
  23823. import { Observable } from "babylonjs/Misc/observable";
  23824. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23825. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23826. import { Camera } from "babylonjs/Cameras/camera";
  23827. import { Scene } from "babylonjs/scene";
  23828. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23829. import { Color4 } from "babylonjs/Maths/math.color";
  23830. import { Engine } from "babylonjs/Engines/engine";
  23831. import { Node } from "babylonjs/node";
  23832. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23833. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23834. import { Buffer } from "babylonjs/Meshes/buffer";
  23835. import { Geometry } from "babylonjs/Meshes/geometry";
  23836. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23837. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23838. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23839. import { Effect } from "babylonjs/Materials/effect";
  23840. import { Material } from "babylonjs/Materials/material";
  23841. import { Skeleton } from "babylonjs/Bones/skeleton";
  23842. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23843. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23844. import { Path3D } from "babylonjs/Maths/math.path";
  23845. import { Plane } from "babylonjs/Maths/math.plane";
  23846. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23847. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23848. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23849. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23850. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23851. /**
  23852. * @hidden
  23853. **/
  23854. export class _CreationDataStorage {
  23855. closePath?: boolean;
  23856. closeArray?: boolean;
  23857. idx: number[];
  23858. dashSize: number;
  23859. gapSize: number;
  23860. path3D: Path3D;
  23861. pathArray: Vector3[][];
  23862. arc: number;
  23863. radius: number;
  23864. cap: number;
  23865. tessellation: number;
  23866. }
  23867. /**
  23868. * @hidden
  23869. **/
  23870. class _InstanceDataStorage {
  23871. visibleInstances: any;
  23872. batchCache: _InstancesBatch;
  23873. instancesBufferSize: number;
  23874. instancesBuffer: Nullable<Buffer>;
  23875. instancesData: Float32Array;
  23876. overridenInstanceCount: number;
  23877. isFrozen: boolean;
  23878. previousBatch: Nullable<_InstancesBatch>;
  23879. hardwareInstancedRendering: boolean;
  23880. sideOrientation: number;
  23881. }
  23882. /**
  23883. * @hidden
  23884. **/
  23885. export class _InstancesBatch {
  23886. mustReturn: boolean;
  23887. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23888. renderSelf: boolean[];
  23889. hardwareInstancedRendering: boolean[];
  23890. }
  23891. /**
  23892. * Class used to represent renderable models
  23893. */
  23894. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23895. /**
  23896. * Mesh side orientation : usually the external or front surface
  23897. */
  23898. static readonly FRONTSIDE: number;
  23899. /**
  23900. * Mesh side orientation : usually the internal or back surface
  23901. */
  23902. static readonly BACKSIDE: number;
  23903. /**
  23904. * Mesh side orientation : both internal and external or front and back surfaces
  23905. */
  23906. static readonly DOUBLESIDE: number;
  23907. /**
  23908. * Mesh side orientation : by default, `FRONTSIDE`
  23909. */
  23910. static readonly DEFAULTSIDE: number;
  23911. /**
  23912. * Mesh cap setting : no cap
  23913. */
  23914. static readonly NO_CAP: number;
  23915. /**
  23916. * Mesh cap setting : one cap at the beginning of the mesh
  23917. */
  23918. static readonly CAP_START: number;
  23919. /**
  23920. * Mesh cap setting : one cap at the end of the mesh
  23921. */
  23922. static readonly CAP_END: number;
  23923. /**
  23924. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  23925. */
  23926. static readonly CAP_ALL: number;
  23927. /**
  23928. * Mesh pattern setting : no flip or rotate
  23929. */
  23930. static readonly NO_FLIP: number;
  23931. /**
  23932. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  23933. */
  23934. static readonly FLIP_TILE: number;
  23935. /**
  23936. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  23937. */
  23938. static readonly ROTATE_TILE: number;
  23939. /**
  23940. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  23941. */
  23942. static readonly FLIP_ROW: number;
  23943. /**
  23944. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  23945. */
  23946. static readonly ROTATE_ROW: number;
  23947. /**
  23948. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  23949. */
  23950. static readonly FLIP_N_ROTATE_TILE: number;
  23951. /**
  23952. * Mesh pattern setting : rotate pattern and rotate
  23953. */
  23954. static readonly FLIP_N_ROTATE_ROW: number;
  23955. /**
  23956. * Mesh tile positioning : part tiles same on left/right or top/bottom
  23957. */
  23958. static readonly CENTER: number;
  23959. /**
  23960. * Mesh tile positioning : part tiles on left
  23961. */
  23962. static readonly LEFT: number;
  23963. /**
  23964. * Mesh tile positioning : part tiles on right
  23965. */
  23966. static readonly RIGHT: number;
  23967. /**
  23968. * Mesh tile positioning : part tiles on top
  23969. */
  23970. static readonly TOP: number;
  23971. /**
  23972. * Mesh tile positioning : part tiles on bottom
  23973. */
  23974. static readonly BOTTOM: number;
  23975. /**
  23976. * Gets the default side orientation.
  23977. * @param orientation the orientation to value to attempt to get
  23978. * @returns the default orientation
  23979. * @hidden
  23980. */
  23981. static _GetDefaultSideOrientation(orientation?: number): number;
  23982. private _internalMeshDataInfo;
  23983. /**
  23984. * An event triggered before rendering the mesh
  23985. */
  23986. readonly onBeforeRenderObservable: Observable<Mesh>;
  23987. /**
  23988. * An event triggered before binding the mesh
  23989. */
  23990. readonly onBeforeBindObservable: Observable<Mesh>;
  23991. /**
  23992. * An event triggered after rendering the mesh
  23993. */
  23994. readonly onAfterRenderObservable: Observable<Mesh>;
  23995. /**
  23996. * An event triggered before drawing the mesh
  23997. */
  23998. readonly onBeforeDrawObservable: Observable<Mesh>;
  23999. private _onBeforeDrawObserver;
  24000. /**
  24001. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24002. */
  24003. onBeforeDraw: () => void;
  24004. /**
  24005. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24006. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24007. */
  24008. delayLoadState: number;
  24009. /**
  24010. * Gets the list of instances created from this mesh
  24011. * it is not supposed to be modified manually.
  24012. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24013. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24014. */
  24015. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24016. /**
  24017. * Gets the file containing delay loading data for this mesh
  24018. */
  24019. delayLoadingFile: string;
  24020. /** @hidden */
  24021. _binaryInfo: any;
  24022. /**
  24023. * User defined function used to change how LOD level selection is done
  24024. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24025. */
  24026. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24027. /**
  24028. * Gets or sets the morph target manager
  24029. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24030. */
  24031. morphTargetManager: Nullable<MorphTargetManager>;
  24032. /** @hidden */
  24033. _creationDataStorage: Nullable<_CreationDataStorage>;
  24034. /** @hidden */
  24035. _geometry: Nullable<Geometry>;
  24036. /** @hidden */
  24037. _delayInfo: Array<string>;
  24038. /** @hidden */
  24039. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24040. /** @hidden */
  24041. _instanceDataStorage: _InstanceDataStorage;
  24042. private _effectiveMaterial;
  24043. /** @hidden */
  24044. _shouldGenerateFlatShading: boolean;
  24045. /** @hidden */
  24046. _originalBuilderSideOrientation: number;
  24047. /**
  24048. * Use this property to change the original side orientation defined at construction time
  24049. */
  24050. overrideMaterialSideOrientation: Nullable<number>;
  24051. /**
  24052. * Gets the source mesh (the one used to clone this one from)
  24053. */
  24054. readonly source: Nullable<Mesh>;
  24055. /**
  24056. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24057. */
  24058. isUnIndexed: boolean;
  24059. /**
  24060. * @constructor
  24061. * @param name The value used by scene.getMeshByName() to do a lookup.
  24062. * @param scene The scene to add this mesh to.
  24063. * @param parent The parent of this mesh, if it has one
  24064. * @param source An optional Mesh from which geometry is shared, cloned.
  24065. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24066. * When false, achieved by calling a clone(), also passing False.
  24067. * This will make creation of children, recursive.
  24068. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24069. */
  24070. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24071. /**
  24072. * Gets the class name
  24073. * @returns the string "Mesh".
  24074. */
  24075. getClassName(): string;
  24076. /** @hidden */
  24077. readonly _isMesh: boolean;
  24078. /**
  24079. * Returns a description of this mesh
  24080. * @param fullDetails define if full details about this mesh must be used
  24081. * @returns a descriptive string representing this mesh
  24082. */
  24083. toString(fullDetails?: boolean): string;
  24084. /** @hidden */
  24085. _unBindEffect(): void;
  24086. /**
  24087. * Gets a boolean indicating if this mesh has LOD
  24088. */
  24089. readonly hasLODLevels: boolean;
  24090. /**
  24091. * Gets the list of MeshLODLevel associated with the current mesh
  24092. * @returns an array of MeshLODLevel
  24093. */
  24094. getLODLevels(): MeshLODLevel[];
  24095. private _sortLODLevels;
  24096. /**
  24097. * Add a mesh as LOD level triggered at the given distance.
  24098. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24099. * @param distance The distance from the center of the object to show this level
  24100. * @param mesh The mesh to be added as LOD level (can be null)
  24101. * @return This mesh (for chaining)
  24102. */
  24103. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24104. /**
  24105. * Returns the LOD level mesh at the passed distance or null if not found.
  24106. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24107. * @param distance The distance from the center of the object to show this level
  24108. * @returns a Mesh or `null`
  24109. */
  24110. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24111. /**
  24112. * Remove a mesh from the LOD array
  24113. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24114. * @param mesh defines the mesh to be removed
  24115. * @return This mesh (for chaining)
  24116. */
  24117. removeLODLevel(mesh: Mesh): Mesh;
  24118. /**
  24119. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24120. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24121. * @param camera defines the camera to use to compute distance
  24122. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24123. * @return This mesh (for chaining)
  24124. */
  24125. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24126. /**
  24127. * Gets the mesh internal Geometry object
  24128. */
  24129. readonly geometry: Nullable<Geometry>;
  24130. /**
  24131. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24132. * @returns the total number of vertices
  24133. */
  24134. getTotalVertices(): number;
  24135. /**
  24136. * Returns the content of an associated vertex buffer
  24137. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24138. * - VertexBuffer.PositionKind
  24139. * - VertexBuffer.UVKind
  24140. * - VertexBuffer.UV2Kind
  24141. * - VertexBuffer.UV3Kind
  24142. * - VertexBuffer.UV4Kind
  24143. * - VertexBuffer.UV5Kind
  24144. * - VertexBuffer.UV6Kind
  24145. * - VertexBuffer.ColorKind
  24146. * - VertexBuffer.MatricesIndicesKind
  24147. * - VertexBuffer.MatricesIndicesExtraKind
  24148. * - VertexBuffer.MatricesWeightsKind
  24149. * - VertexBuffer.MatricesWeightsExtraKind
  24150. * @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
  24151. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24152. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24153. */
  24154. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24155. /**
  24156. * Returns the mesh VertexBuffer object from the requested `kind`
  24157. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24158. * - VertexBuffer.PositionKind
  24159. * - VertexBuffer.NormalKind
  24160. * - VertexBuffer.UVKind
  24161. * - VertexBuffer.UV2Kind
  24162. * - VertexBuffer.UV3Kind
  24163. * - VertexBuffer.UV4Kind
  24164. * - VertexBuffer.UV5Kind
  24165. * - VertexBuffer.UV6Kind
  24166. * - VertexBuffer.ColorKind
  24167. * - VertexBuffer.MatricesIndicesKind
  24168. * - VertexBuffer.MatricesIndicesExtraKind
  24169. * - VertexBuffer.MatricesWeightsKind
  24170. * - VertexBuffer.MatricesWeightsExtraKind
  24171. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24172. */
  24173. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24174. /**
  24175. * Tests if a specific vertex buffer is associated with this mesh
  24176. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24177. * - VertexBuffer.PositionKind
  24178. * - VertexBuffer.NormalKind
  24179. * - VertexBuffer.UVKind
  24180. * - VertexBuffer.UV2Kind
  24181. * - VertexBuffer.UV3Kind
  24182. * - VertexBuffer.UV4Kind
  24183. * - VertexBuffer.UV5Kind
  24184. * - VertexBuffer.UV6Kind
  24185. * - VertexBuffer.ColorKind
  24186. * - VertexBuffer.MatricesIndicesKind
  24187. * - VertexBuffer.MatricesIndicesExtraKind
  24188. * - VertexBuffer.MatricesWeightsKind
  24189. * - VertexBuffer.MatricesWeightsExtraKind
  24190. * @returns a boolean
  24191. */
  24192. isVerticesDataPresent(kind: string): boolean;
  24193. /**
  24194. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24195. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24196. * - VertexBuffer.PositionKind
  24197. * - VertexBuffer.UVKind
  24198. * - VertexBuffer.UV2Kind
  24199. * - VertexBuffer.UV3Kind
  24200. * - VertexBuffer.UV4Kind
  24201. * - VertexBuffer.UV5Kind
  24202. * - VertexBuffer.UV6Kind
  24203. * - VertexBuffer.ColorKind
  24204. * - VertexBuffer.MatricesIndicesKind
  24205. * - VertexBuffer.MatricesIndicesExtraKind
  24206. * - VertexBuffer.MatricesWeightsKind
  24207. * - VertexBuffer.MatricesWeightsExtraKind
  24208. * @returns a boolean
  24209. */
  24210. isVertexBufferUpdatable(kind: string): boolean;
  24211. /**
  24212. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24213. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24214. * - VertexBuffer.PositionKind
  24215. * - VertexBuffer.NormalKind
  24216. * - VertexBuffer.UVKind
  24217. * - VertexBuffer.UV2Kind
  24218. * - VertexBuffer.UV3Kind
  24219. * - VertexBuffer.UV4Kind
  24220. * - VertexBuffer.UV5Kind
  24221. * - VertexBuffer.UV6Kind
  24222. * - VertexBuffer.ColorKind
  24223. * - VertexBuffer.MatricesIndicesKind
  24224. * - VertexBuffer.MatricesIndicesExtraKind
  24225. * - VertexBuffer.MatricesWeightsKind
  24226. * - VertexBuffer.MatricesWeightsExtraKind
  24227. * @returns an array of strings
  24228. */
  24229. getVerticesDataKinds(): string[];
  24230. /**
  24231. * Returns a positive integer : the total number of indices in this mesh geometry.
  24232. * @returns the numner of indices or zero if the mesh has no geometry.
  24233. */
  24234. getTotalIndices(): number;
  24235. /**
  24236. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24237. * @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.
  24238. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24239. * @returns the indices array or an empty array if the mesh has no geometry
  24240. */
  24241. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24242. readonly isBlocked: boolean;
  24243. /**
  24244. * Determine if the current mesh is ready to be rendered
  24245. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24246. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24247. * @returns true if all associated assets are ready (material, textures, shaders)
  24248. */
  24249. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24250. /**
  24251. * 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.
  24252. */
  24253. readonly areNormalsFrozen: boolean;
  24254. /**
  24255. * 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.
  24256. * @returns the current mesh
  24257. */
  24258. freezeNormals(): Mesh;
  24259. /**
  24260. * 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
  24261. * @returns the current mesh
  24262. */
  24263. unfreezeNormals(): Mesh;
  24264. /**
  24265. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24266. */
  24267. overridenInstanceCount: number;
  24268. /** @hidden */
  24269. _preActivate(): Mesh;
  24270. /** @hidden */
  24271. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24272. /** @hidden */
  24273. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24274. /**
  24275. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24276. * This means the mesh underlying bounding box and sphere are recomputed.
  24277. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24278. * @returns the current mesh
  24279. */
  24280. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24281. /** @hidden */
  24282. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24283. /**
  24284. * This function will subdivide the mesh into multiple submeshes
  24285. * @param count defines the expected number of submeshes
  24286. */
  24287. subdivide(count: number): void;
  24288. /**
  24289. * Copy a FloatArray into a specific associated vertex buffer
  24290. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24291. * - VertexBuffer.PositionKind
  24292. * - VertexBuffer.UVKind
  24293. * - VertexBuffer.UV2Kind
  24294. * - VertexBuffer.UV3Kind
  24295. * - VertexBuffer.UV4Kind
  24296. * - VertexBuffer.UV5Kind
  24297. * - VertexBuffer.UV6Kind
  24298. * - VertexBuffer.ColorKind
  24299. * - VertexBuffer.MatricesIndicesKind
  24300. * - VertexBuffer.MatricesIndicesExtraKind
  24301. * - VertexBuffer.MatricesWeightsKind
  24302. * - VertexBuffer.MatricesWeightsExtraKind
  24303. * @param data defines the data source
  24304. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24305. * @param stride defines the data stride size (can be null)
  24306. * @returns the current mesh
  24307. */
  24308. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  24309. /**
  24310. * Flags an associated vertex buffer as updatable
  24311. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24312. * - VertexBuffer.PositionKind
  24313. * - VertexBuffer.UVKind
  24314. * - VertexBuffer.UV2Kind
  24315. * - VertexBuffer.UV3Kind
  24316. * - VertexBuffer.UV4Kind
  24317. * - VertexBuffer.UV5Kind
  24318. * - VertexBuffer.UV6Kind
  24319. * - VertexBuffer.ColorKind
  24320. * - VertexBuffer.MatricesIndicesKind
  24321. * - VertexBuffer.MatricesIndicesExtraKind
  24322. * - VertexBuffer.MatricesWeightsKind
  24323. * - VertexBuffer.MatricesWeightsExtraKind
  24324. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24325. */
  24326. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24327. /**
  24328. * Sets the mesh global Vertex Buffer
  24329. * @param buffer defines the buffer to use
  24330. * @returns the current mesh
  24331. */
  24332. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24333. /**
  24334. * Update a specific associated vertex buffer
  24335. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24336. * - VertexBuffer.PositionKind
  24337. * - VertexBuffer.UVKind
  24338. * - VertexBuffer.UV2Kind
  24339. * - VertexBuffer.UV3Kind
  24340. * - VertexBuffer.UV4Kind
  24341. * - VertexBuffer.UV5Kind
  24342. * - VertexBuffer.UV6Kind
  24343. * - VertexBuffer.ColorKind
  24344. * - VertexBuffer.MatricesIndicesKind
  24345. * - VertexBuffer.MatricesIndicesExtraKind
  24346. * - VertexBuffer.MatricesWeightsKind
  24347. * - VertexBuffer.MatricesWeightsExtraKind
  24348. * @param data defines the data source
  24349. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24350. * @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)
  24351. * @returns the current mesh
  24352. */
  24353. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  24354. /**
  24355. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24356. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24357. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24358. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24359. * @returns the current mesh
  24360. */
  24361. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24362. /**
  24363. * Creates a un-shared specific occurence of the geometry for the mesh.
  24364. * @returns the current mesh
  24365. */
  24366. makeGeometryUnique(): Mesh;
  24367. /**
  24368. * Set the index buffer of this mesh
  24369. * @param indices defines the source data
  24370. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24371. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24372. * @returns the current mesh
  24373. */
  24374. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  24375. /**
  24376. * Update the current index buffer
  24377. * @param indices defines the source data
  24378. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24379. * @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)
  24380. * @returns the current mesh
  24381. */
  24382. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  24383. /**
  24384. * Invert the geometry to move from a right handed system to a left handed one.
  24385. * @returns the current mesh
  24386. */
  24387. toLeftHanded(): Mesh;
  24388. /** @hidden */
  24389. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24390. /** @hidden */
  24391. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24392. /**
  24393. * Registers for this mesh a javascript function called just before the rendering process
  24394. * @param func defines the function to call before rendering this mesh
  24395. * @returns the current mesh
  24396. */
  24397. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24398. /**
  24399. * Disposes a previously registered javascript function called before the rendering
  24400. * @param func defines the function to remove
  24401. * @returns the current mesh
  24402. */
  24403. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24404. /**
  24405. * Registers for this mesh a javascript function called just after the rendering is complete
  24406. * @param func defines the function to call after rendering this mesh
  24407. * @returns the current mesh
  24408. */
  24409. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24410. /**
  24411. * Disposes a previously registered javascript function called after the rendering.
  24412. * @param func defines the function to remove
  24413. * @returns the current mesh
  24414. */
  24415. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24416. /** @hidden */
  24417. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24418. /** @hidden */
  24419. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24420. /** @hidden */
  24421. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24422. /** @hidden */
  24423. _rebuild(): void;
  24424. /** @hidden */
  24425. _freeze(): void;
  24426. /** @hidden */
  24427. _unFreeze(): void;
  24428. /**
  24429. * 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
  24430. * @param subMesh defines the subMesh to render
  24431. * @param enableAlphaMode defines if alpha mode can be changed
  24432. * @returns the current mesh
  24433. */
  24434. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24435. private _onBeforeDraw;
  24436. /**
  24437. * Renormalize the mesh and patch it up if there are no weights
  24438. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24439. * However in the case of zero weights then we set just a single influence to 1.
  24440. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24441. */
  24442. cleanMatrixWeights(): void;
  24443. private normalizeSkinFourWeights;
  24444. private normalizeSkinWeightsAndExtra;
  24445. /**
  24446. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24447. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24448. * the user know there was an issue with importing the mesh
  24449. * @returns a validation object with skinned, valid and report string
  24450. */
  24451. validateSkinning(): {
  24452. skinned: boolean;
  24453. valid: boolean;
  24454. report: string;
  24455. };
  24456. /** @hidden */
  24457. _checkDelayState(): Mesh;
  24458. private _queueLoad;
  24459. /**
  24460. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24461. * A mesh is in the frustum if its bounding box intersects the frustum
  24462. * @param frustumPlanes defines the frustum to test
  24463. * @returns true if the mesh is in the frustum planes
  24464. */
  24465. isInFrustum(frustumPlanes: Plane[]): boolean;
  24466. /**
  24467. * Sets the mesh material by the material or multiMaterial `id` property
  24468. * @param id is a string identifying the material or the multiMaterial
  24469. * @returns the current mesh
  24470. */
  24471. setMaterialByID(id: string): Mesh;
  24472. /**
  24473. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24474. * @returns an array of IAnimatable
  24475. */
  24476. getAnimatables(): IAnimatable[];
  24477. /**
  24478. * Modifies the mesh geometry according to the passed transformation matrix.
  24479. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24480. * The mesh normals are modified using the same transformation.
  24481. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24482. * @param transform defines the transform matrix to use
  24483. * @see http://doc.babylonjs.com/resources/baking_transformations
  24484. * @returns the current mesh
  24485. */
  24486. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24487. /**
  24488. * Modifies the mesh geometry according to its own current World Matrix.
  24489. * The mesh World Matrix is then reset.
  24490. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24491. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24492. * @see http://doc.babylonjs.com/resources/baking_transformations
  24493. * @returns the current mesh
  24494. */
  24495. bakeCurrentTransformIntoVertices(): Mesh;
  24496. /** @hidden */
  24497. readonly _positions: Nullable<Vector3[]>;
  24498. /** @hidden */
  24499. _resetPointsArrayCache(): Mesh;
  24500. /** @hidden */
  24501. _generatePointsArray(): boolean;
  24502. /**
  24503. * Returns a new Mesh object generated from the current mesh properties.
  24504. * This method must not get confused with createInstance()
  24505. * @param name is a string, the name given to the new mesh
  24506. * @param newParent can be any Node object (default `null`)
  24507. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24508. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24509. * @returns a new mesh
  24510. */
  24511. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  24512. /**
  24513. * Releases resources associated with this mesh.
  24514. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24515. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24516. */
  24517. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24518. /**
  24519. * Modifies the mesh geometry according to a displacement map.
  24520. * 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.
  24521. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24522. * @param url is a string, the URL from the image file is to be downloaded.
  24523. * @param minHeight is the lower limit of the displacement.
  24524. * @param maxHeight is the upper limit of the displacement.
  24525. * @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.
  24526. * @param uvOffset is an optional vector2 used to offset UV.
  24527. * @param uvScale is an optional vector2 used to scale UV.
  24528. * @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.
  24529. * @returns the Mesh.
  24530. */
  24531. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24532. /**
  24533. * Modifies the mesh geometry according to a displacementMap buffer.
  24534. * 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.
  24535. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24536. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24537. * @param heightMapWidth is the width of the buffer image.
  24538. * @param heightMapHeight is the height of the buffer image.
  24539. * @param minHeight is the lower limit of the displacement.
  24540. * @param maxHeight is the upper limit of the displacement.
  24541. * @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.
  24542. * @param uvOffset is an optional vector2 used to offset UV.
  24543. * @param uvScale is an optional vector2 used to scale UV.
  24544. * @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.
  24545. * @returns the Mesh.
  24546. */
  24547. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24548. /**
  24549. * Modify the mesh to get a flat shading rendering.
  24550. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24551. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24552. * @returns current mesh
  24553. */
  24554. convertToFlatShadedMesh(): Mesh;
  24555. /**
  24556. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24557. * In other words, more vertices, no more indices and a single bigger VBO.
  24558. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24559. * @returns current mesh
  24560. */
  24561. convertToUnIndexedMesh(): Mesh;
  24562. /**
  24563. * Inverses facet orientations.
  24564. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24565. * @param flipNormals will also inverts the normals
  24566. * @returns current mesh
  24567. */
  24568. flipFaces(flipNormals?: boolean): Mesh;
  24569. /**
  24570. * Increase the number of facets and hence vertices in a mesh
  24571. * Vertex normals are interpolated from existing vertex normals
  24572. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24573. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24574. */
  24575. increaseVertices(numberPerEdge: number): void;
  24576. /**
  24577. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24578. * This will undo any application of covertToFlatShadedMesh
  24579. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24580. */
  24581. forceSharedVertices(): void;
  24582. /** @hidden */
  24583. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24584. /** @hidden */
  24585. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24586. /**
  24587. * Creates a new InstancedMesh object from the mesh model.
  24588. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24589. * @param name defines the name of the new instance
  24590. * @returns a new InstancedMesh
  24591. */
  24592. createInstance(name: string): InstancedMesh;
  24593. /**
  24594. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24595. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24596. * @returns the current mesh
  24597. */
  24598. synchronizeInstances(): Mesh;
  24599. /**
  24600. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24601. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24602. * This should be used together with the simplification to avoid disappearing triangles.
  24603. * @param successCallback an optional success callback to be called after the optimization finished.
  24604. * @returns the current mesh
  24605. */
  24606. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24607. /**
  24608. * Serialize current mesh
  24609. * @param serializationObject defines the object which will receive the serialization data
  24610. */
  24611. serialize(serializationObject: any): void;
  24612. /** @hidden */
  24613. _syncGeometryWithMorphTargetManager(): void;
  24614. /** @hidden */
  24615. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24616. /**
  24617. * Returns a new Mesh object parsed from the source provided.
  24618. * @param parsedMesh is the source
  24619. * @param scene defines the hosting scene
  24620. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24621. * @returns a new Mesh
  24622. */
  24623. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24624. /**
  24625. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24626. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24627. * @param name defines the name of the mesh to create
  24628. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24629. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24630. * @param closePath creates a seam between the first and the last points of each path of the path array
  24631. * @param offset is taken in account only if the `pathArray` is containing a single path
  24632. * @param scene defines the hosting scene
  24633. * @param updatable defines if the mesh must be flagged as updatable
  24634. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24635. * @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)
  24636. * @returns a new Mesh
  24637. */
  24638. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24639. /**
  24640. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24641. * @param name defines the name of the mesh to create
  24642. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24643. * @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
  24644. * @param scene defines the hosting scene
  24645. * @param updatable defines if the mesh must be flagged as updatable
  24646. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24647. * @returns a new Mesh
  24648. */
  24649. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24650. /**
  24651. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24652. * @param name defines the name of the mesh to create
  24653. * @param size sets the size (float) of each box side (default 1)
  24654. * @param scene defines the hosting scene
  24655. * @param updatable defines if the mesh must be flagged as updatable
  24656. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24657. * @returns a new Mesh
  24658. */
  24659. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24660. /**
  24661. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24662. * @param name defines the name of the mesh to create
  24663. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24664. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24665. * @param scene defines the hosting scene
  24666. * @param updatable defines if the mesh must be flagged as updatable
  24667. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24668. * @returns a new Mesh
  24669. */
  24670. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24671. /**
  24672. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24673. * @param name defines the name of the mesh to create
  24674. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24675. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24676. * @param scene defines the hosting scene
  24677. * @returns a new Mesh
  24678. */
  24679. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24680. /**
  24681. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24682. * @param name defines the name of the mesh to create
  24683. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24684. * @param diameterTop set the top cap diameter (floats, default 1)
  24685. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24686. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24687. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24688. * @param scene defines the hosting scene
  24689. * @param updatable defines if the mesh must be flagged as updatable
  24690. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24691. * @returns a new Mesh
  24692. */
  24693. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24694. /**
  24695. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24696. * @param name defines the name of the mesh to create
  24697. * @param diameter sets the diameter size (float) of the torus (default 1)
  24698. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24699. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24700. * @param scene defines the hosting scene
  24701. * @param updatable defines if the mesh must be flagged as updatable
  24702. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24703. * @returns a new Mesh
  24704. */
  24705. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24706. /**
  24707. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24708. * @param name defines the name of the mesh to create
  24709. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24710. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24711. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24712. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24713. * @param p the number of windings on X axis (positive integers, default 2)
  24714. * @param q the number of windings on Y axis (positive integers, default 3)
  24715. * @param scene defines the hosting scene
  24716. * @param updatable defines if the mesh must be flagged as updatable
  24717. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24718. * @returns a new Mesh
  24719. */
  24720. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24721. /**
  24722. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24723. * @param name defines the name of the mesh to create
  24724. * @param points is an array successive Vector3
  24725. * @param scene defines the hosting scene
  24726. * @param updatable defines if the mesh must be flagged as updatable
  24727. * @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).
  24728. * @returns a new Mesh
  24729. */
  24730. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24731. /**
  24732. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24733. * @param name defines the name of the mesh to create
  24734. * @param points is an array successive Vector3
  24735. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24736. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24737. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24738. * @param scene defines the hosting scene
  24739. * @param updatable defines if the mesh must be flagged as updatable
  24740. * @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)
  24741. * @returns a new Mesh
  24742. */
  24743. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24744. /**
  24745. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24746. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24747. * 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.
  24748. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24749. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24750. * Remember you can only change the shape positions, not their number when updating a polygon.
  24751. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24752. * @param name defines the name of the mesh to create
  24753. * @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
  24754. * @param scene defines the hosting scene
  24755. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24756. * @param updatable defines if the mesh must be flagged as updatable
  24757. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24758. * @param earcutInjection can be used to inject your own earcut reference
  24759. * @returns a new Mesh
  24760. */
  24761. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24762. /**
  24763. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24764. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24765. * @param name defines the name of the mesh to create
  24766. * @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
  24767. * @param depth defines the height of extrusion
  24768. * @param scene defines the hosting scene
  24769. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24770. * @param updatable defines if the mesh must be flagged as updatable
  24771. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24772. * @param earcutInjection can be used to inject your own earcut reference
  24773. * @returns a new Mesh
  24774. */
  24775. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24776. /**
  24777. * Creates an extruded shape mesh.
  24778. * 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
  24779. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24780. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24781. * @param name defines the name of the mesh to create
  24782. * @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
  24783. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24784. * @param scale is the value to scale the shape
  24785. * @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
  24786. * @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
  24787. * @param scene defines the hosting scene
  24788. * @param updatable defines if the mesh must be flagged as updatable
  24789. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24790. * @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)
  24791. * @returns a new Mesh
  24792. */
  24793. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24794. /**
  24795. * Creates an custom extruded shape mesh.
  24796. * The custom extrusion is a parametric shape.
  24797. * It has no predefined shape. Its final shape will depend on the input parameters.
  24798. * Please consider using the same method from the MeshBuilder class instead
  24799. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24800. * @param name defines the name of the mesh to create
  24801. * @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
  24802. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24803. * @param scaleFunction is a custom Javascript function called on each path point
  24804. * @param rotationFunction is a custom Javascript function called on each path point
  24805. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24806. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24807. * @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
  24808. * @param scene defines the hosting scene
  24809. * @param updatable defines if the mesh must be flagged as updatable
  24810. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24811. * @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)
  24812. * @returns a new Mesh
  24813. */
  24814. 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;
  24815. /**
  24816. * Creates lathe mesh.
  24817. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24818. * Please consider using the same method from the MeshBuilder class instead
  24819. * @param name defines the name of the mesh to create
  24820. * @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
  24821. * @param radius is the radius value of the lathe
  24822. * @param tessellation is the side number of the lathe.
  24823. * @param scene defines the hosting scene
  24824. * @param updatable defines if the mesh must be flagged as updatable
  24825. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24826. * @returns a new Mesh
  24827. */
  24828. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24829. /**
  24830. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24831. * @param name defines the name of the mesh to create
  24832. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24833. * @param scene defines the hosting scene
  24834. * @param updatable defines if the mesh must be flagged as updatable
  24835. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24836. * @returns a new Mesh
  24837. */
  24838. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24839. /**
  24840. * Creates a ground mesh.
  24841. * Please consider using the same method from the MeshBuilder class instead
  24842. * @param name defines the name of the mesh to create
  24843. * @param width set the width of the ground
  24844. * @param height set the height of the ground
  24845. * @param subdivisions sets the number of subdivisions per side
  24846. * @param scene defines the hosting scene
  24847. * @param updatable defines if the mesh must be flagged as updatable
  24848. * @returns a new Mesh
  24849. */
  24850. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24851. /**
  24852. * Creates a tiled ground mesh.
  24853. * Please consider using the same method from the MeshBuilder class instead
  24854. * @param name defines the name of the mesh to create
  24855. * @param xmin set the ground minimum X coordinate
  24856. * @param zmin set the ground minimum Y coordinate
  24857. * @param xmax set the ground maximum X coordinate
  24858. * @param zmax set the ground maximum Z coordinate
  24859. * @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
  24860. * @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
  24861. * @param scene defines the hosting scene
  24862. * @param updatable defines if the mesh must be flagged as updatable
  24863. * @returns a new Mesh
  24864. */
  24865. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24866. w: number;
  24867. h: number;
  24868. }, precision: {
  24869. w: number;
  24870. h: number;
  24871. }, scene: Scene, updatable?: boolean): Mesh;
  24872. /**
  24873. * Creates a ground mesh from a height map.
  24874. * Please consider using the same method from the MeshBuilder class instead
  24875. * @see http://doc.babylonjs.com/babylon101/height_map
  24876. * @param name defines the name of the mesh to create
  24877. * @param url sets the URL of the height map image resource
  24878. * @param width set the ground width size
  24879. * @param height set the ground height size
  24880. * @param subdivisions sets the number of subdivision per side
  24881. * @param minHeight is the minimum altitude on the ground
  24882. * @param maxHeight is the maximum altitude on the ground
  24883. * @param scene defines the hosting scene
  24884. * @param updatable defines if the mesh must be flagged as updatable
  24885. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24886. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24887. * @returns a new Mesh
  24888. */
  24889. 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;
  24890. /**
  24891. * Creates a tube mesh.
  24892. * The tube is a parametric shape.
  24893. * It has no predefined shape. Its final shape will depend on the input parameters.
  24894. * Please consider using the same method from the MeshBuilder class instead
  24895. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24896. * @param name defines the name of the mesh to create
  24897. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  24898. * @param radius sets the tube radius size
  24899. * @param tessellation is the number of sides on the tubular surface
  24900. * @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
  24901. * @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
  24902. * @param scene defines the hosting scene
  24903. * @param updatable defines if the mesh must be flagged as updatable
  24904. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24905. * @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)
  24906. * @returns a new Mesh
  24907. */
  24908. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  24909. (i: number, distance: number): number;
  24910. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24911. /**
  24912. * Creates a polyhedron mesh.
  24913. * Please consider using the same method from the MeshBuilder class instead.
  24914. * * 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
  24915. * * The parameter `size` (positive float, default 1) sets the polygon size
  24916. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  24917. * * 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`
  24918. * * 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
  24919. * * 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)`)
  24920. * * 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
  24921. * * 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
  24922. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24923. * * If you create a double-sided mesh, you can choose what parts of 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
  24924. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24925. * @param name defines the name of the mesh to create
  24926. * @param options defines the options used to create the mesh
  24927. * @param scene defines the hosting scene
  24928. * @returns a new Mesh
  24929. */
  24930. static CreatePolyhedron(name: string, options: {
  24931. type?: number;
  24932. size?: number;
  24933. sizeX?: number;
  24934. sizeY?: number;
  24935. sizeZ?: number;
  24936. custom?: any;
  24937. faceUV?: Vector4[];
  24938. faceColors?: Color4[];
  24939. updatable?: boolean;
  24940. sideOrientation?: number;
  24941. }, scene: Scene): Mesh;
  24942. /**
  24943. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  24944. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  24945. * * 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`)
  24946. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  24947. * * 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
  24948. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24949. * * If you create a double-sided mesh, you can choose what parts of 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
  24950. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24951. * @param name defines the name of the mesh
  24952. * @param options defines the options used to create the mesh
  24953. * @param scene defines the hosting scene
  24954. * @returns a new Mesh
  24955. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  24956. */
  24957. static CreateIcoSphere(name: string, options: {
  24958. radius?: number;
  24959. flat?: boolean;
  24960. subdivisions?: number;
  24961. sideOrientation?: number;
  24962. updatable?: boolean;
  24963. }, scene: Scene): Mesh;
  24964. /**
  24965. * Creates a decal mesh.
  24966. * Please consider using the same method from the MeshBuilder class instead.
  24967. * A decal is a mesh usually applied as a model onto the surface of another mesh
  24968. * @param name defines the name of the mesh
  24969. * @param sourceMesh defines the mesh receiving the decal
  24970. * @param position sets the position of the decal in world coordinates
  24971. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  24972. * @param size sets the decal scaling
  24973. * @param angle sets the angle to rotate the decal
  24974. * @returns a new Mesh
  24975. */
  24976. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  24977. /**
  24978. * Prepare internal position array for software CPU skinning
  24979. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  24980. */
  24981. setPositionsForCPUSkinning(): Float32Array;
  24982. /**
  24983. * Prepare internal normal array for software CPU skinning
  24984. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  24985. */
  24986. setNormalsForCPUSkinning(): Float32Array;
  24987. /**
  24988. * Updates the vertex buffer by applying transformation from the bones
  24989. * @param skeleton defines the skeleton to apply to current mesh
  24990. * @returns the current mesh
  24991. */
  24992. applySkeleton(skeleton: Skeleton): Mesh;
  24993. /**
  24994. * 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
  24995. * @param meshes defines the list of meshes to scan
  24996. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  24997. */
  24998. static MinMax(meshes: AbstractMesh[]): {
  24999. min: Vector3;
  25000. max: Vector3;
  25001. };
  25002. /**
  25003. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25004. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25005. * @returns a vector3
  25006. */
  25007. static Center(meshesOrMinMaxVector: {
  25008. min: Vector3;
  25009. max: Vector3;
  25010. } | AbstractMesh[]): Vector3;
  25011. /**
  25012. * Merge the array of meshes into a single mesh for performance reasons.
  25013. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25014. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25015. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25016. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25017. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25018. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25019. * @returns a new mesh
  25020. */
  25021. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25022. /** @hidden */
  25023. addInstance(instance: InstancedMesh): void;
  25024. /** @hidden */
  25025. removeInstance(instance: InstancedMesh): void;
  25026. }
  25027. }
  25028. declare module "babylonjs/Cameras/camera" {
  25029. import { SmartArray } from "babylonjs/Misc/smartArray";
  25030. import { Observable } from "babylonjs/Misc/observable";
  25031. import { Nullable } from "babylonjs/types";
  25032. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25033. import { Scene } from "babylonjs/scene";
  25034. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25035. import { Node } from "babylonjs/node";
  25036. import { Mesh } from "babylonjs/Meshes/mesh";
  25037. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25038. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25039. import { Viewport } from "babylonjs/Maths/math.viewport";
  25040. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25041. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25042. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25043. import { Ray } from "babylonjs/Culling/ray";
  25044. /**
  25045. * This is the base class of all the camera used in the application.
  25046. * @see http://doc.babylonjs.com/features/cameras
  25047. */
  25048. export class Camera extends Node {
  25049. /** @hidden */
  25050. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25051. /**
  25052. * This is the default projection mode used by the cameras.
  25053. * It helps recreating a feeling of perspective and better appreciate depth.
  25054. * This is the best way to simulate real life cameras.
  25055. */
  25056. static readonly PERSPECTIVE_CAMERA: number;
  25057. /**
  25058. * This helps creating camera with an orthographic mode.
  25059. * 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.
  25060. */
  25061. static readonly ORTHOGRAPHIC_CAMERA: number;
  25062. /**
  25063. * This is the default FOV mode for perspective cameras.
  25064. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25065. */
  25066. static readonly FOVMODE_VERTICAL_FIXED: number;
  25067. /**
  25068. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25069. */
  25070. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25071. /**
  25072. * This specifies ther is no need for a camera rig.
  25073. * Basically only one eye is rendered corresponding to the camera.
  25074. */
  25075. static readonly RIG_MODE_NONE: number;
  25076. /**
  25077. * Simulates a camera Rig with one blue eye and one red eye.
  25078. * This can be use with 3d blue and red glasses.
  25079. */
  25080. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25081. /**
  25082. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25083. */
  25084. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25085. /**
  25086. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25087. */
  25088. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25089. /**
  25090. * Defines that both eyes of the camera will be rendered over under each other.
  25091. */
  25092. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25093. /**
  25094. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25095. */
  25096. static readonly RIG_MODE_VR: number;
  25097. /**
  25098. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25099. */
  25100. static readonly RIG_MODE_WEBVR: number;
  25101. /**
  25102. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25103. */
  25104. static readonly RIG_MODE_CUSTOM: number;
  25105. /**
  25106. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25107. */
  25108. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25109. /**
  25110. * Define the input manager associated with the camera.
  25111. */
  25112. inputs: CameraInputsManager<Camera>;
  25113. /** @hidden */
  25114. _position: Vector3;
  25115. /**
  25116. * Define the current local position of the camera in the scene
  25117. */
  25118. position: Vector3;
  25119. /**
  25120. * The vector the camera should consider as up.
  25121. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25122. */
  25123. upVector: Vector3;
  25124. /**
  25125. * Define the current limit on the left side for an orthographic camera
  25126. * In scene unit
  25127. */
  25128. orthoLeft: Nullable<number>;
  25129. /**
  25130. * Define the current limit on the right side for an orthographic camera
  25131. * In scene unit
  25132. */
  25133. orthoRight: Nullable<number>;
  25134. /**
  25135. * Define the current limit on the bottom side for an orthographic camera
  25136. * In scene unit
  25137. */
  25138. orthoBottom: Nullable<number>;
  25139. /**
  25140. * Define the current limit on the top side for an orthographic camera
  25141. * In scene unit
  25142. */
  25143. orthoTop: Nullable<number>;
  25144. /**
  25145. * Field Of View is set in Radians. (default is 0.8)
  25146. */
  25147. fov: number;
  25148. /**
  25149. * Define the minimum distance the camera can see from.
  25150. * This is important to note that the depth buffer are not infinite and the closer it starts
  25151. * the more your scene might encounter depth fighting issue.
  25152. */
  25153. minZ: number;
  25154. /**
  25155. * Define the maximum distance the camera can see to.
  25156. * This is important to note that the depth buffer are not infinite and the further it end
  25157. * the more your scene might encounter depth fighting issue.
  25158. */
  25159. maxZ: number;
  25160. /**
  25161. * Define the default inertia of the camera.
  25162. * This helps giving a smooth feeling to the camera movement.
  25163. */
  25164. inertia: number;
  25165. /**
  25166. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25167. */
  25168. mode: number;
  25169. /**
  25170. * Define wether the camera is intermediate.
  25171. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25172. */
  25173. isIntermediate: boolean;
  25174. /**
  25175. * Define the viewport of the camera.
  25176. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25177. */
  25178. viewport: Viewport;
  25179. /**
  25180. * Restricts the camera to viewing objects with the same layerMask.
  25181. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25182. */
  25183. layerMask: number;
  25184. /**
  25185. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25186. */
  25187. fovMode: number;
  25188. /**
  25189. * Rig mode of the camera.
  25190. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25191. * This is normally controlled byt the camera themselves as internal use.
  25192. */
  25193. cameraRigMode: number;
  25194. /**
  25195. * Defines the distance between both "eyes" in case of a RIG
  25196. */
  25197. interaxialDistance: number;
  25198. /**
  25199. * Defines if stereoscopic rendering is done side by side or over under.
  25200. */
  25201. isStereoscopicSideBySide: boolean;
  25202. /**
  25203. * 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
  25204. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25205. * else in the scene. (Eg. security camera)
  25206. *
  25207. * 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)
  25208. */
  25209. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25210. /**
  25211. * When set, the camera will render to this render target instead of the default canvas
  25212. *
  25213. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25214. */
  25215. outputRenderTarget: Nullable<RenderTargetTexture>;
  25216. /**
  25217. * Observable triggered when the camera view matrix has changed.
  25218. */
  25219. onViewMatrixChangedObservable: Observable<Camera>;
  25220. /**
  25221. * Observable triggered when the camera Projection matrix has changed.
  25222. */
  25223. onProjectionMatrixChangedObservable: Observable<Camera>;
  25224. /**
  25225. * Observable triggered when the inputs have been processed.
  25226. */
  25227. onAfterCheckInputsObservable: Observable<Camera>;
  25228. /**
  25229. * Observable triggered when reset has been called and applied to the camera.
  25230. */
  25231. onRestoreStateObservable: Observable<Camera>;
  25232. /** @hidden */
  25233. _cameraRigParams: any;
  25234. /** @hidden */
  25235. _rigCameras: Camera[];
  25236. /** @hidden */
  25237. _rigPostProcess: Nullable<PostProcess>;
  25238. protected _webvrViewMatrix: Matrix;
  25239. /** @hidden */
  25240. _skipRendering: boolean;
  25241. /** @hidden */
  25242. _projectionMatrix: Matrix;
  25243. /** @hidden */
  25244. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25245. /** @hidden */
  25246. _activeMeshes: SmartArray<AbstractMesh>;
  25247. protected _globalPosition: Vector3;
  25248. /** @hidden */
  25249. _computedViewMatrix: Matrix;
  25250. private _doNotComputeProjectionMatrix;
  25251. private _transformMatrix;
  25252. private _frustumPlanes;
  25253. private _refreshFrustumPlanes;
  25254. private _storedFov;
  25255. private _stateStored;
  25256. /**
  25257. * Instantiates a new camera object.
  25258. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25259. * @see http://doc.babylonjs.com/features/cameras
  25260. * @param name Defines the name of the camera in the scene
  25261. * @param position Defines the position of the camera
  25262. * @param scene Defines the scene the camera belongs too
  25263. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25264. */
  25265. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25266. /**
  25267. * Store current camera state (fov, position, etc..)
  25268. * @returns the camera
  25269. */
  25270. storeState(): Camera;
  25271. /**
  25272. * Restores the camera state values if it has been stored. You must call storeState() first
  25273. */
  25274. protected _restoreStateValues(): boolean;
  25275. /**
  25276. * Restored camera state. You must call storeState() first.
  25277. * @returns true if restored and false otherwise
  25278. */
  25279. restoreState(): boolean;
  25280. /**
  25281. * Gets the class name of the camera.
  25282. * @returns the class name
  25283. */
  25284. getClassName(): string;
  25285. /** @hidden */
  25286. readonly _isCamera: boolean;
  25287. /**
  25288. * Gets a string representation of the camera useful for debug purpose.
  25289. * @param fullDetails Defines that a more verboe level of logging is required
  25290. * @returns the string representation
  25291. */
  25292. toString(fullDetails?: boolean): string;
  25293. /**
  25294. * Gets the current world space position of the camera.
  25295. */
  25296. readonly globalPosition: Vector3;
  25297. /**
  25298. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25299. * @returns the active meshe list
  25300. */
  25301. getActiveMeshes(): SmartArray<AbstractMesh>;
  25302. /**
  25303. * Check wether a mesh is part of the current active mesh list of the camera
  25304. * @param mesh Defines the mesh to check
  25305. * @returns true if active, false otherwise
  25306. */
  25307. isActiveMesh(mesh: Mesh): boolean;
  25308. /**
  25309. * Is this camera ready to be used/rendered
  25310. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25311. * @return true if the camera is ready
  25312. */
  25313. isReady(completeCheck?: boolean): boolean;
  25314. /** @hidden */
  25315. _initCache(): void;
  25316. /** @hidden */
  25317. _updateCache(ignoreParentClass?: boolean): void;
  25318. /** @hidden */
  25319. _isSynchronized(): boolean;
  25320. /** @hidden */
  25321. _isSynchronizedViewMatrix(): boolean;
  25322. /** @hidden */
  25323. _isSynchronizedProjectionMatrix(): boolean;
  25324. /**
  25325. * Attach the input controls to a specific dom element to get the input from.
  25326. * @param element Defines the element the controls should be listened from
  25327. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25328. */
  25329. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25330. /**
  25331. * Detach the current controls from the specified dom element.
  25332. * @param element Defines the element to stop listening the inputs from
  25333. */
  25334. detachControl(element: HTMLElement): void;
  25335. /**
  25336. * Update the camera state according to the different inputs gathered during the frame.
  25337. */
  25338. update(): void;
  25339. /** @hidden */
  25340. _checkInputs(): void;
  25341. /** @hidden */
  25342. readonly rigCameras: Camera[];
  25343. /**
  25344. * Gets the post process used by the rig cameras
  25345. */
  25346. readonly rigPostProcess: Nullable<PostProcess>;
  25347. /**
  25348. * Internal, gets the first post proces.
  25349. * @returns the first post process to be run on this camera.
  25350. */
  25351. _getFirstPostProcess(): Nullable<PostProcess>;
  25352. private _cascadePostProcessesToRigCams;
  25353. /**
  25354. * Attach a post process to the camera.
  25355. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25356. * @param postProcess The post process to attach to the camera
  25357. * @param insertAt The position of the post process in case several of them are in use in the scene
  25358. * @returns the position the post process has been inserted at
  25359. */
  25360. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25361. /**
  25362. * Detach a post process to the camera.
  25363. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25364. * @param postProcess The post process to detach from the camera
  25365. */
  25366. detachPostProcess(postProcess: PostProcess): void;
  25367. /**
  25368. * Gets the current world matrix of the camera
  25369. */
  25370. getWorldMatrix(): Matrix;
  25371. /** @hidden */
  25372. _getViewMatrix(): Matrix;
  25373. /**
  25374. * Gets the current view matrix of the camera.
  25375. * @param force forces the camera to recompute the matrix without looking at the cached state
  25376. * @returns the view matrix
  25377. */
  25378. getViewMatrix(force?: boolean): Matrix;
  25379. /**
  25380. * Freeze the projection matrix.
  25381. * It will prevent the cache check of the camera projection compute and can speed up perf
  25382. * if no parameter of the camera are meant to change
  25383. * @param projection Defines manually a projection if necessary
  25384. */
  25385. freezeProjectionMatrix(projection?: Matrix): void;
  25386. /**
  25387. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25388. */
  25389. unfreezeProjectionMatrix(): void;
  25390. /**
  25391. * Gets the current projection matrix of the camera.
  25392. * @param force forces the camera to recompute the matrix without looking at the cached state
  25393. * @returns the projection matrix
  25394. */
  25395. getProjectionMatrix(force?: boolean): Matrix;
  25396. /**
  25397. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25398. * @returns a Matrix
  25399. */
  25400. getTransformationMatrix(): Matrix;
  25401. private _updateFrustumPlanes;
  25402. /**
  25403. * Checks if a cullable object (mesh...) is in the camera frustum
  25404. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25405. * @param target The object to check
  25406. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25407. * @returns true if the object is in frustum otherwise false
  25408. */
  25409. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25410. /**
  25411. * Checks if a cullable object (mesh...) is in the camera frustum
  25412. * Unlike isInFrustum this cheks the full bounding box
  25413. * @param target The object to check
  25414. * @returns true if the object is in frustum otherwise false
  25415. */
  25416. isCompletelyInFrustum(target: ICullable): boolean;
  25417. /**
  25418. * Gets a ray in the forward direction from the camera.
  25419. * @param length Defines the length of the ray to create
  25420. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25421. * @param origin Defines the start point of the ray which defaults to the camera position
  25422. * @returns the forward ray
  25423. */
  25424. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25425. /**
  25426. * Releases resources associated with this node.
  25427. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25428. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25429. */
  25430. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25431. /** @hidden */
  25432. _isLeftCamera: boolean;
  25433. /**
  25434. * Gets the left camera of a rig setup in case of Rigged Camera
  25435. */
  25436. readonly isLeftCamera: boolean;
  25437. /** @hidden */
  25438. _isRightCamera: boolean;
  25439. /**
  25440. * Gets the right camera of a rig setup in case of Rigged Camera
  25441. */
  25442. readonly isRightCamera: boolean;
  25443. /**
  25444. * Gets the left camera of a rig setup in case of Rigged Camera
  25445. */
  25446. readonly leftCamera: Nullable<FreeCamera>;
  25447. /**
  25448. * Gets the right camera of a rig setup in case of Rigged Camera
  25449. */
  25450. readonly rightCamera: Nullable<FreeCamera>;
  25451. /**
  25452. * Gets the left camera target of a rig setup in case of Rigged Camera
  25453. * @returns the target position
  25454. */
  25455. getLeftTarget(): Nullable<Vector3>;
  25456. /**
  25457. * Gets the right camera target of a rig setup in case of Rigged Camera
  25458. * @returns the target position
  25459. */
  25460. getRightTarget(): Nullable<Vector3>;
  25461. /**
  25462. * @hidden
  25463. */
  25464. setCameraRigMode(mode: number, rigParams: any): void;
  25465. /** @hidden */
  25466. static _setStereoscopicRigMode(camera: Camera): void;
  25467. /** @hidden */
  25468. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25469. /** @hidden */
  25470. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25471. /** @hidden */
  25472. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25473. /** @hidden */
  25474. _getVRProjectionMatrix(): Matrix;
  25475. protected _updateCameraRotationMatrix(): void;
  25476. protected _updateWebVRCameraRotationMatrix(): void;
  25477. /**
  25478. * This function MUST be overwritten by the different WebVR cameras available.
  25479. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25480. * @hidden
  25481. */
  25482. _getWebVRProjectionMatrix(): Matrix;
  25483. /**
  25484. * This function MUST be overwritten by the different WebVR cameras available.
  25485. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25486. * @hidden
  25487. */
  25488. _getWebVRViewMatrix(): Matrix;
  25489. /** @hidden */
  25490. setCameraRigParameter(name: string, value: any): void;
  25491. /**
  25492. * needs to be overridden by children so sub has required properties to be copied
  25493. * @hidden
  25494. */
  25495. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25496. /**
  25497. * May need to be overridden by children
  25498. * @hidden
  25499. */
  25500. _updateRigCameras(): void;
  25501. /** @hidden */
  25502. _setupInputs(): void;
  25503. /**
  25504. * Serialiaze the camera setup to a json represention
  25505. * @returns the JSON representation
  25506. */
  25507. serialize(): any;
  25508. /**
  25509. * Clones the current camera.
  25510. * @param name The cloned camera name
  25511. * @returns the cloned camera
  25512. */
  25513. clone(name: string): Camera;
  25514. /**
  25515. * Gets the direction of the camera relative to a given local axis.
  25516. * @param localAxis Defines the reference axis to provide a relative direction.
  25517. * @return the direction
  25518. */
  25519. getDirection(localAxis: Vector3): Vector3;
  25520. /**
  25521. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25522. * @param localAxis Defines the reference axis to provide a relative direction.
  25523. * @param result Defines the vector to store the result in
  25524. */
  25525. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25526. /**
  25527. * Gets a camera constructor for a given camera type
  25528. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25529. * @param name The name of the camera the result will be able to instantiate
  25530. * @param scene The scene the result will construct the camera in
  25531. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25532. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25533. * @returns a factory method to construc the camera
  25534. */
  25535. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25536. /**
  25537. * Compute the world matrix of the camera.
  25538. * @returns the camera workd matrix
  25539. */
  25540. computeWorldMatrix(): Matrix;
  25541. /**
  25542. * Parse a JSON and creates the camera from the parsed information
  25543. * @param parsedCamera The JSON to parse
  25544. * @param scene The scene to instantiate the camera in
  25545. * @returns the newly constructed camera
  25546. */
  25547. static Parse(parsedCamera: any, scene: Scene): Camera;
  25548. }
  25549. }
  25550. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25551. import { Nullable } from "babylonjs/types";
  25552. import { Scene } from "babylonjs/scene";
  25553. import { Vector4 } from "babylonjs/Maths/math.vector";
  25554. import { Mesh } from "babylonjs/Meshes/mesh";
  25555. /**
  25556. * Class containing static functions to help procedurally build meshes
  25557. */
  25558. export class DiscBuilder {
  25559. /**
  25560. * Creates a plane polygonal mesh. By default, this is a disc
  25561. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25562. * * 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
  25563. * * 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
  25564. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25565. * * If you create a double-sided mesh, you can choose what parts of 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
  25566. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25567. * @param name defines the name of the mesh
  25568. * @param options defines the options used to create the mesh
  25569. * @param scene defines the hosting scene
  25570. * @returns the plane polygonal mesh
  25571. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25572. */
  25573. static CreateDisc(name: string, options: {
  25574. radius?: number;
  25575. tessellation?: number;
  25576. arc?: number;
  25577. updatable?: boolean;
  25578. sideOrientation?: number;
  25579. frontUVs?: Vector4;
  25580. backUVs?: Vector4;
  25581. }, scene?: Nullable<Scene>): Mesh;
  25582. }
  25583. }
  25584. declare module "babylonjs/Particles/solidParticleSystem" {
  25585. import { Vector3 } from "babylonjs/Maths/math.vector";
  25586. import { Mesh } from "babylonjs/Meshes/mesh";
  25587. import { Scene, IDisposable } from "babylonjs/scene";
  25588. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25589. /**
  25590. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25591. *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.
  25592. * The SPS is also a particle system. It provides some methods to manage the particles.
  25593. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25594. *
  25595. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  25596. */
  25597. export class SolidParticleSystem implements IDisposable {
  25598. /**
  25599. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25600. * Example : var p = SPS.particles[i];
  25601. */
  25602. particles: SolidParticle[];
  25603. /**
  25604. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25605. */
  25606. nbParticles: number;
  25607. /**
  25608. * If the particles must ever face the camera (default false). Useful for planar particles.
  25609. */
  25610. billboard: boolean;
  25611. /**
  25612. * Recompute normals when adding a shape
  25613. */
  25614. recomputeNormals: boolean;
  25615. /**
  25616. * This a counter ofr your own usage. It's not set by any SPS functions.
  25617. */
  25618. counter: number;
  25619. /**
  25620. * The SPS name. This name is also given to the underlying mesh.
  25621. */
  25622. name: string;
  25623. /**
  25624. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25625. */
  25626. mesh: Mesh;
  25627. /**
  25628. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25629. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  25630. */
  25631. vars: any;
  25632. /**
  25633. * This array is populated when the SPS is set as 'pickable'.
  25634. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25635. * Each element of this array is an object `{idx: int, faceId: int}`.
  25636. * `idx` is the picked particle index in the `SPS.particles` array
  25637. * `faceId` is the picked face index counted within this particle.
  25638. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#pickable-particles
  25639. */
  25640. pickedParticles: {
  25641. idx: number;
  25642. faceId: number;
  25643. }[];
  25644. /**
  25645. * This array is populated when `enableDepthSort` is set to true.
  25646. * Each element of this array is an instance of the class DepthSortedParticle.
  25647. */
  25648. depthSortedParticles: DepthSortedParticle[];
  25649. /**
  25650. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25651. * @hidden
  25652. */
  25653. _bSphereOnly: boolean;
  25654. /**
  25655. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25656. * @hidden
  25657. */
  25658. _bSphereRadiusFactor: number;
  25659. private _scene;
  25660. private _positions;
  25661. private _indices;
  25662. private _normals;
  25663. private _colors;
  25664. private _uvs;
  25665. private _indices32;
  25666. private _positions32;
  25667. private _normals32;
  25668. private _fixedNormal32;
  25669. private _colors32;
  25670. private _uvs32;
  25671. private _index;
  25672. private _updatable;
  25673. private _pickable;
  25674. private _isVisibilityBoxLocked;
  25675. private _alwaysVisible;
  25676. private _depthSort;
  25677. private _shapeCounter;
  25678. private _copy;
  25679. private _color;
  25680. private _computeParticleColor;
  25681. private _computeParticleTexture;
  25682. private _computeParticleRotation;
  25683. private _computeParticleVertex;
  25684. private _computeBoundingBox;
  25685. private _depthSortParticles;
  25686. private _camera;
  25687. private _mustUnrotateFixedNormals;
  25688. private _particlesIntersect;
  25689. private _needs32Bits;
  25690. /**
  25691. * Creates a SPS (Solid Particle System) object.
  25692. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25693. * @param scene (Scene) is the scene in which the SPS is added.
  25694. * @param options defines the options of the sps e.g.
  25695. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25696. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25697. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25698. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25699. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25700. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25701. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25702. */
  25703. constructor(name: string, scene: Scene, options?: {
  25704. updatable?: boolean;
  25705. isPickable?: boolean;
  25706. enableDepthSort?: boolean;
  25707. particleIntersection?: boolean;
  25708. boundingSphereOnly?: boolean;
  25709. bSphereRadiusFactor?: number;
  25710. });
  25711. /**
  25712. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25713. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25714. * @returns the created mesh
  25715. */
  25716. buildMesh(): Mesh;
  25717. /**
  25718. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25719. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25720. * Thus the particles generated from `digest()` have their property `position` set yet.
  25721. * @param mesh ( Mesh ) is the mesh to be digested
  25722. * @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
  25723. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25724. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25725. * @returns the current SPS
  25726. */
  25727. digest(mesh: Mesh, options?: {
  25728. facetNb?: number;
  25729. number?: number;
  25730. delta?: number;
  25731. }): SolidParticleSystem;
  25732. private _unrotateFixedNormals;
  25733. private _resetCopy;
  25734. private _meshBuilder;
  25735. private _posToShape;
  25736. private _uvsToShapeUV;
  25737. private _addParticle;
  25738. /**
  25739. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25740. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  25741. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25742. * @param nb (positive integer) the number of particles to be created from this model
  25743. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25744. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25745. * @returns the number of shapes in the system
  25746. */
  25747. addShape(mesh: Mesh, nb: number, options?: {
  25748. positionFunction?: any;
  25749. vertexFunction?: any;
  25750. }): number;
  25751. private _rebuildParticle;
  25752. /**
  25753. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25754. * @returns the SPS.
  25755. */
  25756. rebuildMesh(): SolidParticleSystem;
  25757. /**
  25758. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25759. * This method calls `updateParticle()` for each particle of the SPS.
  25760. * For an animated SPS, it is usually called within the render loop.
  25761. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25762. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25763. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25764. * @returns the SPS.
  25765. */
  25766. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25767. /**
  25768. * Disposes the SPS.
  25769. */
  25770. dispose(): void;
  25771. /**
  25772. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25773. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25774. * @returns the SPS.
  25775. */
  25776. refreshVisibleSize(): SolidParticleSystem;
  25777. /**
  25778. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25779. * @param size the size (float) of the visibility box
  25780. * note : this doesn't lock the SPS mesh bounding box.
  25781. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25782. */
  25783. setVisibilityBox(size: number): void;
  25784. /**
  25785. * Gets whether the SPS as always visible or not
  25786. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25787. */
  25788. /**
  25789. * Sets the SPS as always visible or not
  25790. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25791. */
  25792. isAlwaysVisible: boolean;
  25793. /**
  25794. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25795. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25796. */
  25797. /**
  25798. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25799. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25800. */
  25801. isVisibilityBoxLocked: boolean;
  25802. /**
  25803. * Tells to `setParticles()` to compute the particle rotations or not.
  25804. * Default value : true. The SPS is faster when it's set to false.
  25805. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25806. */
  25807. /**
  25808. * Gets if `setParticles()` computes the particle rotations or not.
  25809. * Default value : true. The SPS is faster when it's set to false.
  25810. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25811. */
  25812. computeParticleRotation: boolean;
  25813. /**
  25814. * Tells to `setParticles()` to compute the particle colors or not.
  25815. * Default value : true. The SPS is faster when it's set to false.
  25816. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25817. */
  25818. /**
  25819. * Gets if `setParticles()` computes the particle colors or not.
  25820. * Default value : true. The SPS is faster when it's set to false.
  25821. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25822. */
  25823. computeParticleColor: boolean;
  25824. /**
  25825. * Gets if `setParticles()` computes the particle textures or not.
  25826. * Default value : true. The SPS is faster when it's set to false.
  25827. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25828. */
  25829. computeParticleTexture: boolean;
  25830. /**
  25831. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25832. * Default value : false. The SPS is faster when it's set to false.
  25833. * Note : the particle custom vertex positions aren't stored values.
  25834. */
  25835. /**
  25836. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25837. * Default value : false. The SPS is faster when it's set to false.
  25838. * Note : the particle custom vertex positions aren't stored values.
  25839. */
  25840. computeParticleVertex: boolean;
  25841. /**
  25842. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25843. */
  25844. /**
  25845. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25846. */
  25847. computeBoundingBox: boolean;
  25848. /**
  25849. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25850. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25851. * Default : `true`
  25852. */
  25853. /**
  25854. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25855. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25856. * Default : `true`
  25857. */
  25858. depthSortParticles: boolean;
  25859. /**
  25860. * This function does nothing. It may be overwritten to set all the particle first values.
  25861. * The SPS doesn't call this function, you may have to call it by your own.
  25862. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  25863. */
  25864. initParticles(): void;
  25865. /**
  25866. * This function does nothing. It may be overwritten to recycle a particle.
  25867. * The SPS doesn't call this function, you may have to call it by your own.
  25868. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  25869. * @param particle The particle to recycle
  25870. * @returns the recycled particle
  25871. */
  25872. recycleParticle(particle: SolidParticle): SolidParticle;
  25873. /**
  25874. * Updates a particle : this function should be overwritten by the user.
  25875. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25876. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  25877. * @example : just set a particle position or velocity and recycle conditions
  25878. * @param particle The particle to update
  25879. * @returns the updated particle
  25880. */
  25881. updateParticle(particle: SolidParticle): SolidParticle;
  25882. /**
  25883. * Updates a vertex of a particle : it can be overwritten by the user.
  25884. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25885. * @param particle the current particle
  25886. * @param vertex the current index of the current particle
  25887. * @param pt the index of the current vertex in the particle shape
  25888. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  25889. * @example : just set a vertex particle position
  25890. * @returns the updated vertex
  25891. */
  25892. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25893. /**
  25894. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  25895. * This does nothing and may be overwritten by the user.
  25896. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25897. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25898. * @param update the boolean update value actually passed to setParticles()
  25899. */
  25900. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25901. /**
  25902. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  25903. * This will be passed three parameters.
  25904. * This does nothing and may be overwritten by the user.
  25905. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25906. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25907. * @param update the boolean update value actually passed to setParticles()
  25908. */
  25909. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25910. }
  25911. }
  25912. declare module "babylonjs/Particles/solidParticle" {
  25913. import { Nullable } from "babylonjs/types";
  25914. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  25915. import { Color4 } from "babylonjs/Maths/math.color";
  25916. import { Mesh } from "babylonjs/Meshes/mesh";
  25917. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  25918. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  25919. import { Plane } from "babylonjs/Maths/math.plane";
  25920. /**
  25921. * Represents one particle of a solid particle system.
  25922. */
  25923. export class SolidParticle {
  25924. /**
  25925. * particle global index
  25926. */
  25927. idx: number;
  25928. /**
  25929. * The color of the particle
  25930. */
  25931. color: Nullable<Color4>;
  25932. /**
  25933. * The world space position of the particle.
  25934. */
  25935. position: Vector3;
  25936. /**
  25937. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  25938. */
  25939. rotation: Vector3;
  25940. /**
  25941. * The world space rotation quaternion of the particle.
  25942. */
  25943. rotationQuaternion: Nullable<Quaternion>;
  25944. /**
  25945. * The scaling of the particle.
  25946. */
  25947. scaling: Vector3;
  25948. /**
  25949. * The uvs of the particle.
  25950. */
  25951. uvs: Vector4;
  25952. /**
  25953. * The current speed of the particle.
  25954. */
  25955. velocity: Vector3;
  25956. /**
  25957. * The pivot point in the particle local space.
  25958. */
  25959. pivot: Vector3;
  25960. /**
  25961. * Must the particle be translated from its pivot point in its local space ?
  25962. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  25963. * Default : false
  25964. */
  25965. translateFromPivot: boolean;
  25966. /**
  25967. * Is the particle active or not ?
  25968. */
  25969. alive: boolean;
  25970. /**
  25971. * Is the particle visible or not ?
  25972. */
  25973. isVisible: boolean;
  25974. /**
  25975. * Index of this particle in the global "positions" array (Internal use)
  25976. * @hidden
  25977. */
  25978. _pos: number;
  25979. /**
  25980. * @hidden Index of this particle in the global "indices" array (Internal use)
  25981. */
  25982. _ind: number;
  25983. /**
  25984. * @hidden ModelShape of this particle (Internal use)
  25985. */
  25986. _model: ModelShape;
  25987. /**
  25988. * ModelShape id of this particle
  25989. */
  25990. shapeId: number;
  25991. /**
  25992. * Index of the particle in its shape id (Internal use)
  25993. */
  25994. idxInShape: number;
  25995. /**
  25996. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  25997. */
  25998. _modelBoundingInfo: BoundingInfo;
  25999. /**
  26000. * @hidden Particle BoundingInfo object (Internal use)
  26001. */
  26002. _boundingInfo: BoundingInfo;
  26003. /**
  26004. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26005. */
  26006. _sps: SolidParticleSystem;
  26007. /**
  26008. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26009. */
  26010. _stillInvisible: boolean;
  26011. /**
  26012. * @hidden Last computed particle rotation matrix
  26013. */
  26014. _rotationMatrix: number[];
  26015. /**
  26016. * Parent particle Id, if any.
  26017. * Default null.
  26018. */
  26019. parentId: Nullable<number>;
  26020. /**
  26021. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26022. * The possible values are :
  26023. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26024. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26025. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26026. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26027. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26028. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26029. * */
  26030. cullingStrategy: number;
  26031. /**
  26032. * @hidden Internal global position in the SPS.
  26033. */
  26034. _globalPosition: Vector3;
  26035. /**
  26036. * Creates a Solid Particle object.
  26037. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26038. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26039. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26040. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26041. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26042. * @param shapeId (integer) is the model shape identifier in the SPS.
  26043. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26044. * @param sps defines the sps it is associated to
  26045. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26046. */
  26047. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26048. /**
  26049. * Legacy support, changed scale to scaling
  26050. */
  26051. /**
  26052. * Legacy support, changed scale to scaling
  26053. */
  26054. scale: Vector3;
  26055. /**
  26056. * Legacy support, changed quaternion to rotationQuaternion
  26057. */
  26058. /**
  26059. * Legacy support, changed quaternion to rotationQuaternion
  26060. */
  26061. quaternion: Nullable<Quaternion>;
  26062. /**
  26063. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26064. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26065. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26066. * @returns true if it intersects
  26067. */
  26068. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26069. /**
  26070. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26071. * A particle is in the frustum if its bounding box intersects the frustum
  26072. * @param frustumPlanes defines the frustum to test
  26073. * @returns true if the particle is in the frustum planes
  26074. */
  26075. isInFrustum(frustumPlanes: Plane[]): boolean;
  26076. /**
  26077. * get the rotation matrix of the particle
  26078. * @hidden
  26079. */
  26080. getRotationMatrix(m: Matrix): void;
  26081. }
  26082. /**
  26083. * Represents the shape of the model used by one particle of a solid particle system.
  26084. * SPS internal tool, don't use it manually.
  26085. */
  26086. export class ModelShape {
  26087. /**
  26088. * The shape id
  26089. * @hidden
  26090. */
  26091. shapeID: number;
  26092. /**
  26093. * flat array of model positions (internal use)
  26094. * @hidden
  26095. */
  26096. _shape: Vector3[];
  26097. /**
  26098. * flat array of model UVs (internal use)
  26099. * @hidden
  26100. */
  26101. _shapeUV: number[];
  26102. /**
  26103. * length of the shape in the model indices array (internal use)
  26104. * @hidden
  26105. */
  26106. _indicesLength: number;
  26107. /**
  26108. * Custom position function (internal use)
  26109. * @hidden
  26110. */
  26111. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26112. /**
  26113. * Custom vertex function (internal use)
  26114. * @hidden
  26115. */
  26116. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26117. /**
  26118. * 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.
  26119. * SPS internal tool, don't use it manually.
  26120. * @hidden
  26121. */
  26122. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26123. }
  26124. /**
  26125. * Represents a Depth Sorted Particle in the solid particle system.
  26126. */
  26127. export class DepthSortedParticle {
  26128. /**
  26129. * Index of the particle in the "indices" array
  26130. */
  26131. ind: number;
  26132. /**
  26133. * Length of the particle shape in the "indices" array
  26134. */
  26135. indicesLength: number;
  26136. /**
  26137. * Squared distance from the particle to the camera
  26138. */
  26139. sqDistance: number;
  26140. }
  26141. }
  26142. declare module "babylonjs/Collisions/meshCollisionData" {
  26143. import { Collider } from "babylonjs/Collisions/collider";
  26144. import { Vector3 } from "babylonjs/Maths/math.vector";
  26145. import { Nullable } from "babylonjs/types";
  26146. import { Observer } from "babylonjs/Misc/observable";
  26147. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26148. /**
  26149. * @hidden
  26150. */
  26151. export class _MeshCollisionData {
  26152. _checkCollisions: boolean;
  26153. _collisionMask: number;
  26154. _collisionGroup: number;
  26155. _collider: Nullable<Collider>;
  26156. _oldPositionForCollisions: Vector3;
  26157. _diffPositionForCollisions: Vector3;
  26158. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26159. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26160. }
  26161. }
  26162. declare module "babylonjs/Meshes/abstractMesh" {
  26163. import { Observable } from "babylonjs/Misc/observable";
  26164. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26165. import { Camera } from "babylonjs/Cameras/camera";
  26166. import { Scene, IDisposable } from "babylonjs/scene";
  26167. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26168. import { Node } from "babylonjs/node";
  26169. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26170. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26171. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26172. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26173. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26174. import { Material } from "babylonjs/Materials/material";
  26175. import { Light } from "babylonjs/Lights/light";
  26176. import { Skeleton } from "babylonjs/Bones/skeleton";
  26177. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26178. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26179. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26180. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26181. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26182. import { Plane } from "babylonjs/Maths/math.plane";
  26183. import { Ray } from "babylonjs/Culling/ray";
  26184. import { Collider } from "babylonjs/Collisions/collider";
  26185. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26186. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26187. /** @hidden */
  26188. class _FacetDataStorage {
  26189. facetPositions: Vector3[];
  26190. facetNormals: Vector3[];
  26191. facetPartitioning: number[][];
  26192. facetNb: number;
  26193. partitioningSubdivisions: number;
  26194. partitioningBBoxRatio: number;
  26195. facetDataEnabled: boolean;
  26196. facetParameters: any;
  26197. bbSize: Vector3;
  26198. subDiv: {
  26199. max: number;
  26200. X: number;
  26201. Y: number;
  26202. Z: number;
  26203. };
  26204. facetDepthSort: boolean;
  26205. facetDepthSortEnabled: boolean;
  26206. depthSortedIndices: IndicesArray;
  26207. depthSortedFacets: {
  26208. ind: number;
  26209. sqDistance: number;
  26210. }[];
  26211. facetDepthSortFunction: (f1: {
  26212. ind: number;
  26213. sqDistance: number;
  26214. }, f2: {
  26215. ind: number;
  26216. sqDistance: number;
  26217. }) => number;
  26218. facetDepthSortFrom: Vector3;
  26219. facetDepthSortOrigin: Vector3;
  26220. invertedMatrix: Matrix;
  26221. }
  26222. /**
  26223. * @hidden
  26224. **/
  26225. class _InternalAbstractMeshDataInfo {
  26226. _hasVertexAlpha: boolean;
  26227. _useVertexColors: boolean;
  26228. _numBoneInfluencers: number;
  26229. _applyFog: boolean;
  26230. _receiveShadows: boolean;
  26231. _facetData: _FacetDataStorage;
  26232. _visibility: number;
  26233. _skeleton: Nullable<Skeleton>;
  26234. _layerMask: number;
  26235. _computeBonesUsingShaders: boolean;
  26236. _isActive: boolean;
  26237. _onlyForInstances: boolean;
  26238. _isActiveIntermediate: boolean;
  26239. _onlyForInstancesIntermediate: boolean;
  26240. }
  26241. /**
  26242. * Class used to store all common mesh properties
  26243. */
  26244. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26245. /** No occlusion */
  26246. static OCCLUSION_TYPE_NONE: number;
  26247. /** Occlusion set to optimisitic */
  26248. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26249. /** Occlusion set to strict */
  26250. static OCCLUSION_TYPE_STRICT: number;
  26251. /** Use an accurante occlusion algorithm */
  26252. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26253. /** Use a conservative occlusion algorithm */
  26254. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26255. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26256. * Test order :
  26257. * Is the bounding sphere outside the frustum ?
  26258. * If not, are the bounding box vertices outside the frustum ?
  26259. * It not, then the cullable object is in the frustum.
  26260. */
  26261. static readonly CULLINGSTRATEGY_STANDARD: number;
  26262. /** Culling strategy : Bounding Sphere Only.
  26263. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26264. * It's also less accurate than the standard because some not visible objects can still be selected.
  26265. * Test : is the bounding sphere outside the frustum ?
  26266. * If not, then the cullable object is in the frustum.
  26267. */
  26268. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26269. /** Culling strategy : Optimistic Inclusion.
  26270. * This in an inclusion test first, then the standard exclusion test.
  26271. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26272. * 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.
  26273. * Anyway, it's as accurate as the standard strategy.
  26274. * Test :
  26275. * Is the cullable object bounding sphere center in the frustum ?
  26276. * If not, apply the default culling strategy.
  26277. */
  26278. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26279. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26280. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26281. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26282. * 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.
  26283. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26284. * Test :
  26285. * Is the cullable object bounding sphere center in the frustum ?
  26286. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26287. */
  26288. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26289. /**
  26290. * No billboard
  26291. */
  26292. static readonly BILLBOARDMODE_NONE: number;
  26293. /** Billboard on X axis */
  26294. static readonly BILLBOARDMODE_X: number;
  26295. /** Billboard on Y axis */
  26296. static readonly BILLBOARDMODE_Y: number;
  26297. /** Billboard on Z axis */
  26298. static readonly BILLBOARDMODE_Z: number;
  26299. /** Billboard on all axes */
  26300. static readonly BILLBOARDMODE_ALL: number;
  26301. /** @hidden */
  26302. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26303. /**
  26304. * The culling strategy to use to check whether the mesh must be rendered or not.
  26305. * This value can be changed at any time and will be used on the next render mesh selection.
  26306. * The possible values are :
  26307. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26308. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26309. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26310. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26311. * Please read each static variable documentation to get details about the culling process.
  26312. * */
  26313. cullingStrategy: number;
  26314. /**
  26315. * Gets the number of facets in the mesh
  26316. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26317. */
  26318. readonly facetNb: number;
  26319. /**
  26320. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26321. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26322. */
  26323. partitioningSubdivisions: number;
  26324. /**
  26325. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26326. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26327. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26328. */
  26329. partitioningBBoxRatio: number;
  26330. /**
  26331. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26332. * Works only for updatable meshes.
  26333. * Doesn't work with multi-materials
  26334. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26335. */
  26336. mustDepthSortFacets: boolean;
  26337. /**
  26338. * The location (Vector3) where the facet depth sort must be computed from.
  26339. * By default, the active camera position.
  26340. * Used only when facet depth sort is enabled
  26341. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26342. */
  26343. facetDepthSortFrom: Vector3;
  26344. /**
  26345. * gets a boolean indicating if facetData is enabled
  26346. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26347. */
  26348. readonly isFacetDataEnabled: boolean;
  26349. /** @hidden */
  26350. _updateNonUniformScalingState(value: boolean): boolean;
  26351. /**
  26352. * An event triggered when this mesh collides with another one
  26353. */
  26354. onCollideObservable: Observable<AbstractMesh>;
  26355. /** Set a function to call when this mesh collides with another one */
  26356. onCollide: () => void;
  26357. /**
  26358. * An event triggered when the collision's position changes
  26359. */
  26360. onCollisionPositionChangeObservable: Observable<Vector3>;
  26361. /** Set a function to call when the collision's position changes */
  26362. onCollisionPositionChange: () => void;
  26363. /**
  26364. * An event triggered when material is changed
  26365. */
  26366. onMaterialChangedObservable: Observable<AbstractMesh>;
  26367. /**
  26368. * Gets or sets the orientation for POV movement & rotation
  26369. */
  26370. definedFacingForward: boolean;
  26371. /** @hidden */
  26372. _occlusionQuery: Nullable<WebGLQuery>;
  26373. /** @hidden */
  26374. _renderingGroup: Nullable<RenderingGroup>;
  26375. /**
  26376. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26377. */
  26378. /**
  26379. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26380. */
  26381. visibility: number;
  26382. /** Gets or sets the alpha index used to sort transparent meshes
  26383. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26384. */
  26385. alphaIndex: number;
  26386. /**
  26387. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26388. */
  26389. isVisible: boolean;
  26390. /**
  26391. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26392. */
  26393. isPickable: boolean;
  26394. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26395. showSubMeshesBoundingBox: boolean;
  26396. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26397. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26398. */
  26399. isBlocker: boolean;
  26400. /**
  26401. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26402. */
  26403. enablePointerMoveEvents: boolean;
  26404. /**
  26405. * Specifies the rendering group id for this mesh (0 by default)
  26406. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26407. */
  26408. renderingGroupId: number;
  26409. private _material;
  26410. /** Gets or sets current material */
  26411. material: Nullable<Material>;
  26412. /**
  26413. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26414. * @see http://doc.babylonjs.com/babylon101/shadows
  26415. */
  26416. receiveShadows: boolean;
  26417. /** Defines color to use when rendering outline */
  26418. outlineColor: Color3;
  26419. /** Define width to use when rendering outline */
  26420. outlineWidth: number;
  26421. /** Defines color to use when rendering overlay */
  26422. overlayColor: Color3;
  26423. /** Defines alpha to use when rendering overlay */
  26424. overlayAlpha: number;
  26425. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26426. hasVertexAlpha: boolean;
  26427. /** 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) */
  26428. useVertexColors: boolean;
  26429. /**
  26430. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26431. */
  26432. computeBonesUsingShaders: boolean;
  26433. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26434. numBoneInfluencers: number;
  26435. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26436. applyFog: boolean;
  26437. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26438. useOctreeForRenderingSelection: boolean;
  26439. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26440. useOctreeForPicking: boolean;
  26441. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26442. useOctreeForCollisions: boolean;
  26443. /**
  26444. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26445. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26446. */
  26447. layerMask: number;
  26448. /**
  26449. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26450. */
  26451. alwaysSelectAsActiveMesh: boolean;
  26452. /**
  26453. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26454. */
  26455. doNotSyncBoundingInfo: boolean;
  26456. /**
  26457. * Gets or sets the current action manager
  26458. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26459. */
  26460. actionManager: Nullable<AbstractActionManager>;
  26461. private _meshCollisionData;
  26462. /**
  26463. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26464. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26465. */
  26466. ellipsoid: Vector3;
  26467. /**
  26468. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26469. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26470. */
  26471. ellipsoidOffset: Vector3;
  26472. /**
  26473. * Gets or sets a collision mask used to mask collisions (default is -1).
  26474. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26475. */
  26476. collisionMask: number;
  26477. /**
  26478. * Gets or sets the current collision group mask (-1 by default).
  26479. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26480. */
  26481. collisionGroup: number;
  26482. /**
  26483. * Defines edge width used when edgesRenderer is enabled
  26484. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26485. */
  26486. edgesWidth: number;
  26487. /**
  26488. * Defines edge color used when edgesRenderer is enabled
  26489. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26490. */
  26491. edgesColor: Color4;
  26492. /** @hidden */
  26493. _edgesRenderer: Nullable<IEdgesRenderer>;
  26494. /** @hidden */
  26495. _masterMesh: Nullable<AbstractMesh>;
  26496. /** @hidden */
  26497. _boundingInfo: Nullable<BoundingInfo>;
  26498. /** @hidden */
  26499. _renderId: number;
  26500. /**
  26501. * Gets or sets the list of subMeshes
  26502. * @see http://doc.babylonjs.com/how_to/multi_materials
  26503. */
  26504. subMeshes: SubMesh[];
  26505. /** @hidden */
  26506. _intersectionsInProgress: AbstractMesh[];
  26507. /** @hidden */
  26508. _unIndexed: boolean;
  26509. /** @hidden */
  26510. _lightSources: Light[];
  26511. /** Gets the list of lights affecting that mesh */
  26512. readonly lightSources: Light[];
  26513. /** @hidden */
  26514. readonly _positions: Nullable<Vector3[]>;
  26515. /** @hidden */
  26516. _waitingData: {
  26517. lods: Nullable<any>;
  26518. actions: Nullable<any>;
  26519. freezeWorldMatrix: Nullable<boolean>;
  26520. };
  26521. /** @hidden */
  26522. _bonesTransformMatrices: Nullable<Float32Array>;
  26523. /** @hidden */
  26524. _transformMatrixTexture: Nullable<RawTexture>;
  26525. /**
  26526. * Gets or sets a skeleton to apply skining transformations
  26527. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26528. */
  26529. skeleton: Nullable<Skeleton>;
  26530. /**
  26531. * An event triggered when the mesh is rebuilt.
  26532. */
  26533. onRebuildObservable: Observable<AbstractMesh>;
  26534. /**
  26535. * Creates a new AbstractMesh
  26536. * @param name defines the name of the mesh
  26537. * @param scene defines the hosting scene
  26538. */
  26539. constructor(name: string, scene?: Nullable<Scene>);
  26540. /**
  26541. * Returns the string "AbstractMesh"
  26542. * @returns "AbstractMesh"
  26543. */
  26544. getClassName(): string;
  26545. /**
  26546. * Gets a string representation of the current mesh
  26547. * @param fullDetails defines a boolean indicating if full details must be included
  26548. * @returns a string representation of the current mesh
  26549. */
  26550. toString(fullDetails?: boolean): string;
  26551. /**
  26552. * @hidden
  26553. */
  26554. protected _getEffectiveParent(): Nullable<Node>;
  26555. /** @hidden */
  26556. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26557. /** @hidden */
  26558. _rebuild(): void;
  26559. /** @hidden */
  26560. _resyncLightSources(): void;
  26561. /** @hidden */
  26562. _resyncLighSource(light: Light): void;
  26563. /** @hidden */
  26564. _unBindEffect(): void;
  26565. /** @hidden */
  26566. _removeLightSource(light: Light): void;
  26567. private _markSubMeshesAsDirty;
  26568. /** @hidden */
  26569. _markSubMeshesAsLightDirty(): void;
  26570. /** @hidden */
  26571. _markSubMeshesAsAttributesDirty(): void;
  26572. /** @hidden */
  26573. _markSubMeshesAsMiscDirty(): void;
  26574. /**
  26575. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26576. */
  26577. scaling: Vector3;
  26578. /**
  26579. * Returns true if the mesh is blocked. Implemented by child classes
  26580. */
  26581. readonly isBlocked: boolean;
  26582. /**
  26583. * Returns the mesh itself by default. Implemented by child classes
  26584. * @param camera defines the camera to use to pick the right LOD level
  26585. * @returns the currentAbstractMesh
  26586. */
  26587. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26588. /**
  26589. * Returns 0 by default. Implemented by child classes
  26590. * @returns an integer
  26591. */
  26592. getTotalVertices(): number;
  26593. /**
  26594. * Returns a positive integer : the total number of indices in this mesh geometry.
  26595. * @returns the numner of indices or zero if the mesh has no geometry.
  26596. */
  26597. getTotalIndices(): number;
  26598. /**
  26599. * Returns null by default. Implemented by child classes
  26600. * @returns null
  26601. */
  26602. getIndices(): Nullable<IndicesArray>;
  26603. /**
  26604. * Returns the array of the requested vertex data kind. Implemented by child classes
  26605. * @param kind defines the vertex data kind to use
  26606. * @returns null
  26607. */
  26608. getVerticesData(kind: string): Nullable<FloatArray>;
  26609. /**
  26610. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26611. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26612. * Note that a new underlying VertexBuffer object is created each call.
  26613. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26614. * @param kind defines vertex data kind:
  26615. * * VertexBuffer.PositionKind
  26616. * * VertexBuffer.UVKind
  26617. * * VertexBuffer.UV2Kind
  26618. * * VertexBuffer.UV3Kind
  26619. * * VertexBuffer.UV4Kind
  26620. * * VertexBuffer.UV5Kind
  26621. * * VertexBuffer.UV6Kind
  26622. * * VertexBuffer.ColorKind
  26623. * * VertexBuffer.MatricesIndicesKind
  26624. * * VertexBuffer.MatricesIndicesExtraKind
  26625. * * VertexBuffer.MatricesWeightsKind
  26626. * * VertexBuffer.MatricesWeightsExtraKind
  26627. * @param data defines the data source
  26628. * @param updatable defines if the data must be flagged as updatable (or static)
  26629. * @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
  26630. * @returns the current mesh
  26631. */
  26632. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26633. /**
  26634. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26635. * If the mesh has no geometry, it is simply returned as it is.
  26636. * @param kind defines vertex data kind:
  26637. * * VertexBuffer.PositionKind
  26638. * * VertexBuffer.UVKind
  26639. * * VertexBuffer.UV2Kind
  26640. * * VertexBuffer.UV3Kind
  26641. * * VertexBuffer.UV4Kind
  26642. * * VertexBuffer.UV5Kind
  26643. * * VertexBuffer.UV6Kind
  26644. * * VertexBuffer.ColorKind
  26645. * * VertexBuffer.MatricesIndicesKind
  26646. * * VertexBuffer.MatricesIndicesExtraKind
  26647. * * VertexBuffer.MatricesWeightsKind
  26648. * * VertexBuffer.MatricesWeightsExtraKind
  26649. * @param data defines the data source
  26650. * @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
  26651. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26652. * @returns the current mesh
  26653. */
  26654. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26655. /**
  26656. * Sets the mesh indices,
  26657. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26658. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26659. * @param totalVertices Defines the total number of vertices
  26660. * @returns the current mesh
  26661. */
  26662. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26663. /**
  26664. * Gets a boolean indicating if specific vertex data is present
  26665. * @param kind defines the vertex data kind to use
  26666. * @returns true is data kind is present
  26667. */
  26668. isVerticesDataPresent(kind: string): boolean;
  26669. /**
  26670. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26671. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26672. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26673. * @returns a BoundingInfo
  26674. */
  26675. getBoundingInfo(): BoundingInfo;
  26676. /**
  26677. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26678. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26679. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26680. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26681. * @returns the current mesh
  26682. */
  26683. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26684. /**
  26685. * Overwrite the current bounding info
  26686. * @param boundingInfo defines the new bounding info
  26687. * @returns the current mesh
  26688. */
  26689. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26690. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26691. readonly useBones: boolean;
  26692. /** @hidden */
  26693. _preActivate(): void;
  26694. /** @hidden */
  26695. _preActivateForIntermediateRendering(renderId: number): void;
  26696. /** @hidden */
  26697. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26698. /** @hidden */
  26699. _postActivate(): void;
  26700. /** @hidden */
  26701. _freeze(): void;
  26702. /** @hidden */
  26703. _unFreeze(): void;
  26704. /**
  26705. * Gets the current world matrix
  26706. * @returns a Matrix
  26707. */
  26708. getWorldMatrix(): Matrix;
  26709. /** @hidden */
  26710. _getWorldMatrixDeterminant(): number;
  26711. /**
  26712. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26713. */
  26714. readonly isAnInstance: boolean;
  26715. /**
  26716. * Perform relative position change from the point of view of behind the front of the mesh.
  26717. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26718. * Supports definition of mesh facing forward or backward
  26719. * @param amountRight defines the distance on the right axis
  26720. * @param amountUp defines the distance on the up axis
  26721. * @param amountForward defines the distance on the forward axis
  26722. * @returns the current mesh
  26723. */
  26724. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26725. /**
  26726. * Calculate relative position change from the point of view of behind the front of the mesh.
  26727. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26728. * Supports definition of mesh facing forward or backward
  26729. * @param amountRight defines the distance on the right axis
  26730. * @param amountUp defines the distance on the up axis
  26731. * @param amountForward defines the distance on the forward axis
  26732. * @returns the new displacement vector
  26733. */
  26734. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26735. /**
  26736. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26737. * Supports definition of mesh facing forward or backward
  26738. * @param flipBack defines the flip
  26739. * @param twirlClockwise defines the twirl
  26740. * @param tiltRight defines the tilt
  26741. * @returns the current mesh
  26742. */
  26743. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26744. /**
  26745. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26746. * Supports definition of mesh facing forward or backward.
  26747. * @param flipBack defines the flip
  26748. * @param twirlClockwise defines the twirl
  26749. * @param tiltRight defines the tilt
  26750. * @returns the new rotation vector
  26751. */
  26752. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26753. /**
  26754. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26755. * This means the mesh underlying bounding box and sphere are recomputed.
  26756. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26757. * @returns the current mesh
  26758. */
  26759. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26760. /** @hidden */
  26761. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26762. /** @hidden */
  26763. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26764. /** @hidden */
  26765. _updateBoundingInfo(): AbstractMesh;
  26766. /** @hidden */
  26767. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26768. /** @hidden */
  26769. protected _afterComputeWorldMatrix(): void;
  26770. /** @hidden */
  26771. readonly _effectiveMesh: AbstractMesh;
  26772. /**
  26773. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26774. * A mesh is in the frustum if its bounding box intersects the frustum
  26775. * @param frustumPlanes defines the frustum to test
  26776. * @returns true if the mesh is in the frustum planes
  26777. */
  26778. isInFrustum(frustumPlanes: Plane[]): boolean;
  26779. /**
  26780. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26781. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26782. * @param frustumPlanes defines the frustum to test
  26783. * @returns true if the mesh is completely in the frustum planes
  26784. */
  26785. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26786. /**
  26787. * True if the mesh intersects another mesh or a SolidParticle object
  26788. * @param mesh defines a target mesh or SolidParticle to test
  26789. * @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)
  26790. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26791. * @returns true if there is an intersection
  26792. */
  26793. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26794. /**
  26795. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26796. * @param point defines the point to test
  26797. * @returns true if there is an intersection
  26798. */
  26799. intersectsPoint(point: Vector3): boolean;
  26800. /**
  26801. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26802. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26803. */
  26804. checkCollisions: boolean;
  26805. /**
  26806. * Gets Collider object used to compute collisions (not physics)
  26807. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26808. */
  26809. readonly collider: Nullable<Collider>;
  26810. /**
  26811. * Move the mesh using collision engine
  26812. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26813. * @param displacement defines the requested displacement vector
  26814. * @returns the current mesh
  26815. */
  26816. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26817. private _onCollisionPositionChange;
  26818. /** @hidden */
  26819. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26820. /** @hidden */
  26821. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26822. /** @hidden */
  26823. _checkCollision(collider: Collider): AbstractMesh;
  26824. /** @hidden */
  26825. _generatePointsArray(): boolean;
  26826. /**
  26827. * Checks if the passed Ray intersects with the mesh
  26828. * @param ray defines the ray to use
  26829. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26830. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26831. * @returns the picking info
  26832. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26833. */
  26834. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26835. /**
  26836. * Clones the current mesh
  26837. * @param name defines the mesh name
  26838. * @param newParent defines the new mesh parent
  26839. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26840. * @returns the new mesh
  26841. */
  26842. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26843. /**
  26844. * Disposes all the submeshes of the current meshnp
  26845. * @returns the current mesh
  26846. */
  26847. releaseSubMeshes(): AbstractMesh;
  26848. /**
  26849. * Releases resources associated with this abstract mesh.
  26850. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26851. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26852. */
  26853. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26854. /**
  26855. * Adds the passed mesh as a child to the current mesh
  26856. * @param mesh defines the child mesh
  26857. * @returns the current mesh
  26858. */
  26859. addChild(mesh: AbstractMesh): AbstractMesh;
  26860. /**
  26861. * Removes the passed mesh from the current mesh children list
  26862. * @param mesh defines the child mesh
  26863. * @returns the current mesh
  26864. */
  26865. removeChild(mesh: AbstractMesh): AbstractMesh;
  26866. /** @hidden */
  26867. private _initFacetData;
  26868. /**
  26869. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26870. * This method can be called within the render loop.
  26871. * 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
  26872. * @returns the current mesh
  26873. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26874. */
  26875. updateFacetData(): AbstractMesh;
  26876. /**
  26877. * Returns the facetLocalNormals array.
  26878. * The normals are expressed in the mesh local spac
  26879. * @returns an array of Vector3
  26880. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26881. */
  26882. getFacetLocalNormals(): Vector3[];
  26883. /**
  26884. * Returns the facetLocalPositions array.
  26885. * The facet positions are expressed in the mesh local space
  26886. * @returns an array of Vector3
  26887. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26888. */
  26889. getFacetLocalPositions(): Vector3[];
  26890. /**
  26891. * Returns the facetLocalPartioning array
  26892. * @returns an array of array of numbers
  26893. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26894. */
  26895. getFacetLocalPartitioning(): number[][];
  26896. /**
  26897. * Returns the i-th facet position in the world system.
  26898. * This method allocates a new Vector3 per call
  26899. * @param i defines the facet index
  26900. * @returns a new Vector3
  26901. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26902. */
  26903. getFacetPosition(i: number): Vector3;
  26904. /**
  26905. * Sets the reference Vector3 with the i-th facet position in the world system
  26906. * @param i defines the facet index
  26907. * @param ref defines the target vector
  26908. * @returns the current mesh
  26909. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26910. */
  26911. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  26912. /**
  26913. * Returns the i-th facet normal in the world system.
  26914. * This method allocates a new Vector3 per call
  26915. * @param i defines the facet index
  26916. * @returns a new Vector3
  26917. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26918. */
  26919. getFacetNormal(i: number): Vector3;
  26920. /**
  26921. * Sets the reference Vector3 with the i-th facet normal in the world system
  26922. * @param i defines the facet index
  26923. * @param ref defines the target vector
  26924. * @returns the current mesh
  26925. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26926. */
  26927. getFacetNormalToRef(i: number, ref: Vector3): this;
  26928. /**
  26929. * 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)
  26930. * @param x defines x coordinate
  26931. * @param y defines y coordinate
  26932. * @param z defines z coordinate
  26933. * @returns the array of facet indexes
  26934. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26935. */
  26936. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  26937. /**
  26938. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  26939. * @param projected sets as the (x,y,z) world projection on the facet
  26940. * @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
  26941. * @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
  26942. * @param x defines x coordinate
  26943. * @param y defines y coordinate
  26944. * @param z defines z coordinate
  26945. * @returns the face index if found (or null instead)
  26946. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26947. */
  26948. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26949. /**
  26950. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  26951. * @param projected sets as the (x,y,z) local projection on the facet
  26952. * @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
  26953. * @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
  26954. * @param x defines x coordinate
  26955. * @param y defines y coordinate
  26956. * @param z defines z coordinate
  26957. * @returns the face index if found (or null instead)
  26958. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26959. */
  26960. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26961. /**
  26962. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  26963. * @returns the parameters
  26964. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26965. */
  26966. getFacetDataParameters(): any;
  26967. /**
  26968. * Disables the feature FacetData and frees the related memory
  26969. * @returns the current mesh
  26970. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26971. */
  26972. disableFacetData(): AbstractMesh;
  26973. /**
  26974. * Updates the AbstractMesh indices array
  26975. * @param indices defines the data source
  26976. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  26977. * @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)
  26978. * @returns the current mesh
  26979. */
  26980. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  26981. /**
  26982. * Creates new normals data for the mesh
  26983. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  26984. * @returns the current mesh
  26985. */
  26986. createNormals(updatable: boolean): AbstractMesh;
  26987. /**
  26988. * Align the mesh with a normal
  26989. * @param normal defines the normal to use
  26990. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  26991. * @returns the current mesh
  26992. */
  26993. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  26994. /** @hidden */
  26995. _checkOcclusionQuery(): boolean;
  26996. /**
  26997. * Disables the mesh edge rendering mode
  26998. * @returns the currentAbstractMesh
  26999. */
  27000. disableEdgesRendering(): AbstractMesh;
  27001. /**
  27002. * Enables the edge rendering mode on the mesh.
  27003. * This mode makes the mesh edges visible
  27004. * @param epsilon defines the maximal distance between two angles to detect a face
  27005. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27006. * @returns the currentAbstractMesh
  27007. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27008. */
  27009. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27010. }
  27011. }
  27012. declare module "babylonjs/Actions/actionEvent" {
  27013. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27014. import { Nullable } from "babylonjs/types";
  27015. import { Sprite } from "babylonjs/Sprites/sprite";
  27016. import { Scene } from "babylonjs/scene";
  27017. import { Vector2 } from "babylonjs/Maths/math.vector";
  27018. /**
  27019. * Interface used to define ActionEvent
  27020. */
  27021. export interface IActionEvent {
  27022. /** The mesh or sprite that triggered the action */
  27023. source: any;
  27024. /** The X mouse cursor position at the time of the event */
  27025. pointerX: number;
  27026. /** The Y mouse cursor position at the time of the event */
  27027. pointerY: number;
  27028. /** The mesh that is currently pointed at (can be null) */
  27029. meshUnderPointer: Nullable<AbstractMesh>;
  27030. /** the original (browser) event that triggered the ActionEvent */
  27031. sourceEvent?: any;
  27032. /** additional data for the event */
  27033. additionalData?: any;
  27034. }
  27035. /**
  27036. * ActionEvent is the event being sent when an action is triggered.
  27037. */
  27038. export class ActionEvent implements IActionEvent {
  27039. /** The mesh or sprite that triggered the action */
  27040. source: any;
  27041. /** The X mouse cursor position at the time of the event */
  27042. pointerX: number;
  27043. /** The Y mouse cursor position at the time of the event */
  27044. pointerY: number;
  27045. /** The mesh that is currently pointed at (can be null) */
  27046. meshUnderPointer: Nullable<AbstractMesh>;
  27047. /** the original (browser) event that triggered the ActionEvent */
  27048. sourceEvent?: any;
  27049. /** additional data for the event */
  27050. additionalData?: any;
  27051. /**
  27052. * Creates a new ActionEvent
  27053. * @param source The mesh or sprite that triggered the action
  27054. * @param pointerX The X mouse cursor position at the time of the event
  27055. * @param pointerY The Y mouse cursor position at the time of the event
  27056. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27057. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27058. * @param additionalData additional data for the event
  27059. */
  27060. constructor(
  27061. /** The mesh or sprite that triggered the action */
  27062. source: any,
  27063. /** The X mouse cursor position at the time of the event */
  27064. pointerX: number,
  27065. /** The Y mouse cursor position at the time of the event */
  27066. pointerY: number,
  27067. /** The mesh that is currently pointed at (can be null) */
  27068. meshUnderPointer: Nullable<AbstractMesh>,
  27069. /** the original (browser) event that triggered the ActionEvent */
  27070. sourceEvent?: any,
  27071. /** additional data for the event */
  27072. additionalData?: any);
  27073. /**
  27074. * Helper function to auto-create an ActionEvent from a source mesh.
  27075. * @param source The source mesh that triggered the event
  27076. * @param evt The original (browser) event
  27077. * @param additionalData additional data for the event
  27078. * @returns the new ActionEvent
  27079. */
  27080. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27081. /**
  27082. * Helper function to auto-create an ActionEvent from a source sprite
  27083. * @param source The source sprite that triggered the event
  27084. * @param scene Scene associated with the sprite
  27085. * @param evt The original (browser) event
  27086. * @param additionalData additional data for the event
  27087. * @returns the new ActionEvent
  27088. */
  27089. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27090. /**
  27091. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27092. * @param scene the scene where the event occurred
  27093. * @param evt The original (browser) event
  27094. * @returns the new ActionEvent
  27095. */
  27096. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27097. /**
  27098. * Helper function to auto-create an ActionEvent from a primitive
  27099. * @param prim defines the target primitive
  27100. * @param pointerPos defines the pointer position
  27101. * @param evt The original (browser) event
  27102. * @param additionalData additional data for the event
  27103. * @returns the new ActionEvent
  27104. */
  27105. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27106. }
  27107. }
  27108. declare module "babylonjs/Actions/abstractActionManager" {
  27109. import { IDisposable } from "babylonjs/scene";
  27110. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27111. import { IAction } from "babylonjs/Actions/action";
  27112. import { Nullable } from "babylonjs/types";
  27113. /**
  27114. * Abstract class used to decouple action Manager from scene and meshes.
  27115. * Do not instantiate.
  27116. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27117. */
  27118. export abstract class AbstractActionManager implements IDisposable {
  27119. /** Gets the list of active triggers */
  27120. static Triggers: {
  27121. [key: string]: number;
  27122. };
  27123. /** Gets the cursor to use when hovering items */
  27124. hoverCursor: string;
  27125. /** Gets the list of actions */
  27126. actions: IAction[];
  27127. /**
  27128. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27129. */
  27130. isRecursive: boolean;
  27131. /**
  27132. * Releases all associated resources
  27133. */
  27134. abstract dispose(): void;
  27135. /**
  27136. * Does this action manager has pointer triggers
  27137. */
  27138. abstract readonly hasPointerTriggers: boolean;
  27139. /**
  27140. * Does this action manager has pick triggers
  27141. */
  27142. abstract readonly hasPickTriggers: boolean;
  27143. /**
  27144. * Process a specific trigger
  27145. * @param trigger defines the trigger to process
  27146. * @param evt defines the event details to be processed
  27147. */
  27148. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27149. /**
  27150. * Does this action manager handles actions of any of the given triggers
  27151. * @param triggers defines the triggers to be tested
  27152. * @return a boolean indicating whether one (or more) of the triggers is handled
  27153. */
  27154. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27155. /**
  27156. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27157. * speed.
  27158. * @param triggerA defines the trigger to be tested
  27159. * @param triggerB defines the trigger to be tested
  27160. * @return a boolean indicating whether one (or more) of the triggers is handled
  27161. */
  27162. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27163. /**
  27164. * Does this action manager handles actions of a given trigger
  27165. * @param trigger defines the trigger to be tested
  27166. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27167. * @return whether the trigger is handled
  27168. */
  27169. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27170. /**
  27171. * Serialize this manager to a JSON object
  27172. * @param name defines the property name to store this manager
  27173. * @returns a JSON representation of this manager
  27174. */
  27175. abstract serialize(name: string): any;
  27176. /**
  27177. * Registers an action to this action manager
  27178. * @param action defines the action to be registered
  27179. * @return the action amended (prepared) after registration
  27180. */
  27181. abstract registerAction(action: IAction): Nullable<IAction>;
  27182. /**
  27183. * Unregisters an action to this action manager
  27184. * @param action defines the action to be unregistered
  27185. * @return a boolean indicating whether the action has been unregistered
  27186. */
  27187. abstract unregisterAction(action: IAction): Boolean;
  27188. /**
  27189. * Does exist one action manager with at least one trigger
  27190. **/
  27191. static readonly HasTriggers: boolean;
  27192. /**
  27193. * Does exist one action manager with at least one pick trigger
  27194. **/
  27195. static readonly HasPickTriggers: boolean;
  27196. /**
  27197. * Does exist one action manager that handles actions of a given trigger
  27198. * @param trigger defines the trigger to be tested
  27199. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27200. **/
  27201. static HasSpecificTrigger(trigger: number): boolean;
  27202. }
  27203. }
  27204. declare module "babylonjs/node" {
  27205. import { Scene } from "babylonjs/scene";
  27206. import { Nullable } from "babylonjs/types";
  27207. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27208. import { Engine } from "babylonjs/Engines/engine";
  27209. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27210. import { Observable } from "babylonjs/Misc/observable";
  27211. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27212. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27213. import { Animatable } from "babylonjs/Animations/animatable";
  27214. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27215. import { Animation } from "babylonjs/Animations/animation";
  27216. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27217. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27218. /**
  27219. * Defines how a node can be built from a string name.
  27220. */
  27221. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27222. /**
  27223. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27224. */
  27225. export class Node implements IBehaviorAware<Node> {
  27226. /** @hidden */
  27227. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27228. private static _NodeConstructors;
  27229. /**
  27230. * Add a new node constructor
  27231. * @param type defines the type name of the node to construct
  27232. * @param constructorFunc defines the constructor function
  27233. */
  27234. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27235. /**
  27236. * Returns a node constructor based on type name
  27237. * @param type defines the type name
  27238. * @param name defines the new node name
  27239. * @param scene defines the hosting scene
  27240. * @param options defines optional options to transmit to constructors
  27241. * @returns the new constructor or null
  27242. */
  27243. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27244. /**
  27245. * Gets or sets the name of the node
  27246. */
  27247. name: string;
  27248. /**
  27249. * Gets or sets the id of the node
  27250. */
  27251. id: string;
  27252. /**
  27253. * Gets or sets the unique id of the node
  27254. */
  27255. uniqueId: number;
  27256. /**
  27257. * Gets or sets a string used to store user defined state for the node
  27258. */
  27259. state: string;
  27260. /**
  27261. * Gets or sets an object used to store user defined information for the node
  27262. */
  27263. metadata: any;
  27264. /**
  27265. * For internal use only. Please do not use.
  27266. */
  27267. reservedDataStore: any;
  27268. /**
  27269. * List of inspectable custom properties (used by the Inspector)
  27270. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27271. */
  27272. inspectableCustomProperties: IInspectable[];
  27273. /**
  27274. * Gets or sets a boolean used to define if the node must be serialized
  27275. */
  27276. doNotSerialize: boolean;
  27277. /** @hidden */
  27278. _isDisposed: boolean;
  27279. /**
  27280. * Gets a list of Animations associated with the node
  27281. */
  27282. animations: import("babylonjs/Animations/animation").Animation[];
  27283. protected _ranges: {
  27284. [name: string]: Nullable<AnimationRange>;
  27285. };
  27286. /**
  27287. * Callback raised when the node is ready to be used
  27288. */
  27289. onReady: Nullable<(node: Node) => void>;
  27290. private _isEnabled;
  27291. private _isParentEnabled;
  27292. private _isReady;
  27293. /** @hidden */
  27294. _currentRenderId: number;
  27295. private _parentUpdateId;
  27296. /** @hidden */
  27297. _childUpdateId: number;
  27298. /** @hidden */
  27299. _waitingParentId: Nullable<string>;
  27300. /** @hidden */
  27301. _scene: Scene;
  27302. /** @hidden */
  27303. _cache: any;
  27304. private _parentNode;
  27305. private _children;
  27306. /** @hidden */
  27307. _worldMatrix: Matrix;
  27308. /** @hidden */
  27309. _worldMatrixDeterminant: number;
  27310. /** @hidden */
  27311. _worldMatrixDeterminantIsDirty: boolean;
  27312. /** @hidden */
  27313. private _sceneRootNodesIndex;
  27314. /**
  27315. * Gets a boolean indicating if the node has been disposed
  27316. * @returns true if the node was disposed
  27317. */
  27318. isDisposed(): boolean;
  27319. /**
  27320. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27321. * @see https://doc.babylonjs.com/how_to/parenting
  27322. */
  27323. parent: Nullable<Node>;
  27324. private addToSceneRootNodes;
  27325. private removeFromSceneRootNodes;
  27326. private _animationPropertiesOverride;
  27327. /**
  27328. * Gets or sets the animation properties override
  27329. */
  27330. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27331. /**
  27332. * Gets a string idenfifying the name of the class
  27333. * @returns "Node" string
  27334. */
  27335. getClassName(): string;
  27336. /** @hidden */
  27337. readonly _isNode: boolean;
  27338. /**
  27339. * An event triggered when the mesh is disposed
  27340. */
  27341. onDisposeObservable: Observable<Node>;
  27342. private _onDisposeObserver;
  27343. /**
  27344. * Sets a callback that will be raised when the node will be disposed
  27345. */
  27346. onDispose: () => void;
  27347. /**
  27348. * Creates a new Node
  27349. * @param name the name and id to be given to this node
  27350. * @param scene the scene this node will be added to
  27351. * @param addToRootNodes the node will be added to scene.rootNodes
  27352. */
  27353. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27354. /**
  27355. * Gets the scene of the node
  27356. * @returns a scene
  27357. */
  27358. getScene(): Scene;
  27359. /**
  27360. * Gets the engine of the node
  27361. * @returns a Engine
  27362. */
  27363. getEngine(): Engine;
  27364. private _behaviors;
  27365. /**
  27366. * Attach a behavior to the node
  27367. * @see http://doc.babylonjs.com/features/behaviour
  27368. * @param behavior defines the behavior to attach
  27369. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27370. * @returns the current Node
  27371. */
  27372. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27373. /**
  27374. * Remove an attached behavior
  27375. * @see http://doc.babylonjs.com/features/behaviour
  27376. * @param behavior defines the behavior to attach
  27377. * @returns the current Node
  27378. */
  27379. removeBehavior(behavior: Behavior<Node>): Node;
  27380. /**
  27381. * Gets the list of attached behaviors
  27382. * @see http://doc.babylonjs.com/features/behaviour
  27383. */
  27384. readonly behaviors: Behavior<Node>[];
  27385. /**
  27386. * Gets an attached behavior by name
  27387. * @param name defines the name of the behavior to look for
  27388. * @see http://doc.babylonjs.com/features/behaviour
  27389. * @returns null if behavior was not found else the requested behavior
  27390. */
  27391. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27392. /**
  27393. * Returns the latest update of the World matrix
  27394. * @returns a Matrix
  27395. */
  27396. getWorldMatrix(): Matrix;
  27397. /** @hidden */
  27398. _getWorldMatrixDeterminant(): number;
  27399. /**
  27400. * Returns directly the latest state of the mesh World matrix.
  27401. * A Matrix is returned.
  27402. */
  27403. readonly worldMatrixFromCache: Matrix;
  27404. /** @hidden */
  27405. _initCache(): void;
  27406. /** @hidden */
  27407. updateCache(force?: boolean): void;
  27408. /** @hidden */
  27409. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27410. /** @hidden */
  27411. _updateCache(ignoreParentClass?: boolean): void;
  27412. /** @hidden */
  27413. _isSynchronized(): boolean;
  27414. /** @hidden */
  27415. _markSyncedWithParent(): void;
  27416. /** @hidden */
  27417. isSynchronizedWithParent(): boolean;
  27418. /** @hidden */
  27419. isSynchronized(): boolean;
  27420. /**
  27421. * Is this node ready to be used/rendered
  27422. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27423. * @return true if the node is ready
  27424. */
  27425. isReady(completeCheck?: boolean): boolean;
  27426. /**
  27427. * Is this node enabled?
  27428. * 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
  27429. * @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
  27430. * @return whether this node (and its parent) is enabled
  27431. */
  27432. isEnabled(checkAncestors?: boolean): boolean;
  27433. /** @hidden */
  27434. protected _syncParentEnabledState(): void;
  27435. /**
  27436. * Set the enabled state of this node
  27437. * @param value defines the new enabled state
  27438. */
  27439. setEnabled(value: boolean): void;
  27440. /**
  27441. * Is this node a descendant of the given node?
  27442. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27443. * @param ancestor defines the parent node to inspect
  27444. * @returns a boolean indicating if this node is a descendant of the given node
  27445. */
  27446. isDescendantOf(ancestor: Node): boolean;
  27447. /** @hidden */
  27448. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27449. /**
  27450. * Will return all nodes that have this node as ascendant
  27451. * @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
  27452. * @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
  27453. * @return all children nodes of all types
  27454. */
  27455. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27456. /**
  27457. * Get all child-meshes of this node
  27458. * @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)
  27459. * @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
  27460. * @returns an array of AbstractMesh
  27461. */
  27462. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27463. /**
  27464. * Get all direct children of this node
  27465. * @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
  27466. * @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)
  27467. * @returns an array of Node
  27468. */
  27469. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27470. /** @hidden */
  27471. _setReady(state: boolean): void;
  27472. /**
  27473. * Get an animation by name
  27474. * @param name defines the name of the animation to look for
  27475. * @returns null if not found else the requested animation
  27476. */
  27477. getAnimationByName(name: string): Nullable<Animation>;
  27478. /**
  27479. * Creates an animation range for this node
  27480. * @param name defines the name of the range
  27481. * @param from defines the starting key
  27482. * @param to defines the end key
  27483. */
  27484. createAnimationRange(name: string, from: number, to: number): void;
  27485. /**
  27486. * Delete a specific animation range
  27487. * @param name defines the name of the range to delete
  27488. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27489. */
  27490. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27491. /**
  27492. * Get an animation range by name
  27493. * @param name defines the name of the animation range to look for
  27494. * @returns null if not found else the requested animation range
  27495. */
  27496. getAnimationRange(name: string): Nullable<AnimationRange>;
  27497. /**
  27498. * Gets the list of all animation ranges defined on this node
  27499. * @returns an array
  27500. */
  27501. getAnimationRanges(): Nullable<AnimationRange>[];
  27502. /**
  27503. * Will start the animation sequence
  27504. * @param name defines the range frames for animation sequence
  27505. * @param loop defines if the animation should loop (false by default)
  27506. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27507. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27508. * @returns the object created for this animation. If range does not exist, it will return null
  27509. */
  27510. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27511. /**
  27512. * Serialize animation ranges into a JSON compatible object
  27513. * @returns serialization object
  27514. */
  27515. serializeAnimationRanges(): any;
  27516. /**
  27517. * Computes the world matrix of the node
  27518. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27519. * @returns the world matrix
  27520. */
  27521. computeWorldMatrix(force?: boolean): Matrix;
  27522. /**
  27523. * Releases resources associated with this node.
  27524. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27525. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27526. */
  27527. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27528. /**
  27529. * Parse animation range data from a serialization object and store them into a given node
  27530. * @param node defines where to store the animation ranges
  27531. * @param parsedNode defines the serialization object to read data from
  27532. * @param scene defines the hosting scene
  27533. */
  27534. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27535. /**
  27536. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27537. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27538. * @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
  27539. * @returns the new bounding vectors
  27540. */
  27541. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27542. min: Vector3;
  27543. max: Vector3;
  27544. };
  27545. }
  27546. }
  27547. declare module "babylonjs/Animations/animation" {
  27548. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27549. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27550. import { Color3 } from "babylonjs/Maths/math.color";
  27551. import { Nullable } from "babylonjs/types";
  27552. import { Scene } from "babylonjs/scene";
  27553. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27554. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27555. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27556. import { Node } from "babylonjs/node";
  27557. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27558. import { Size } from "babylonjs/Maths/math.size";
  27559. import { Animatable } from "babylonjs/Animations/animatable";
  27560. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27561. /**
  27562. * @hidden
  27563. */
  27564. export class _IAnimationState {
  27565. key: number;
  27566. repeatCount: number;
  27567. workValue?: any;
  27568. loopMode?: number;
  27569. offsetValue?: any;
  27570. highLimitValue?: any;
  27571. }
  27572. /**
  27573. * Class used to store any kind of animation
  27574. */
  27575. export class Animation {
  27576. /**Name of the animation */
  27577. name: string;
  27578. /**Property to animate */
  27579. targetProperty: string;
  27580. /**The frames per second of the animation */
  27581. framePerSecond: number;
  27582. /**The data type of the animation */
  27583. dataType: number;
  27584. /**The loop mode of the animation */
  27585. loopMode?: number | undefined;
  27586. /**Specifies if blending should be enabled */
  27587. enableBlending?: boolean | undefined;
  27588. /**
  27589. * Use matrix interpolation instead of using direct key value when animating matrices
  27590. */
  27591. static AllowMatricesInterpolation: boolean;
  27592. /**
  27593. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27594. */
  27595. static AllowMatrixDecomposeForInterpolation: boolean;
  27596. /**
  27597. * Stores the key frames of the animation
  27598. */
  27599. private _keys;
  27600. /**
  27601. * Stores the easing function of the animation
  27602. */
  27603. private _easingFunction;
  27604. /**
  27605. * @hidden Internal use only
  27606. */
  27607. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27608. /**
  27609. * The set of event that will be linked to this animation
  27610. */
  27611. private _events;
  27612. /**
  27613. * Stores an array of target property paths
  27614. */
  27615. targetPropertyPath: string[];
  27616. /**
  27617. * Stores the blending speed of the animation
  27618. */
  27619. blendingSpeed: number;
  27620. /**
  27621. * Stores the animation ranges for the animation
  27622. */
  27623. private _ranges;
  27624. /**
  27625. * @hidden Internal use
  27626. */
  27627. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27628. /**
  27629. * Sets up an animation
  27630. * @param property The property to animate
  27631. * @param animationType The animation type to apply
  27632. * @param framePerSecond The frames per second of the animation
  27633. * @param easingFunction The easing function used in the animation
  27634. * @returns The created animation
  27635. */
  27636. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27637. /**
  27638. * Create and start an animation on a node
  27639. * @param name defines the name of the global animation that will be run on all nodes
  27640. * @param node defines the root node where the animation will take place
  27641. * @param targetProperty defines property to animate
  27642. * @param framePerSecond defines the number of frame per second yo use
  27643. * @param totalFrame defines the number of frames in total
  27644. * @param from defines the initial value
  27645. * @param to defines the final value
  27646. * @param loopMode defines which loop mode you want to use (off by default)
  27647. * @param easingFunction defines the easing function to use (linear by default)
  27648. * @param onAnimationEnd defines the callback to call when animation end
  27649. * @returns the animatable created for this animation
  27650. */
  27651. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27652. /**
  27653. * Create and start an animation on a node and its descendants
  27654. * @param name defines the name of the global animation that will be run on all nodes
  27655. * @param node defines the root node where the animation will take place
  27656. * @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
  27657. * @param targetProperty defines property to animate
  27658. * @param framePerSecond defines the number of frame per second to use
  27659. * @param totalFrame defines the number of frames in total
  27660. * @param from defines the initial value
  27661. * @param to defines the final value
  27662. * @param loopMode defines which loop mode you want to use (off by default)
  27663. * @param easingFunction defines the easing function to use (linear by default)
  27664. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27665. * @returns the list of animatables created for all nodes
  27666. * @example https://www.babylonjs-playground.com/#MH0VLI
  27667. */
  27668. 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[]>;
  27669. /**
  27670. * Creates a new animation, merges it with the existing animations and starts it
  27671. * @param name Name of the animation
  27672. * @param node Node which contains the scene that begins the animations
  27673. * @param targetProperty Specifies which property to animate
  27674. * @param framePerSecond The frames per second of the animation
  27675. * @param totalFrame The total number of frames
  27676. * @param from The frame at the beginning of the animation
  27677. * @param to The frame at the end of the animation
  27678. * @param loopMode Specifies the loop mode of the animation
  27679. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27680. * @param onAnimationEnd Callback to run once the animation is complete
  27681. * @returns Nullable animation
  27682. */
  27683. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27684. /**
  27685. * Transition property of an host to the target Value
  27686. * @param property The property to transition
  27687. * @param targetValue The target Value of the property
  27688. * @param host The object where the property to animate belongs
  27689. * @param scene Scene used to run the animation
  27690. * @param frameRate Framerate (in frame/s) to use
  27691. * @param transition The transition type we want to use
  27692. * @param duration The duration of the animation, in milliseconds
  27693. * @param onAnimationEnd Callback trigger at the end of the animation
  27694. * @returns Nullable animation
  27695. */
  27696. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27697. /**
  27698. * Return the array of runtime animations currently using this animation
  27699. */
  27700. readonly runtimeAnimations: RuntimeAnimation[];
  27701. /**
  27702. * Specifies if any of the runtime animations are currently running
  27703. */
  27704. readonly hasRunningRuntimeAnimations: boolean;
  27705. /**
  27706. * Initializes the animation
  27707. * @param name Name of the animation
  27708. * @param targetProperty Property to animate
  27709. * @param framePerSecond The frames per second of the animation
  27710. * @param dataType The data type of the animation
  27711. * @param loopMode The loop mode of the animation
  27712. * @param enableBlending Specifies if blending should be enabled
  27713. */
  27714. constructor(
  27715. /**Name of the animation */
  27716. name: string,
  27717. /**Property to animate */
  27718. targetProperty: string,
  27719. /**The frames per second of the animation */
  27720. framePerSecond: number,
  27721. /**The data type of the animation */
  27722. dataType: number,
  27723. /**The loop mode of the animation */
  27724. loopMode?: number | undefined,
  27725. /**Specifies if blending should be enabled */
  27726. enableBlending?: boolean | undefined);
  27727. /**
  27728. * Converts the animation to a string
  27729. * @param fullDetails support for multiple levels of logging within scene loading
  27730. * @returns String form of the animation
  27731. */
  27732. toString(fullDetails?: boolean): string;
  27733. /**
  27734. * Add an event to this animation
  27735. * @param event Event to add
  27736. */
  27737. addEvent(event: AnimationEvent): void;
  27738. /**
  27739. * Remove all events found at the given frame
  27740. * @param frame The frame to remove events from
  27741. */
  27742. removeEvents(frame: number): void;
  27743. /**
  27744. * Retrieves all the events from the animation
  27745. * @returns Events from the animation
  27746. */
  27747. getEvents(): AnimationEvent[];
  27748. /**
  27749. * Creates an animation range
  27750. * @param name Name of the animation range
  27751. * @param from Starting frame of the animation range
  27752. * @param to Ending frame of the animation
  27753. */
  27754. createRange(name: string, from: number, to: number): void;
  27755. /**
  27756. * Deletes an animation range by name
  27757. * @param name Name of the animation range to delete
  27758. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27759. */
  27760. deleteRange(name: string, deleteFrames?: boolean): void;
  27761. /**
  27762. * Gets the animation range by name, or null if not defined
  27763. * @param name Name of the animation range
  27764. * @returns Nullable animation range
  27765. */
  27766. getRange(name: string): Nullable<AnimationRange>;
  27767. /**
  27768. * Gets the key frames from the animation
  27769. * @returns The key frames of the animation
  27770. */
  27771. getKeys(): Array<IAnimationKey>;
  27772. /**
  27773. * Gets the highest frame rate of the animation
  27774. * @returns Highest frame rate of the animation
  27775. */
  27776. getHighestFrame(): number;
  27777. /**
  27778. * Gets the easing function of the animation
  27779. * @returns Easing function of the animation
  27780. */
  27781. getEasingFunction(): IEasingFunction;
  27782. /**
  27783. * Sets the easing function of the animation
  27784. * @param easingFunction A custom mathematical formula for animation
  27785. */
  27786. setEasingFunction(easingFunction: EasingFunction): void;
  27787. /**
  27788. * Interpolates a scalar linearly
  27789. * @param startValue Start value of the animation curve
  27790. * @param endValue End value of the animation curve
  27791. * @param gradient Scalar amount to interpolate
  27792. * @returns Interpolated scalar value
  27793. */
  27794. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27795. /**
  27796. * Interpolates a scalar cubically
  27797. * @param startValue Start value of the animation curve
  27798. * @param outTangent End tangent of the animation
  27799. * @param endValue End value of the animation curve
  27800. * @param inTangent Start tangent of the animation curve
  27801. * @param gradient Scalar amount to interpolate
  27802. * @returns Interpolated scalar value
  27803. */
  27804. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27805. /**
  27806. * Interpolates a quaternion using a spherical linear interpolation
  27807. * @param startValue Start value of the animation curve
  27808. * @param endValue End value of the animation curve
  27809. * @param gradient Scalar amount to interpolate
  27810. * @returns Interpolated quaternion value
  27811. */
  27812. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27813. /**
  27814. * Interpolates a quaternion cubically
  27815. * @param startValue Start value of the animation curve
  27816. * @param outTangent End tangent of the animation curve
  27817. * @param endValue End value of the animation curve
  27818. * @param inTangent Start tangent of the animation curve
  27819. * @param gradient Scalar amount to interpolate
  27820. * @returns Interpolated quaternion value
  27821. */
  27822. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27823. /**
  27824. * Interpolates a Vector3 linearl
  27825. * @param startValue Start value of the animation curve
  27826. * @param endValue End value of the animation curve
  27827. * @param gradient Scalar amount to interpolate
  27828. * @returns Interpolated scalar value
  27829. */
  27830. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27831. /**
  27832. * Interpolates a Vector3 cubically
  27833. * @param startValue Start value of the animation curve
  27834. * @param outTangent End tangent of the animation
  27835. * @param endValue End value of the animation curve
  27836. * @param inTangent Start tangent of the animation curve
  27837. * @param gradient Scalar amount to interpolate
  27838. * @returns InterpolatedVector3 value
  27839. */
  27840. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27841. /**
  27842. * Interpolates a Vector2 linearly
  27843. * @param startValue Start value of the animation curve
  27844. * @param endValue End value of the animation curve
  27845. * @param gradient Scalar amount to interpolate
  27846. * @returns Interpolated Vector2 value
  27847. */
  27848. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27849. /**
  27850. * Interpolates a Vector2 cubically
  27851. * @param startValue Start value of the animation curve
  27852. * @param outTangent End tangent of the animation
  27853. * @param endValue End value of the animation curve
  27854. * @param inTangent Start tangent of the animation curve
  27855. * @param gradient Scalar amount to interpolate
  27856. * @returns Interpolated Vector2 value
  27857. */
  27858. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27859. /**
  27860. * Interpolates a size linearly
  27861. * @param startValue Start value of the animation curve
  27862. * @param endValue End value of the animation curve
  27863. * @param gradient Scalar amount to interpolate
  27864. * @returns Interpolated Size value
  27865. */
  27866. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27867. /**
  27868. * Interpolates a Color3 linearly
  27869. * @param startValue Start value of the animation curve
  27870. * @param endValue End value of the animation curve
  27871. * @param gradient Scalar amount to interpolate
  27872. * @returns Interpolated Color3 value
  27873. */
  27874. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27875. /**
  27876. * @hidden Internal use only
  27877. */
  27878. _getKeyValue(value: any): any;
  27879. /**
  27880. * @hidden Internal use only
  27881. */
  27882. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27883. /**
  27884. * Defines the function to use to interpolate matrices
  27885. * @param startValue defines the start matrix
  27886. * @param endValue defines the end matrix
  27887. * @param gradient defines the gradient between both matrices
  27888. * @param result defines an optional target matrix where to store the interpolation
  27889. * @returns the interpolated matrix
  27890. */
  27891. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  27892. /**
  27893. * Makes a copy of the animation
  27894. * @returns Cloned animation
  27895. */
  27896. clone(): Animation;
  27897. /**
  27898. * Sets the key frames of the animation
  27899. * @param values The animation key frames to set
  27900. */
  27901. setKeys(values: Array<IAnimationKey>): void;
  27902. /**
  27903. * Serializes the animation to an object
  27904. * @returns Serialized object
  27905. */
  27906. serialize(): any;
  27907. /**
  27908. * Float animation type
  27909. */
  27910. private static _ANIMATIONTYPE_FLOAT;
  27911. /**
  27912. * Vector3 animation type
  27913. */
  27914. private static _ANIMATIONTYPE_VECTOR3;
  27915. /**
  27916. * Quaternion animation type
  27917. */
  27918. private static _ANIMATIONTYPE_QUATERNION;
  27919. /**
  27920. * Matrix animation type
  27921. */
  27922. private static _ANIMATIONTYPE_MATRIX;
  27923. /**
  27924. * Color3 animation type
  27925. */
  27926. private static _ANIMATIONTYPE_COLOR3;
  27927. /**
  27928. * Vector2 animation type
  27929. */
  27930. private static _ANIMATIONTYPE_VECTOR2;
  27931. /**
  27932. * Size animation type
  27933. */
  27934. private static _ANIMATIONTYPE_SIZE;
  27935. /**
  27936. * Relative Loop Mode
  27937. */
  27938. private static _ANIMATIONLOOPMODE_RELATIVE;
  27939. /**
  27940. * Cycle Loop Mode
  27941. */
  27942. private static _ANIMATIONLOOPMODE_CYCLE;
  27943. /**
  27944. * Constant Loop Mode
  27945. */
  27946. private static _ANIMATIONLOOPMODE_CONSTANT;
  27947. /**
  27948. * Get the float animation type
  27949. */
  27950. static readonly ANIMATIONTYPE_FLOAT: number;
  27951. /**
  27952. * Get the Vector3 animation type
  27953. */
  27954. static readonly ANIMATIONTYPE_VECTOR3: number;
  27955. /**
  27956. * Get the Vector2 animation type
  27957. */
  27958. static readonly ANIMATIONTYPE_VECTOR2: number;
  27959. /**
  27960. * Get the Size animation type
  27961. */
  27962. static readonly ANIMATIONTYPE_SIZE: number;
  27963. /**
  27964. * Get the Quaternion animation type
  27965. */
  27966. static readonly ANIMATIONTYPE_QUATERNION: number;
  27967. /**
  27968. * Get the Matrix animation type
  27969. */
  27970. static readonly ANIMATIONTYPE_MATRIX: number;
  27971. /**
  27972. * Get the Color3 animation type
  27973. */
  27974. static readonly ANIMATIONTYPE_COLOR3: number;
  27975. /**
  27976. * Get the Relative Loop Mode
  27977. */
  27978. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  27979. /**
  27980. * Get the Cycle Loop Mode
  27981. */
  27982. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  27983. /**
  27984. * Get the Constant Loop Mode
  27985. */
  27986. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  27987. /** @hidden */
  27988. static _UniversalLerp(left: any, right: any, amount: number): any;
  27989. /**
  27990. * Parses an animation object and creates an animation
  27991. * @param parsedAnimation Parsed animation object
  27992. * @returns Animation object
  27993. */
  27994. static Parse(parsedAnimation: any): Animation;
  27995. /**
  27996. * Appends the serialized animations from the source animations
  27997. * @param source Source containing the animations
  27998. * @param destination Target to store the animations
  27999. */
  28000. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28001. }
  28002. }
  28003. declare module "babylonjs/Animations/animatable.interface" {
  28004. import { Nullable } from "babylonjs/types";
  28005. import { Animation } from "babylonjs/Animations/animation";
  28006. /**
  28007. * Interface containing an array of animations
  28008. */
  28009. export interface IAnimatable {
  28010. /**
  28011. * Array of animations
  28012. */
  28013. animations: Nullable<Array<Animation>>;
  28014. }
  28015. }
  28016. declare module "babylonjs/Materials/fresnelParameters" {
  28017. import { Color3 } from "babylonjs/Maths/math.color";
  28018. /**
  28019. * This represents all the required information to add a fresnel effect on a material:
  28020. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28021. */
  28022. export class FresnelParameters {
  28023. private _isEnabled;
  28024. /**
  28025. * Define if the fresnel effect is enable or not.
  28026. */
  28027. isEnabled: boolean;
  28028. /**
  28029. * Define the color used on edges (grazing angle)
  28030. */
  28031. leftColor: Color3;
  28032. /**
  28033. * Define the color used on center
  28034. */
  28035. rightColor: Color3;
  28036. /**
  28037. * Define bias applied to computed fresnel term
  28038. */
  28039. bias: number;
  28040. /**
  28041. * Defined the power exponent applied to fresnel term
  28042. */
  28043. power: number;
  28044. /**
  28045. * Clones the current fresnel and its valuues
  28046. * @returns a clone fresnel configuration
  28047. */
  28048. clone(): FresnelParameters;
  28049. /**
  28050. * Serializes the current fresnel parameters to a JSON representation.
  28051. * @return the JSON serialization
  28052. */
  28053. serialize(): any;
  28054. /**
  28055. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28056. * @param parsedFresnelParameters Define the JSON representation
  28057. * @returns the parsed parameters
  28058. */
  28059. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28060. }
  28061. }
  28062. declare module "babylonjs/Misc/decorators" {
  28063. import { Nullable } from "babylonjs/types";
  28064. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28065. import { Scene } from "babylonjs/scene";
  28066. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28067. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28068. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28069. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28070. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28071. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28072. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28073. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28074. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28075. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28076. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28077. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28078. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28079. /**
  28080. * Decorator used to define property that can be serialized as reference to a camera
  28081. * @param sourceName defines the name of the property to decorate
  28082. */
  28083. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28084. /**
  28085. * Class used to help serialization objects
  28086. */
  28087. export class SerializationHelper {
  28088. /** @hidden */
  28089. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28090. /** @hidden */
  28091. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28092. /** @hidden */
  28093. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28094. /** @hidden */
  28095. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28096. /**
  28097. * Appends the serialized animations from the source animations
  28098. * @param source Source containing the animations
  28099. * @param destination Target to store the animations
  28100. */
  28101. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28102. /**
  28103. * Static function used to serialized a specific entity
  28104. * @param entity defines the entity to serialize
  28105. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28106. * @returns a JSON compatible object representing the serialization of the entity
  28107. */
  28108. static Serialize<T>(entity: T, serializationObject?: any): any;
  28109. /**
  28110. * Creates a new entity from a serialization data object
  28111. * @param creationFunction defines a function used to instanciated the new entity
  28112. * @param source defines the source serialization data
  28113. * @param scene defines the hosting scene
  28114. * @param rootUrl defines the root url for resources
  28115. * @returns a new entity
  28116. */
  28117. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28118. /**
  28119. * Clones an object
  28120. * @param creationFunction defines the function used to instanciate the new object
  28121. * @param source defines the source object
  28122. * @returns the cloned object
  28123. */
  28124. static Clone<T>(creationFunction: () => T, source: T): T;
  28125. /**
  28126. * Instanciates a new object based on a source one (some data will be shared between both object)
  28127. * @param creationFunction defines the function used to instanciate the new object
  28128. * @param source defines the source object
  28129. * @returns the new object
  28130. */
  28131. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28132. }
  28133. }
  28134. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28135. import { Nullable } from "babylonjs/types";
  28136. /**
  28137. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28138. */
  28139. export interface CubeMapInfo {
  28140. /**
  28141. * The pixel array for the front face.
  28142. * This is stored in format, left to right, up to down format.
  28143. */
  28144. front: Nullable<ArrayBufferView>;
  28145. /**
  28146. * The pixel array for the back face.
  28147. * This is stored in format, left to right, up to down format.
  28148. */
  28149. back: Nullable<ArrayBufferView>;
  28150. /**
  28151. * The pixel array for the left face.
  28152. * This is stored in format, left to right, up to down format.
  28153. */
  28154. left: Nullable<ArrayBufferView>;
  28155. /**
  28156. * The pixel array for the right face.
  28157. * This is stored in format, left to right, up to down format.
  28158. */
  28159. right: Nullable<ArrayBufferView>;
  28160. /**
  28161. * The pixel array for the up face.
  28162. * This is stored in format, left to right, up to down format.
  28163. */
  28164. up: Nullable<ArrayBufferView>;
  28165. /**
  28166. * The pixel array for the down face.
  28167. * This is stored in format, left to right, up to down format.
  28168. */
  28169. down: Nullable<ArrayBufferView>;
  28170. /**
  28171. * The size of the cubemap stored.
  28172. *
  28173. * Each faces will be size * size pixels.
  28174. */
  28175. size: number;
  28176. /**
  28177. * The format of the texture.
  28178. *
  28179. * RGBA, RGB.
  28180. */
  28181. format: number;
  28182. /**
  28183. * The type of the texture data.
  28184. *
  28185. * UNSIGNED_INT, FLOAT.
  28186. */
  28187. type: number;
  28188. /**
  28189. * Specifies whether the texture is in gamma space.
  28190. */
  28191. gammaSpace: boolean;
  28192. }
  28193. /**
  28194. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28195. */
  28196. export class PanoramaToCubeMapTools {
  28197. private static FACE_FRONT;
  28198. private static FACE_BACK;
  28199. private static FACE_RIGHT;
  28200. private static FACE_LEFT;
  28201. private static FACE_DOWN;
  28202. private static FACE_UP;
  28203. /**
  28204. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28205. *
  28206. * @param float32Array The source data.
  28207. * @param inputWidth The width of the input panorama.
  28208. * @param inputHeight The height of the input panorama.
  28209. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28210. * @return The cubemap data
  28211. */
  28212. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28213. private static CreateCubemapTexture;
  28214. private static CalcProjectionSpherical;
  28215. }
  28216. }
  28217. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28218. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28219. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28220. import { Nullable } from "babylonjs/types";
  28221. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28222. /**
  28223. * Helper class dealing with the extraction of spherical polynomial dataArray
  28224. * from a cube map.
  28225. */
  28226. export class CubeMapToSphericalPolynomialTools {
  28227. private static FileFaces;
  28228. /**
  28229. * Converts a texture to the according Spherical Polynomial data.
  28230. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28231. *
  28232. * @param texture The texture to extract the information from.
  28233. * @return The Spherical Polynomial data.
  28234. */
  28235. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28236. /**
  28237. * Converts a cubemap to the according Spherical Polynomial data.
  28238. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28239. *
  28240. * @param cubeInfo The Cube map to extract the information from.
  28241. * @return The Spherical Polynomial data.
  28242. */
  28243. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28244. }
  28245. }
  28246. declare module "babylonjs/Misc/guid" {
  28247. /**
  28248. * Class used to manipulate GUIDs
  28249. */
  28250. export class GUID {
  28251. /**
  28252. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28253. * Be aware Math.random() could cause collisions, but:
  28254. * "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"
  28255. * @returns a pseudo random id
  28256. */
  28257. static RandomId(): string;
  28258. }
  28259. }
  28260. declare module "babylonjs/Materials/Textures/baseTexture" {
  28261. import { Observable } from "babylonjs/Misc/observable";
  28262. import { Nullable } from "babylonjs/types";
  28263. import { Scene } from "babylonjs/scene";
  28264. import { Matrix } from "babylonjs/Maths/math.vector";
  28265. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28266. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28267. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28268. import { ISize } from "babylonjs/Maths/math.size";
  28269. /**
  28270. * Base class of all the textures in babylon.
  28271. * It groups all the common properties the materials, post process, lights... might need
  28272. * in order to make a correct use of the texture.
  28273. */
  28274. export class BaseTexture implements IAnimatable {
  28275. /**
  28276. * Default anisotropic filtering level for the application.
  28277. * It is set to 4 as a good tradeoff between perf and quality.
  28278. */
  28279. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28280. /**
  28281. * Gets or sets the unique id of the texture
  28282. */
  28283. uniqueId: number;
  28284. /**
  28285. * Define the name of the texture.
  28286. */
  28287. name: string;
  28288. /**
  28289. * Gets or sets an object used to store user defined information.
  28290. */
  28291. metadata: any;
  28292. /**
  28293. * For internal use only. Please do not use.
  28294. */
  28295. reservedDataStore: any;
  28296. private _hasAlpha;
  28297. /**
  28298. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28299. */
  28300. hasAlpha: boolean;
  28301. /**
  28302. * Defines if the alpha value should be determined via the rgb values.
  28303. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28304. */
  28305. getAlphaFromRGB: boolean;
  28306. /**
  28307. * Intensity or strength of the texture.
  28308. * It is commonly used by materials to fine tune the intensity of the texture
  28309. */
  28310. level: number;
  28311. /**
  28312. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28313. * This is part of the texture as textures usually maps to one uv set.
  28314. */
  28315. coordinatesIndex: number;
  28316. private _coordinatesMode;
  28317. /**
  28318. * How a texture is mapped.
  28319. *
  28320. * | Value | Type | Description |
  28321. * | ----- | ----------------------------------- | ----------- |
  28322. * | 0 | EXPLICIT_MODE | |
  28323. * | 1 | SPHERICAL_MODE | |
  28324. * | 2 | PLANAR_MODE | |
  28325. * | 3 | CUBIC_MODE | |
  28326. * | 4 | PROJECTION_MODE | |
  28327. * | 5 | SKYBOX_MODE | |
  28328. * | 6 | INVCUBIC_MODE | |
  28329. * | 7 | EQUIRECTANGULAR_MODE | |
  28330. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28331. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28332. */
  28333. coordinatesMode: number;
  28334. /**
  28335. * | Value | Type | Description |
  28336. * | ----- | ------------------ | ----------- |
  28337. * | 0 | CLAMP_ADDRESSMODE | |
  28338. * | 1 | WRAP_ADDRESSMODE | |
  28339. * | 2 | MIRROR_ADDRESSMODE | |
  28340. */
  28341. wrapU: number;
  28342. /**
  28343. * | Value | Type | Description |
  28344. * | ----- | ------------------ | ----------- |
  28345. * | 0 | CLAMP_ADDRESSMODE | |
  28346. * | 1 | WRAP_ADDRESSMODE | |
  28347. * | 2 | MIRROR_ADDRESSMODE | |
  28348. */
  28349. wrapV: number;
  28350. /**
  28351. * | Value | Type | Description |
  28352. * | ----- | ------------------ | ----------- |
  28353. * | 0 | CLAMP_ADDRESSMODE | |
  28354. * | 1 | WRAP_ADDRESSMODE | |
  28355. * | 2 | MIRROR_ADDRESSMODE | |
  28356. */
  28357. wrapR: number;
  28358. /**
  28359. * With compliant hardware and browser (supporting anisotropic filtering)
  28360. * this defines the level of anisotropic filtering in the texture.
  28361. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28362. */
  28363. anisotropicFilteringLevel: number;
  28364. /**
  28365. * Define if the texture is a cube texture or if false a 2d texture.
  28366. */
  28367. isCube: boolean;
  28368. /**
  28369. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28370. */
  28371. is3D: boolean;
  28372. /**
  28373. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28374. * HDR texture are usually stored in linear space.
  28375. * This only impacts the PBR and Background materials
  28376. */
  28377. gammaSpace: boolean;
  28378. /**
  28379. * Gets whether or not the texture contains RGBD data.
  28380. */
  28381. readonly isRGBD: boolean;
  28382. /**
  28383. * Is Z inverted in the texture (useful in a cube texture).
  28384. */
  28385. invertZ: boolean;
  28386. /**
  28387. * Are mip maps generated for this texture or not.
  28388. */
  28389. readonly noMipmap: boolean;
  28390. /**
  28391. * @hidden
  28392. */
  28393. lodLevelInAlpha: boolean;
  28394. /**
  28395. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28396. */
  28397. lodGenerationOffset: number;
  28398. /**
  28399. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28400. */
  28401. lodGenerationScale: number;
  28402. /**
  28403. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28404. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28405. * average roughness values.
  28406. */
  28407. linearSpecularLOD: boolean;
  28408. /**
  28409. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28410. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28411. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28412. */
  28413. irradianceTexture: Nullable<BaseTexture>;
  28414. /**
  28415. * Define if the texture is a render target.
  28416. */
  28417. isRenderTarget: boolean;
  28418. /**
  28419. * Define the unique id of the texture in the scene.
  28420. */
  28421. readonly uid: string;
  28422. /**
  28423. * Return a string representation of the texture.
  28424. * @returns the texture as a string
  28425. */
  28426. toString(): string;
  28427. /**
  28428. * Get the class name of the texture.
  28429. * @returns "BaseTexture"
  28430. */
  28431. getClassName(): string;
  28432. /**
  28433. * Define the list of animation attached to the texture.
  28434. */
  28435. animations: import("babylonjs/Animations/animation").Animation[];
  28436. /**
  28437. * An event triggered when the texture is disposed.
  28438. */
  28439. onDisposeObservable: Observable<BaseTexture>;
  28440. private _onDisposeObserver;
  28441. /**
  28442. * Callback triggered when the texture has been disposed.
  28443. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28444. */
  28445. onDispose: () => void;
  28446. /**
  28447. * Define the current state of the loading sequence when in delayed load mode.
  28448. */
  28449. delayLoadState: number;
  28450. private _scene;
  28451. /** @hidden */
  28452. _texture: Nullable<InternalTexture>;
  28453. private _uid;
  28454. /**
  28455. * Define if the texture is preventinga material to render or not.
  28456. * If not and the texture is not ready, the engine will use a default black texture instead.
  28457. */
  28458. readonly isBlocking: boolean;
  28459. /**
  28460. * Instantiates a new BaseTexture.
  28461. * Base class of all the textures in babylon.
  28462. * It groups all the common properties the materials, post process, lights... might need
  28463. * in order to make a correct use of the texture.
  28464. * @param scene Define the scene the texture blongs to
  28465. */
  28466. constructor(scene: Nullable<Scene>);
  28467. /**
  28468. * Get the scene the texture belongs to.
  28469. * @returns the scene or null if undefined
  28470. */
  28471. getScene(): Nullable<Scene>;
  28472. /**
  28473. * Get the texture transform matrix used to offset tile the texture for istance.
  28474. * @returns the transformation matrix
  28475. */
  28476. getTextureMatrix(): Matrix;
  28477. /**
  28478. * Get the texture reflection matrix used to rotate/transform the reflection.
  28479. * @returns the reflection matrix
  28480. */
  28481. getReflectionTextureMatrix(): Matrix;
  28482. /**
  28483. * Get the underlying lower level texture from Babylon.
  28484. * @returns the insternal texture
  28485. */
  28486. getInternalTexture(): Nullable<InternalTexture>;
  28487. /**
  28488. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28489. * @returns true if ready or not blocking
  28490. */
  28491. isReadyOrNotBlocking(): boolean;
  28492. /**
  28493. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28494. * @returns true if fully ready
  28495. */
  28496. isReady(): boolean;
  28497. private _cachedSize;
  28498. /**
  28499. * Get the size of the texture.
  28500. * @returns the texture size.
  28501. */
  28502. getSize(): ISize;
  28503. /**
  28504. * Get the base size of the texture.
  28505. * It can be different from the size if the texture has been resized for POT for instance
  28506. * @returns the base size
  28507. */
  28508. getBaseSize(): ISize;
  28509. /**
  28510. * Update the sampling mode of the texture.
  28511. * Default is Trilinear mode.
  28512. *
  28513. * | Value | Type | Description |
  28514. * | ----- | ------------------ | ----------- |
  28515. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28516. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28517. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28518. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28519. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28520. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28521. * | 7 | NEAREST_LINEAR | |
  28522. * | 8 | NEAREST_NEAREST | |
  28523. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28524. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28525. * | 11 | LINEAR_LINEAR | |
  28526. * | 12 | LINEAR_NEAREST | |
  28527. *
  28528. * > _mag_: magnification filter (close to the viewer)
  28529. * > _min_: minification filter (far from the viewer)
  28530. * > _mip_: filter used between mip map levels
  28531. *@param samplingMode Define the new sampling mode of the texture
  28532. */
  28533. updateSamplingMode(samplingMode: number): void;
  28534. /**
  28535. * Scales the texture if is `canRescale()`
  28536. * @param ratio the resize factor we want to use to rescale
  28537. */
  28538. scale(ratio: number): void;
  28539. /**
  28540. * Get if the texture can rescale.
  28541. */
  28542. readonly canRescale: boolean;
  28543. /** @hidden */
  28544. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28545. /** @hidden */
  28546. _rebuild(): void;
  28547. /**
  28548. * Triggers the load sequence in delayed load mode.
  28549. */
  28550. delayLoad(): void;
  28551. /**
  28552. * Clones the texture.
  28553. * @returns the cloned texture
  28554. */
  28555. clone(): Nullable<BaseTexture>;
  28556. /**
  28557. * Get the texture underlying type (INT, FLOAT...)
  28558. */
  28559. readonly textureType: number;
  28560. /**
  28561. * Get the texture underlying format (RGB, RGBA...)
  28562. */
  28563. readonly textureFormat: number;
  28564. /**
  28565. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28566. * This will returns an RGBA array buffer containing either in values (0-255) or
  28567. * float values (0-1) depending of the underlying buffer type.
  28568. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28569. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28570. * @param buffer defines a user defined buffer to fill with data (can be null)
  28571. * @returns The Array buffer containing the pixels data.
  28572. */
  28573. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28574. /**
  28575. * Release and destroy the underlying lower level texture aka internalTexture.
  28576. */
  28577. releaseInternalTexture(): void;
  28578. /**
  28579. * Get the polynomial representation of the texture data.
  28580. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28581. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28582. */
  28583. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28584. /** @hidden */
  28585. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28586. /** @hidden */
  28587. readonly _lodTextureMid: Nullable<BaseTexture>;
  28588. /** @hidden */
  28589. readonly _lodTextureLow: Nullable<BaseTexture>;
  28590. /**
  28591. * Dispose the texture and release its associated resources.
  28592. */
  28593. dispose(): void;
  28594. /**
  28595. * Serialize the texture into a JSON representation that can be parsed later on.
  28596. * @returns the JSON representation of the texture
  28597. */
  28598. serialize(): any;
  28599. /**
  28600. * Helper function to be called back once a list of texture contains only ready textures.
  28601. * @param textures Define the list of textures to wait for
  28602. * @param callback Define the callback triggered once the entire list will be ready
  28603. */
  28604. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28605. }
  28606. }
  28607. declare module "babylonjs/Materials/Textures/internalTexture" {
  28608. import { Observable } from "babylonjs/Misc/observable";
  28609. import { Nullable, int } from "babylonjs/types";
  28610. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28611. import { Engine } from "babylonjs/Engines/engine";
  28612. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28613. /**
  28614. * Class used to store data associated with WebGL texture data for the engine
  28615. * This class should not be used directly
  28616. */
  28617. export class InternalTexture {
  28618. /** @hidden */
  28619. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28620. /**
  28621. * The source of the texture data is unknown
  28622. */
  28623. static DATASOURCE_UNKNOWN: number;
  28624. /**
  28625. * Texture data comes from an URL
  28626. */
  28627. static DATASOURCE_URL: number;
  28628. /**
  28629. * Texture data is only used for temporary storage
  28630. */
  28631. static DATASOURCE_TEMP: number;
  28632. /**
  28633. * Texture data comes from raw data (ArrayBuffer)
  28634. */
  28635. static DATASOURCE_RAW: number;
  28636. /**
  28637. * Texture content is dynamic (video or dynamic texture)
  28638. */
  28639. static DATASOURCE_DYNAMIC: number;
  28640. /**
  28641. * Texture content is generated by rendering to it
  28642. */
  28643. static DATASOURCE_RENDERTARGET: number;
  28644. /**
  28645. * Texture content is part of a multi render target process
  28646. */
  28647. static DATASOURCE_MULTIRENDERTARGET: number;
  28648. /**
  28649. * Texture data comes from a cube data file
  28650. */
  28651. static DATASOURCE_CUBE: number;
  28652. /**
  28653. * Texture data comes from a raw cube data
  28654. */
  28655. static DATASOURCE_CUBERAW: number;
  28656. /**
  28657. * Texture data come from a prefiltered cube data file
  28658. */
  28659. static DATASOURCE_CUBEPREFILTERED: number;
  28660. /**
  28661. * Texture content is raw 3D data
  28662. */
  28663. static DATASOURCE_RAW3D: number;
  28664. /**
  28665. * Texture content is a depth texture
  28666. */
  28667. static DATASOURCE_DEPTHTEXTURE: number;
  28668. /**
  28669. * Texture data comes from a raw cube data encoded with RGBD
  28670. */
  28671. static DATASOURCE_CUBERAW_RGBD: number;
  28672. /**
  28673. * Defines if the texture is ready
  28674. */
  28675. isReady: boolean;
  28676. /**
  28677. * Defines if the texture is a cube texture
  28678. */
  28679. isCube: boolean;
  28680. /**
  28681. * Defines if the texture contains 3D data
  28682. */
  28683. is3D: boolean;
  28684. /**
  28685. * Defines if the texture contains multiview data
  28686. */
  28687. isMultiview: boolean;
  28688. /**
  28689. * Gets the URL used to load this texture
  28690. */
  28691. url: string;
  28692. /**
  28693. * Gets the sampling mode of the texture
  28694. */
  28695. samplingMode: number;
  28696. /**
  28697. * Gets a boolean indicating if the texture needs mipmaps generation
  28698. */
  28699. generateMipMaps: boolean;
  28700. /**
  28701. * Gets the number of samples used by the texture (WebGL2+ only)
  28702. */
  28703. samples: number;
  28704. /**
  28705. * Gets the type of the texture (int, float...)
  28706. */
  28707. type: number;
  28708. /**
  28709. * Gets the format of the texture (RGB, RGBA...)
  28710. */
  28711. format: number;
  28712. /**
  28713. * Observable called when the texture is loaded
  28714. */
  28715. onLoadedObservable: Observable<InternalTexture>;
  28716. /**
  28717. * Gets the width of the texture
  28718. */
  28719. width: number;
  28720. /**
  28721. * Gets the height of the texture
  28722. */
  28723. height: number;
  28724. /**
  28725. * Gets the depth of the texture
  28726. */
  28727. depth: number;
  28728. /**
  28729. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28730. */
  28731. baseWidth: number;
  28732. /**
  28733. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28734. */
  28735. baseHeight: number;
  28736. /**
  28737. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28738. */
  28739. baseDepth: number;
  28740. /**
  28741. * Gets a boolean indicating if the texture is inverted on Y axis
  28742. */
  28743. invertY: boolean;
  28744. /** @hidden */
  28745. _invertVScale: boolean;
  28746. /** @hidden */
  28747. _associatedChannel: number;
  28748. /** @hidden */
  28749. _dataSource: number;
  28750. /** @hidden */
  28751. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  28752. /** @hidden */
  28753. _bufferView: Nullable<ArrayBufferView>;
  28754. /** @hidden */
  28755. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28756. /** @hidden */
  28757. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28758. /** @hidden */
  28759. _size: number;
  28760. /** @hidden */
  28761. _extension: string;
  28762. /** @hidden */
  28763. _files: Nullable<string[]>;
  28764. /** @hidden */
  28765. _workingCanvas: Nullable<HTMLCanvasElement>;
  28766. /** @hidden */
  28767. _workingContext: Nullable<CanvasRenderingContext2D>;
  28768. /** @hidden */
  28769. _framebuffer: Nullable<WebGLFramebuffer>;
  28770. /** @hidden */
  28771. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28772. /** @hidden */
  28773. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28774. /** @hidden */
  28775. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28776. /** @hidden */
  28777. _attachments: Nullable<number[]>;
  28778. /** @hidden */
  28779. _cachedCoordinatesMode: Nullable<number>;
  28780. /** @hidden */
  28781. _cachedWrapU: Nullable<number>;
  28782. /** @hidden */
  28783. _cachedWrapV: Nullable<number>;
  28784. /** @hidden */
  28785. _cachedWrapR: Nullable<number>;
  28786. /** @hidden */
  28787. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28788. /** @hidden */
  28789. _isDisabled: boolean;
  28790. /** @hidden */
  28791. _compression: Nullable<string>;
  28792. /** @hidden */
  28793. _generateStencilBuffer: boolean;
  28794. /** @hidden */
  28795. _generateDepthBuffer: boolean;
  28796. /** @hidden */
  28797. _comparisonFunction: number;
  28798. /** @hidden */
  28799. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28800. /** @hidden */
  28801. _lodGenerationScale: number;
  28802. /** @hidden */
  28803. _lodGenerationOffset: number;
  28804. /** @hidden */
  28805. _colorTextureArray: Nullable<WebGLTexture>;
  28806. /** @hidden */
  28807. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28808. /** @hidden */
  28809. _lodTextureHigh: Nullable<BaseTexture>;
  28810. /** @hidden */
  28811. _lodTextureMid: Nullable<BaseTexture>;
  28812. /** @hidden */
  28813. _lodTextureLow: Nullable<BaseTexture>;
  28814. /** @hidden */
  28815. _isRGBD: boolean;
  28816. /** @hidden */
  28817. _linearSpecularLOD: boolean;
  28818. /** @hidden */
  28819. _irradianceTexture: Nullable<BaseTexture>;
  28820. /** @hidden */
  28821. _webGLTexture: Nullable<WebGLTexture>;
  28822. /** @hidden */
  28823. _references: number;
  28824. private _engine;
  28825. /**
  28826. * Gets the Engine the texture belongs to.
  28827. * @returns The babylon engine
  28828. */
  28829. getEngine(): Engine;
  28830. /**
  28831. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28832. */
  28833. readonly dataSource: number;
  28834. /**
  28835. * Creates a new InternalTexture
  28836. * @param engine defines the engine to use
  28837. * @param dataSource defines the type of data that will be used
  28838. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28839. */
  28840. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28841. /**
  28842. * Increments the number of references (ie. the number of Texture that point to it)
  28843. */
  28844. incrementReferences(): void;
  28845. /**
  28846. * Change the size of the texture (not the size of the content)
  28847. * @param width defines the new width
  28848. * @param height defines the new height
  28849. * @param depth defines the new depth (1 by default)
  28850. */
  28851. updateSize(width: int, height: int, depth?: int): void;
  28852. /** @hidden */
  28853. _rebuild(): void;
  28854. /** @hidden */
  28855. _swapAndDie(target: InternalTexture): void;
  28856. /**
  28857. * Dispose the current allocated resources
  28858. */
  28859. dispose(): void;
  28860. }
  28861. }
  28862. declare module "babylonjs/Materials/effect" {
  28863. import { Observable } from "babylonjs/Misc/observable";
  28864. import { Nullable } from "babylonjs/types";
  28865. import { IDisposable } from "babylonjs/scene";
  28866. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28867. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28868. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28869. import { Engine } from "babylonjs/Engines/engine";
  28870. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28871. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28872. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28873. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28875. /**
  28876. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28877. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28878. */
  28879. export class EffectFallbacks {
  28880. private _defines;
  28881. private _currentRank;
  28882. private _maxRank;
  28883. private _mesh;
  28884. /**
  28885. * Removes the fallback from the bound mesh.
  28886. */
  28887. unBindMesh(): void;
  28888. /**
  28889. * Adds a fallback on the specified property.
  28890. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28891. * @param define The name of the define in the shader
  28892. */
  28893. addFallback(rank: number, define: string): void;
  28894. /**
  28895. * Sets the mesh to use CPU skinning when needing to fallback.
  28896. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28897. * @param mesh The mesh to use the fallbacks.
  28898. */
  28899. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  28900. /**
  28901. * Checks to see if more fallbacks are still availible.
  28902. */
  28903. readonly isMoreFallbacks: boolean;
  28904. /**
  28905. * Removes the defines that should be removed when falling back.
  28906. * @param currentDefines defines the current define statements for the shader.
  28907. * @param effect defines the current effect we try to compile
  28908. * @returns The resulting defines with defines of the current rank removed.
  28909. */
  28910. reduce(currentDefines: string, effect: Effect): string;
  28911. }
  28912. /**
  28913. * Options to be used when creating an effect.
  28914. */
  28915. export class EffectCreationOptions {
  28916. /**
  28917. * Atrributes that will be used in the shader.
  28918. */
  28919. attributes: string[];
  28920. /**
  28921. * Uniform varible names that will be set in the shader.
  28922. */
  28923. uniformsNames: string[];
  28924. /**
  28925. * Uniform buffer varible names that will be set in the shader.
  28926. */
  28927. uniformBuffersNames: string[];
  28928. /**
  28929. * Sampler texture variable names that will be set in the shader.
  28930. */
  28931. samplers: string[];
  28932. /**
  28933. * Define statements that will be set in the shader.
  28934. */
  28935. defines: any;
  28936. /**
  28937. * Possible fallbacks for this effect to improve performance when needed.
  28938. */
  28939. fallbacks: Nullable<EffectFallbacks>;
  28940. /**
  28941. * Callback that will be called when the shader is compiled.
  28942. */
  28943. onCompiled: Nullable<(effect: Effect) => void>;
  28944. /**
  28945. * Callback that will be called if an error occurs during shader compilation.
  28946. */
  28947. onError: Nullable<(effect: Effect, errors: string) => void>;
  28948. /**
  28949. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  28950. */
  28951. indexParameters: any;
  28952. /**
  28953. * Max number of lights that can be used in the shader.
  28954. */
  28955. maxSimultaneousLights: number;
  28956. /**
  28957. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  28958. */
  28959. transformFeedbackVaryings: Nullable<string[]>;
  28960. }
  28961. /**
  28962. * Effect containing vertex and fragment shader that can be executed on an object.
  28963. */
  28964. export class Effect implements IDisposable {
  28965. /**
  28966. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  28967. */
  28968. static ShadersRepository: string;
  28969. /**
  28970. * Name of the effect.
  28971. */
  28972. name: any;
  28973. /**
  28974. * String container all the define statements that should be set on the shader.
  28975. */
  28976. defines: string;
  28977. /**
  28978. * Callback that will be called when the shader is compiled.
  28979. */
  28980. onCompiled: Nullable<(effect: Effect) => void>;
  28981. /**
  28982. * Callback that will be called if an error occurs during shader compilation.
  28983. */
  28984. onError: Nullable<(effect: Effect, errors: string) => void>;
  28985. /**
  28986. * Callback that will be called when effect is bound.
  28987. */
  28988. onBind: Nullable<(effect: Effect) => void>;
  28989. /**
  28990. * Unique ID of the effect.
  28991. */
  28992. uniqueId: number;
  28993. /**
  28994. * Observable that will be called when the shader is compiled.
  28995. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  28996. */
  28997. onCompileObservable: Observable<Effect>;
  28998. /**
  28999. * Observable that will be called if an error occurs during shader compilation.
  29000. */
  29001. onErrorObservable: Observable<Effect>;
  29002. /** @hidden */
  29003. _onBindObservable: Nullable<Observable<Effect>>;
  29004. /**
  29005. * Observable that will be called when effect is bound.
  29006. */
  29007. readonly onBindObservable: Observable<Effect>;
  29008. /** @hidden */
  29009. _bonesComputationForcedToCPU: boolean;
  29010. private static _uniqueIdSeed;
  29011. private _engine;
  29012. private _uniformBuffersNames;
  29013. private _uniformsNames;
  29014. private _samplerList;
  29015. private _samplers;
  29016. private _isReady;
  29017. private _compilationError;
  29018. private _attributesNames;
  29019. private _attributes;
  29020. private _uniforms;
  29021. /**
  29022. * Key for the effect.
  29023. * @hidden
  29024. */
  29025. _key: string;
  29026. private _indexParameters;
  29027. private _fallbacks;
  29028. private _vertexSourceCode;
  29029. private _fragmentSourceCode;
  29030. private _vertexSourceCodeOverride;
  29031. private _fragmentSourceCodeOverride;
  29032. private _transformFeedbackVaryings;
  29033. /**
  29034. * Compiled shader to webGL program.
  29035. * @hidden
  29036. */
  29037. _pipelineContext: Nullable<IPipelineContext>;
  29038. private _valueCache;
  29039. private static _baseCache;
  29040. /**
  29041. * Instantiates an effect.
  29042. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29043. * @param baseName Name of the effect.
  29044. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29045. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29046. * @param samplers List of sampler variables that will be passed to the shader.
  29047. * @param engine Engine to be used to render the effect
  29048. * @param defines Define statements to be added to the shader.
  29049. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29050. * @param onCompiled Callback that will be called when the shader is compiled.
  29051. * @param onError Callback that will be called if an error occurs during shader compilation.
  29052. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29053. */
  29054. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29055. private _useFinalCode;
  29056. /**
  29057. * Unique key for this effect
  29058. */
  29059. readonly key: string;
  29060. /**
  29061. * If the effect has been compiled and prepared.
  29062. * @returns if the effect is compiled and prepared.
  29063. */
  29064. isReady(): boolean;
  29065. /**
  29066. * The engine the effect was initialized with.
  29067. * @returns the engine.
  29068. */
  29069. getEngine(): Engine;
  29070. /**
  29071. * The pipeline context for this effect
  29072. * @returns the associated pipeline context
  29073. */
  29074. getPipelineContext(): Nullable<IPipelineContext>;
  29075. /**
  29076. * The set of names of attribute variables for the shader.
  29077. * @returns An array of attribute names.
  29078. */
  29079. getAttributesNames(): string[];
  29080. /**
  29081. * Returns the attribute at the given index.
  29082. * @param index The index of the attribute.
  29083. * @returns The location of the attribute.
  29084. */
  29085. getAttributeLocation(index: number): number;
  29086. /**
  29087. * Returns the attribute based on the name of the variable.
  29088. * @param name of the attribute to look up.
  29089. * @returns the attribute location.
  29090. */
  29091. getAttributeLocationByName(name: string): number;
  29092. /**
  29093. * The number of attributes.
  29094. * @returns the numnber of attributes.
  29095. */
  29096. getAttributesCount(): number;
  29097. /**
  29098. * Gets the index of a uniform variable.
  29099. * @param uniformName of the uniform to look up.
  29100. * @returns the index.
  29101. */
  29102. getUniformIndex(uniformName: string): number;
  29103. /**
  29104. * Returns the attribute based on the name of the variable.
  29105. * @param uniformName of the uniform to look up.
  29106. * @returns the location of the uniform.
  29107. */
  29108. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29109. /**
  29110. * Returns an array of sampler variable names
  29111. * @returns The array of sampler variable neames.
  29112. */
  29113. getSamplers(): string[];
  29114. /**
  29115. * The error from the last compilation.
  29116. * @returns the error string.
  29117. */
  29118. getCompilationError(): string;
  29119. /**
  29120. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29121. * @param func The callback to be used.
  29122. */
  29123. executeWhenCompiled(func: (effect: Effect) => void): void;
  29124. private _checkIsReady;
  29125. /** @hidden */
  29126. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29127. /** @hidden */
  29128. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29129. /** @hidden */
  29130. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29131. /**
  29132. * Recompiles the webGL program
  29133. * @param vertexSourceCode The source code for the vertex shader.
  29134. * @param fragmentSourceCode The source code for the fragment shader.
  29135. * @param onCompiled Callback called when completed.
  29136. * @param onError Callback called on error.
  29137. * @hidden
  29138. */
  29139. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29140. /**
  29141. * Prepares the effect
  29142. * @hidden
  29143. */
  29144. _prepareEffect(): void;
  29145. /**
  29146. * Checks if the effect is supported. (Must be called after compilation)
  29147. */
  29148. readonly isSupported: boolean;
  29149. /**
  29150. * Binds a texture to the engine to be used as output of the shader.
  29151. * @param channel Name of the output variable.
  29152. * @param texture Texture to bind.
  29153. * @hidden
  29154. */
  29155. _bindTexture(channel: string, texture: InternalTexture): void;
  29156. /**
  29157. * Sets a texture on the engine to be used in the shader.
  29158. * @param channel Name of the sampler variable.
  29159. * @param texture Texture to set.
  29160. */
  29161. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29162. /**
  29163. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29164. * @param channel Name of the sampler variable.
  29165. * @param texture Texture to set.
  29166. */
  29167. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29168. /**
  29169. * Sets an array of textures on the engine to be used in the shader.
  29170. * @param channel Name of the variable.
  29171. * @param textures Textures to set.
  29172. */
  29173. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29174. /**
  29175. * 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)
  29176. * @param channel Name of the sampler variable.
  29177. * @param postProcess Post process to get the input texture from.
  29178. */
  29179. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29180. /**
  29181. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29182. * 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)
  29183. * @param channel Name of the sampler variable.
  29184. * @param postProcess Post process to get the output texture from.
  29185. */
  29186. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29187. /** @hidden */
  29188. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29189. /** @hidden */
  29190. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29191. /** @hidden */
  29192. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29193. /** @hidden */
  29194. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29195. /**
  29196. * Binds a buffer to a uniform.
  29197. * @param buffer Buffer to bind.
  29198. * @param name Name of the uniform variable to bind to.
  29199. */
  29200. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29201. /**
  29202. * Binds block to a uniform.
  29203. * @param blockName Name of the block to bind.
  29204. * @param index Index to bind.
  29205. */
  29206. bindUniformBlock(blockName: string, index: number): void;
  29207. /**
  29208. * Sets an interger value on a uniform variable.
  29209. * @param uniformName Name of the variable.
  29210. * @param value Value to be set.
  29211. * @returns this effect.
  29212. */
  29213. setInt(uniformName: string, value: number): Effect;
  29214. /**
  29215. * Sets an int array on a uniform variable.
  29216. * @param uniformName Name of the variable.
  29217. * @param array array to be set.
  29218. * @returns this effect.
  29219. */
  29220. setIntArray(uniformName: string, array: Int32Array): Effect;
  29221. /**
  29222. * 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)
  29223. * @param uniformName Name of the variable.
  29224. * @param array array to be set.
  29225. * @returns this effect.
  29226. */
  29227. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29228. /**
  29229. * 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)
  29230. * @param uniformName Name of the variable.
  29231. * @param array array to be set.
  29232. * @returns this effect.
  29233. */
  29234. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29235. /**
  29236. * 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)
  29237. * @param uniformName Name of the variable.
  29238. * @param array array to be set.
  29239. * @returns this effect.
  29240. */
  29241. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29242. /**
  29243. * Sets an float array on a uniform variable.
  29244. * @param uniformName Name of the variable.
  29245. * @param array array to be set.
  29246. * @returns this effect.
  29247. */
  29248. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29249. /**
  29250. * 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)
  29251. * @param uniformName Name of the variable.
  29252. * @param array array to be set.
  29253. * @returns this effect.
  29254. */
  29255. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29256. /**
  29257. * 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)
  29258. * @param uniformName Name of the variable.
  29259. * @param array array to be set.
  29260. * @returns this effect.
  29261. */
  29262. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29263. /**
  29264. * 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)
  29265. * @param uniformName Name of the variable.
  29266. * @param array array to be set.
  29267. * @returns this effect.
  29268. */
  29269. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29270. /**
  29271. * Sets an array on a uniform variable.
  29272. * @param uniformName Name of the variable.
  29273. * @param array array to be set.
  29274. * @returns this effect.
  29275. */
  29276. setArray(uniformName: string, array: number[]): Effect;
  29277. /**
  29278. * 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)
  29279. * @param uniformName Name of the variable.
  29280. * @param array array to be set.
  29281. * @returns this effect.
  29282. */
  29283. setArray2(uniformName: string, array: number[]): Effect;
  29284. /**
  29285. * 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)
  29286. * @param uniformName Name of the variable.
  29287. * @param array array to be set.
  29288. * @returns this effect.
  29289. */
  29290. setArray3(uniformName: string, array: number[]): Effect;
  29291. /**
  29292. * 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)
  29293. * @param uniformName Name of the variable.
  29294. * @param array array to be set.
  29295. * @returns this effect.
  29296. */
  29297. setArray4(uniformName: string, array: number[]): Effect;
  29298. /**
  29299. * Sets matrices on a uniform variable.
  29300. * @param uniformName Name of the variable.
  29301. * @param matrices matrices to be set.
  29302. * @returns this effect.
  29303. */
  29304. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29305. /**
  29306. * Sets matrix on a uniform variable.
  29307. * @param uniformName Name of the variable.
  29308. * @param matrix matrix to be set.
  29309. * @returns this effect.
  29310. */
  29311. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29312. /**
  29313. * 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)
  29314. * @param uniformName Name of the variable.
  29315. * @param matrix matrix to be set.
  29316. * @returns this effect.
  29317. */
  29318. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29319. /**
  29320. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29321. * @param uniformName Name of the variable.
  29322. * @param matrix matrix to be set.
  29323. * @returns this effect.
  29324. */
  29325. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29326. /**
  29327. * Sets a float on a uniform variable.
  29328. * @param uniformName Name of the variable.
  29329. * @param value value to be set.
  29330. * @returns this effect.
  29331. */
  29332. setFloat(uniformName: string, value: number): Effect;
  29333. /**
  29334. * Sets a boolean on a uniform variable.
  29335. * @param uniformName Name of the variable.
  29336. * @param bool value to be set.
  29337. * @returns this effect.
  29338. */
  29339. setBool(uniformName: string, bool: boolean): Effect;
  29340. /**
  29341. * Sets a Vector2 on a uniform variable.
  29342. * @param uniformName Name of the variable.
  29343. * @param vector2 vector2 to be set.
  29344. * @returns this effect.
  29345. */
  29346. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29347. /**
  29348. * Sets a float2 on a uniform variable.
  29349. * @param uniformName Name of the variable.
  29350. * @param x First float in float2.
  29351. * @param y Second float in float2.
  29352. * @returns this effect.
  29353. */
  29354. setFloat2(uniformName: string, x: number, y: number): Effect;
  29355. /**
  29356. * Sets a Vector3 on a uniform variable.
  29357. * @param uniformName Name of the variable.
  29358. * @param vector3 Value to be set.
  29359. * @returns this effect.
  29360. */
  29361. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29362. /**
  29363. * Sets a float3 on a uniform variable.
  29364. * @param uniformName Name of the variable.
  29365. * @param x First float in float3.
  29366. * @param y Second float in float3.
  29367. * @param z Third float in float3.
  29368. * @returns this effect.
  29369. */
  29370. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29371. /**
  29372. * Sets a Vector4 on a uniform variable.
  29373. * @param uniformName Name of the variable.
  29374. * @param vector4 Value to be set.
  29375. * @returns this effect.
  29376. */
  29377. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29378. /**
  29379. * Sets a float4 on a uniform variable.
  29380. * @param uniformName Name of the variable.
  29381. * @param x First float in float4.
  29382. * @param y Second float in float4.
  29383. * @param z Third float in float4.
  29384. * @param w Fourth float in float4.
  29385. * @returns this effect.
  29386. */
  29387. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29388. /**
  29389. * Sets a Color3 on a uniform variable.
  29390. * @param uniformName Name of the variable.
  29391. * @param color3 Value to be set.
  29392. * @returns this effect.
  29393. */
  29394. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29395. /**
  29396. * Sets a Color4 on a uniform variable.
  29397. * @param uniformName Name of the variable.
  29398. * @param color3 Value to be set.
  29399. * @param alpha Alpha value to be set.
  29400. * @returns this effect.
  29401. */
  29402. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29403. /**
  29404. * Sets a Color4 on a uniform variable
  29405. * @param uniformName defines the name of the variable
  29406. * @param color4 defines the value to be set
  29407. * @returns this effect.
  29408. */
  29409. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29410. /** Release all associated resources */
  29411. dispose(): void;
  29412. /**
  29413. * This function will add a new shader to the shader store
  29414. * @param name the name of the shader
  29415. * @param pixelShader optional pixel shader content
  29416. * @param vertexShader optional vertex shader content
  29417. */
  29418. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29419. /**
  29420. * Store of each shader (The can be looked up using effect.key)
  29421. */
  29422. static ShadersStore: {
  29423. [key: string]: string;
  29424. };
  29425. /**
  29426. * Store of each included file for a shader (The can be looked up using effect.key)
  29427. */
  29428. static IncludesShadersStore: {
  29429. [key: string]: string;
  29430. };
  29431. /**
  29432. * Resets the cache of effects.
  29433. */
  29434. static ResetCache(): void;
  29435. }
  29436. }
  29437. declare module "babylonjs/Materials/uniformBuffer" {
  29438. import { Nullable, FloatArray } from "babylonjs/types";
  29439. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29440. import { Engine } from "babylonjs/Engines/engine";
  29441. import { Effect } from "babylonjs/Materials/effect";
  29442. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29443. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29444. import { Color3 } from "babylonjs/Maths/math.color";
  29445. /**
  29446. * Uniform buffer objects.
  29447. *
  29448. * Handles blocks of uniform on the GPU.
  29449. *
  29450. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29451. *
  29452. * For more information, please refer to :
  29453. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29454. */
  29455. export class UniformBuffer {
  29456. private _engine;
  29457. private _buffer;
  29458. private _data;
  29459. private _bufferData;
  29460. private _dynamic?;
  29461. private _uniformLocations;
  29462. private _uniformSizes;
  29463. private _uniformLocationPointer;
  29464. private _needSync;
  29465. private _noUBO;
  29466. private _currentEffect;
  29467. private static _MAX_UNIFORM_SIZE;
  29468. private static _tempBuffer;
  29469. /**
  29470. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29471. * This is dynamic to allow compat with webgl 1 and 2.
  29472. * You will need to pass the name of the uniform as well as the value.
  29473. */
  29474. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29475. /**
  29476. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29477. * This is dynamic to allow compat with webgl 1 and 2.
  29478. * You will need to pass the name of the uniform as well as the value.
  29479. */
  29480. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29481. /**
  29482. * Lambda to Update a single float in a uniform buffer.
  29483. * This is dynamic to allow compat with webgl 1 and 2.
  29484. * You will need to pass the name of the uniform as well as the value.
  29485. */
  29486. updateFloat: (name: string, x: number) => void;
  29487. /**
  29488. * Lambda to Update a vec2 of float in a uniform buffer.
  29489. * This is dynamic to allow compat with webgl 1 and 2.
  29490. * You will need to pass the name of the uniform as well as the value.
  29491. */
  29492. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29493. /**
  29494. * Lambda to Update a vec3 of float in a uniform buffer.
  29495. * This is dynamic to allow compat with webgl 1 and 2.
  29496. * You will need to pass the name of the uniform as well as the value.
  29497. */
  29498. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29499. /**
  29500. * Lambda to Update a vec4 of float in a uniform buffer.
  29501. * This is dynamic to allow compat with webgl 1 and 2.
  29502. * You will need to pass the name of the uniform as well as the value.
  29503. */
  29504. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29505. /**
  29506. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29507. * This is dynamic to allow compat with webgl 1 and 2.
  29508. * You will need to pass the name of the uniform as well as the value.
  29509. */
  29510. updateMatrix: (name: string, mat: Matrix) => void;
  29511. /**
  29512. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29513. * This is dynamic to allow compat with webgl 1 and 2.
  29514. * You will need to pass the name of the uniform as well as the value.
  29515. */
  29516. updateVector3: (name: string, vector: Vector3) => void;
  29517. /**
  29518. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29519. * This is dynamic to allow compat with webgl 1 and 2.
  29520. * You will need to pass the name of the uniform as well as the value.
  29521. */
  29522. updateVector4: (name: string, vector: Vector4) => void;
  29523. /**
  29524. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29525. * This is dynamic to allow compat with webgl 1 and 2.
  29526. * You will need to pass the name of the uniform as well as the value.
  29527. */
  29528. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29529. /**
  29530. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29531. * This is dynamic to allow compat with webgl 1 and 2.
  29532. * You will need to pass the name of the uniform as well as the value.
  29533. */
  29534. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29535. /**
  29536. * Instantiates a new Uniform buffer objects.
  29537. *
  29538. * Handles blocks of uniform on the GPU.
  29539. *
  29540. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29541. *
  29542. * For more information, please refer to :
  29543. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29544. * @param engine Define the engine the buffer is associated with
  29545. * @param data Define the data contained in the buffer
  29546. * @param dynamic Define if the buffer is updatable
  29547. */
  29548. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29549. /**
  29550. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29551. * or just falling back on setUniformXXX calls.
  29552. */
  29553. readonly useUbo: boolean;
  29554. /**
  29555. * Indicates if the WebGL underlying uniform buffer is in sync
  29556. * with the javascript cache data.
  29557. */
  29558. readonly isSync: boolean;
  29559. /**
  29560. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29561. * Also, a dynamic UniformBuffer will disable cache verification and always
  29562. * update the underlying WebGL uniform buffer to the GPU.
  29563. * @returns if Dynamic, otherwise false
  29564. */
  29565. isDynamic(): boolean;
  29566. /**
  29567. * The data cache on JS side.
  29568. * @returns the underlying data as a float array
  29569. */
  29570. getData(): Float32Array;
  29571. /**
  29572. * The underlying WebGL Uniform buffer.
  29573. * @returns the webgl buffer
  29574. */
  29575. getBuffer(): Nullable<DataBuffer>;
  29576. /**
  29577. * std140 layout specifies how to align data within an UBO structure.
  29578. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29579. * for specs.
  29580. */
  29581. private _fillAlignment;
  29582. /**
  29583. * Adds an uniform in the buffer.
  29584. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29585. * for the layout to be correct !
  29586. * @param name Name of the uniform, as used in the uniform block in the shader.
  29587. * @param size Data size, or data directly.
  29588. */
  29589. addUniform(name: string, size: number | number[]): void;
  29590. /**
  29591. * Adds a Matrix 4x4 to the uniform buffer.
  29592. * @param name Name of the uniform, as used in the uniform block in the shader.
  29593. * @param mat A 4x4 matrix.
  29594. */
  29595. addMatrix(name: string, mat: Matrix): void;
  29596. /**
  29597. * Adds a vec2 to the uniform buffer.
  29598. * @param name Name of the uniform, as used in the uniform block in the shader.
  29599. * @param x Define the x component value of the vec2
  29600. * @param y Define the y component value of the vec2
  29601. */
  29602. addFloat2(name: string, x: number, y: number): void;
  29603. /**
  29604. * Adds a vec3 to the uniform buffer.
  29605. * @param name Name of the uniform, as used in the uniform block in the shader.
  29606. * @param x Define the x component value of the vec3
  29607. * @param y Define the y component value of the vec3
  29608. * @param z Define the z component value of the vec3
  29609. */
  29610. addFloat3(name: string, x: number, y: number, z: number): void;
  29611. /**
  29612. * Adds a vec3 to the uniform buffer.
  29613. * @param name Name of the uniform, as used in the uniform block in the shader.
  29614. * @param color Define the vec3 from a Color
  29615. */
  29616. addColor3(name: string, color: Color3): void;
  29617. /**
  29618. * Adds a vec4 to the uniform buffer.
  29619. * @param name Name of the uniform, as used in the uniform block in the shader.
  29620. * @param color Define the rgb components from a Color
  29621. * @param alpha Define the a component of the vec4
  29622. */
  29623. addColor4(name: string, color: Color3, alpha: number): void;
  29624. /**
  29625. * Adds a vec3 to the uniform buffer.
  29626. * @param name Name of the uniform, as used in the uniform block in the shader.
  29627. * @param vector Define the vec3 components from a Vector
  29628. */
  29629. addVector3(name: string, vector: Vector3): void;
  29630. /**
  29631. * Adds a Matrix 3x3 to the uniform buffer.
  29632. * @param name Name of the uniform, as used in the uniform block in the shader.
  29633. */
  29634. addMatrix3x3(name: string): void;
  29635. /**
  29636. * Adds a Matrix 2x2 to the uniform buffer.
  29637. * @param name Name of the uniform, as used in the uniform block in the shader.
  29638. */
  29639. addMatrix2x2(name: string): void;
  29640. /**
  29641. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29642. */
  29643. create(): void;
  29644. /** @hidden */
  29645. _rebuild(): void;
  29646. /**
  29647. * Updates the WebGL Uniform Buffer on the GPU.
  29648. * If the `dynamic` flag is set to true, no cache comparison is done.
  29649. * Otherwise, the buffer will be updated only if the cache differs.
  29650. */
  29651. update(): void;
  29652. /**
  29653. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29654. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29655. * @param data Define the flattened data
  29656. * @param size Define the size of the data.
  29657. */
  29658. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29659. private _updateMatrix3x3ForUniform;
  29660. private _updateMatrix3x3ForEffect;
  29661. private _updateMatrix2x2ForEffect;
  29662. private _updateMatrix2x2ForUniform;
  29663. private _updateFloatForEffect;
  29664. private _updateFloatForUniform;
  29665. private _updateFloat2ForEffect;
  29666. private _updateFloat2ForUniform;
  29667. private _updateFloat3ForEffect;
  29668. private _updateFloat3ForUniform;
  29669. private _updateFloat4ForEffect;
  29670. private _updateFloat4ForUniform;
  29671. private _updateMatrixForEffect;
  29672. private _updateMatrixForUniform;
  29673. private _updateVector3ForEffect;
  29674. private _updateVector3ForUniform;
  29675. private _updateVector4ForEffect;
  29676. private _updateVector4ForUniform;
  29677. private _updateColor3ForEffect;
  29678. private _updateColor3ForUniform;
  29679. private _updateColor4ForEffect;
  29680. private _updateColor4ForUniform;
  29681. /**
  29682. * Sets a sampler uniform on the effect.
  29683. * @param name Define the name of the sampler.
  29684. * @param texture Define the texture to set in the sampler
  29685. */
  29686. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29687. /**
  29688. * Directly updates the value of the uniform in the cache AND on the GPU.
  29689. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29690. * @param data Define the flattened data
  29691. */
  29692. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29693. /**
  29694. * Binds this uniform buffer to an effect.
  29695. * @param effect Define the effect to bind the buffer to
  29696. * @param name Name of the uniform block in the shader.
  29697. */
  29698. bindToEffect(effect: Effect, name: string): void;
  29699. /**
  29700. * Disposes the uniform buffer.
  29701. */
  29702. dispose(): void;
  29703. }
  29704. }
  29705. declare module "babylonjs/Audio/analyser" {
  29706. import { Scene } from "babylonjs/scene";
  29707. /**
  29708. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29709. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29710. */
  29711. export class Analyser {
  29712. /**
  29713. * Gets or sets the smoothing
  29714. * @ignorenaming
  29715. */
  29716. SMOOTHING: number;
  29717. /**
  29718. * Gets or sets the FFT table size
  29719. * @ignorenaming
  29720. */
  29721. FFT_SIZE: number;
  29722. /**
  29723. * Gets or sets the bar graph amplitude
  29724. * @ignorenaming
  29725. */
  29726. BARGRAPHAMPLITUDE: number;
  29727. /**
  29728. * Gets or sets the position of the debug canvas
  29729. * @ignorenaming
  29730. */
  29731. DEBUGCANVASPOS: {
  29732. x: number;
  29733. y: number;
  29734. };
  29735. /**
  29736. * Gets or sets the debug canvas size
  29737. * @ignorenaming
  29738. */
  29739. DEBUGCANVASSIZE: {
  29740. width: number;
  29741. height: number;
  29742. };
  29743. private _byteFreqs;
  29744. private _byteTime;
  29745. private _floatFreqs;
  29746. private _webAudioAnalyser;
  29747. private _debugCanvas;
  29748. private _debugCanvasContext;
  29749. private _scene;
  29750. private _registerFunc;
  29751. private _audioEngine;
  29752. /**
  29753. * Creates a new analyser
  29754. * @param scene defines hosting scene
  29755. */
  29756. constructor(scene: Scene);
  29757. /**
  29758. * Get the number of data values you will have to play with for the visualization
  29759. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29760. * @returns a number
  29761. */
  29762. getFrequencyBinCount(): number;
  29763. /**
  29764. * Gets the current frequency data as a byte array
  29765. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29766. * @returns a Uint8Array
  29767. */
  29768. getByteFrequencyData(): Uint8Array;
  29769. /**
  29770. * Gets the current waveform as a byte array
  29771. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29772. * @returns a Uint8Array
  29773. */
  29774. getByteTimeDomainData(): Uint8Array;
  29775. /**
  29776. * Gets the current frequency data as a float array
  29777. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29778. * @returns a Float32Array
  29779. */
  29780. getFloatFrequencyData(): Float32Array;
  29781. /**
  29782. * Renders the debug canvas
  29783. */
  29784. drawDebugCanvas(): void;
  29785. /**
  29786. * Stops rendering the debug canvas and removes it
  29787. */
  29788. stopDebugCanvas(): void;
  29789. /**
  29790. * Connects two audio nodes
  29791. * @param inputAudioNode defines first node to connect
  29792. * @param outputAudioNode defines second node to connect
  29793. */
  29794. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29795. /**
  29796. * Releases all associated resources
  29797. */
  29798. dispose(): void;
  29799. }
  29800. }
  29801. declare module "babylonjs/Audio/audioEngine" {
  29802. import { IDisposable } from "babylonjs/scene";
  29803. import { Analyser } from "babylonjs/Audio/analyser";
  29804. import { Nullable } from "babylonjs/types";
  29805. import { Observable } from "babylonjs/Misc/observable";
  29806. /**
  29807. * This represents an audio engine and it is responsible
  29808. * to play, synchronize and analyse sounds throughout the application.
  29809. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29810. */
  29811. export interface IAudioEngine extends IDisposable {
  29812. /**
  29813. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29814. */
  29815. readonly canUseWebAudio: boolean;
  29816. /**
  29817. * Gets the current AudioContext if available.
  29818. */
  29819. readonly audioContext: Nullable<AudioContext>;
  29820. /**
  29821. * The master gain node defines the global audio volume of your audio engine.
  29822. */
  29823. readonly masterGain: GainNode;
  29824. /**
  29825. * Gets whether or not mp3 are supported by your browser.
  29826. */
  29827. readonly isMP3supported: boolean;
  29828. /**
  29829. * Gets whether or not ogg are supported by your browser.
  29830. */
  29831. readonly isOGGsupported: boolean;
  29832. /**
  29833. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29834. * @ignoreNaming
  29835. */
  29836. WarnedWebAudioUnsupported: boolean;
  29837. /**
  29838. * Defines if the audio engine relies on a custom unlocked button.
  29839. * In this case, the embedded button will not be displayed.
  29840. */
  29841. useCustomUnlockedButton: boolean;
  29842. /**
  29843. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29844. */
  29845. readonly unlocked: boolean;
  29846. /**
  29847. * Event raised when audio has been unlocked on the browser.
  29848. */
  29849. onAudioUnlockedObservable: Observable<AudioEngine>;
  29850. /**
  29851. * Event raised when audio has been locked on the browser.
  29852. */
  29853. onAudioLockedObservable: Observable<AudioEngine>;
  29854. /**
  29855. * Flags the audio engine in Locked state.
  29856. * This happens due to new browser policies preventing audio to autoplay.
  29857. */
  29858. lock(): void;
  29859. /**
  29860. * Unlocks the audio engine once a user action has been done on the dom.
  29861. * This is helpful to resume play once browser policies have been satisfied.
  29862. */
  29863. unlock(): void;
  29864. }
  29865. /**
  29866. * This represents the default audio engine used in babylon.
  29867. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29868. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29869. */
  29870. export class AudioEngine implements IAudioEngine {
  29871. private _audioContext;
  29872. private _audioContextInitialized;
  29873. private _muteButton;
  29874. private _hostElement;
  29875. /**
  29876. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29877. */
  29878. canUseWebAudio: boolean;
  29879. /**
  29880. * The master gain node defines the global audio volume of your audio engine.
  29881. */
  29882. masterGain: GainNode;
  29883. /**
  29884. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29885. * @ignoreNaming
  29886. */
  29887. WarnedWebAudioUnsupported: boolean;
  29888. /**
  29889. * Gets whether or not mp3 are supported by your browser.
  29890. */
  29891. isMP3supported: boolean;
  29892. /**
  29893. * Gets whether or not ogg are supported by your browser.
  29894. */
  29895. isOGGsupported: boolean;
  29896. /**
  29897. * Gets whether audio has been unlocked on the device.
  29898. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  29899. * a user interaction has happened.
  29900. */
  29901. unlocked: boolean;
  29902. /**
  29903. * Defines if the audio engine relies on a custom unlocked button.
  29904. * In this case, the embedded button will not be displayed.
  29905. */
  29906. useCustomUnlockedButton: boolean;
  29907. /**
  29908. * Event raised when audio has been unlocked on the browser.
  29909. */
  29910. onAudioUnlockedObservable: Observable<AudioEngine>;
  29911. /**
  29912. * Event raised when audio has been locked on the browser.
  29913. */
  29914. onAudioLockedObservable: Observable<AudioEngine>;
  29915. /**
  29916. * Gets the current AudioContext if available.
  29917. */
  29918. readonly audioContext: Nullable<AudioContext>;
  29919. private _connectedAnalyser;
  29920. /**
  29921. * Instantiates a new audio engine.
  29922. *
  29923. * There should be only one per page as some browsers restrict the number
  29924. * of audio contexts you can create.
  29925. * @param hostElement defines the host element where to display the mute icon if necessary
  29926. */
  29927. constructor(hostElement?: Nullable<HTMLElement>);
  29928. /**
  29929. * Flags the audio engine in Locked state.
  29930. * This happens due to new browser policies preventing audio to autoplay.
  29931. */
  29932. lock(): void;
  29933. /**
  29934. * Unlocks the audio engine once a user action has been done on the dom.
  29935. * This is helpful to resume play once browser policies have been satisfied.
  29936. */
  29937. unlock(): void;
  29938. private _resumeAudioContext;
  29939. private _initializeAudioContext;
  29940. private _tryToRun;
  29941. private _triggerRunningState;
  29942. private _triggerSuspendedState;
  29943. private _displayMuteButton;
  29944. private _moveButtonToTopLeft;
  29945. private _onResize;
  29946. private _hideMuteButton;
  29947. /**
  29948. * Destroy and release the resources associated with the audio ccontext.
  29949. */
  29950. dispose(): void;
  29951. /**
  29952. * Gets the global volume sets on the master gain.
  29953. * @returns the global volume if set or -1 otherwise
  29954. */
  29955. getGlobalVolume(): number;
  29956. /**
  29957. * Sets the global volume of your experience (sets on the master gain).
  29958. * @param newVolume Defines the new global volume of the application
  29959. */
  29960. setGlobalVolume(newVolume: number): void;
  29961. /**
  29962. * Connect the audio engine to an audio analyser allowing some amazing
  29963. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  29964. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  29965. * @param analyser The analyser to connect to the engine
  29966. */
  29967. connectToAnalyser(analyser: Analyser): void;
  29968. }
  29969. }
  29970. declare module "babylonjs/Loading/loadingScreen" {
  29971. /**
  29972. * Interface used to present a loading screen while loading a scene
  29973. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  29974. */
  29975. export interface ILoadingScreen {
  29976. /**
  29977. * Function called to display the loading screen
  29978. */
  29979. displayLoadingUI: () => void;
  29980. /**
  29981. * Function called to hide the loading screen
  29982. */
  29983. hideLoadingUI: () => void;
  29984. /**
  29985. * Gets or sets the color to use for the background
  29986. */
  29987. loadingUIBackgroundColor: string;
  29988. /**
  29989. * Gets or sets the text to display while loading
  29990. */
  29991. loadingUIText: string;
  29992. }
  29993. /**
  29994. * Class used for the default loading screen
  29995. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  29996. */
  29997. export class DefaultLoadingScreen implements ILoadingScreen {
  29998. private _renderingCanvas;
  29999. private _loadingText;
  30000. private _loadingDivBackgroundColor;
  30001. private _loadingDiv;
  30002. private _loadingTextDiv;
  30003. /** Gets or sets the logo url to use for the default loading screen */
  30004. static DefaultLogoUrl: string;
  30005. /** Gets or sets the spinner url to use for the default loading screen */
  30006. static DefaultSpinnerUrl: string;
  30007. /**
  30008. * Creates a new default loading screen
  30009. * @param _renderingCanvas defines the canvas used to render the scene
  30010. * @param _loadingText defines the default text to display
  30011. * @param _loadingDivBackgroundColor defines the default background color
  30012. */
  30013. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30014. /**
  30015. * Function called to display the loading screen
  30016. */
  30017. displayLoadingUI(): void;
  30018. /**
  30019. * Function called to hide the loading screen
  30020. */
  30021. hideLoadingUI(): void;
  30022. /**
  30023. * Gets or sets the text to display while loading
  30024. */
  30025. loadingUIText: string;
  30026. /**
  30027. * Gets or sets the color to use for the background
  30028. */
  30029. loadingUIBackgroundColor: string;
  30030. private _resizeLoadingUI;
  30031. }
  30032. }
  30033. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30034. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30035. import { Engine } from "babylonjs/Engines/engine";
  30036. import { Nullable } from "babylonjs/types";
  30037. /** @hidden */
  30038. export class WebGLPipelineContext implements IPipelineContext {
  30039. engine: Engine;
  30040. program: Nullable<WebGLProgram>;
  30041. context?: WebGLRenderingContext;
  30042. vertexShader?: WebGLShader;
  30043. fragmentShader?: WebGLShader;
  30044. isParallelCompiled: boolean;
  30045. onCompiled?: () => void;
  30046. transformFeedback?: WebGLTransformFeedback | null;
  30047. readonly isAsync: boolean;
  30048. readonly isReady: boolean;
  30049. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30050. }
  30051. }
  30052. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30053. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30054. /** @hidden */
  30055. export class WebGLDataBuffer extends DataBuffer {
  30056. private _buffer;
  30057. constructor(resource: WebGLBuffer);
  30058. readonly underlyingResource: any;
  30059. }
  30060. }
  30061. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30062. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30063. /** @hidden */
  30064. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30065. attributeProcessor(attribute: string): string;
  30066. varyingProcessor(varying: string, isFragment: boolean): string;
  30067. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30068. }
  30069. }
  30070. declare module "babylonjs/Misc/perfCounter" {
  30071. /**
  30072. * This class is used to track a performance counter which is number based.
  30073. * The user has access to many properties which give statistics of different nature.
  30074. *
  30075. * The implementer can track two kinds of Performance Counter: time and count.
  30076. * 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.
  30077. * 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.
  30078. */
  30079. export class PerfCounter {
  30080. /**
  30081. * Gets or sets a global boolean to turn on and off all the counters
  30082. */
  30083. static Enabled: boolean;
  30084. /**
  30085. * Returns the smallest value ever
  30086. */
  30087. readonly min: number;
  30088. /**
  30089. * Returns the biggest value ever
  30090. */
  30091. readonly max: number;
  30092. /**
  30093. * Returns the average value since the performance counter is running
  30094. */
  30095. readonly average: number;
  30096. /**
  30097. * Returns the average value of the last second the counter was monitored
  30098. */
  30099. readonly lastSecAverage: number;
  30100. /**
  30101. * Returns the current value
  30102. */
  30103. readonly current: number;
  30104. /**
  30105. * Gets the accumulated total
  30106. */
  30107. readonly total: number;
  30108. /**
  30109. * Gets the total value count
  30110. */
  30111. readonly count: number;
  30112. /**
  30113. * Creates a new counter
  30114. */
  30115. constructor();
  30116. /**
  30117. * Call this method to start monitoring a new frame.
  30118. * 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.
  30119. */
  30120. fetchNewFrame(): void;
  30121. /**
  30122. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30123. * @param newCount the count value to add to the monitored count
  30124. * @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.
  30125. */
  30126. addCount(newCount: number, fetchResult: boolean): void;
  30127. /**
  30128. * Start monitoring this performance counter
  30129. */
  30130. beginMonitoring(): void;
  30131. /**
  30132. * Compute the time lapsed since the previous beginMonitoring() call.
  30133. * @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
  30134. */
  30135. endMonitoring(newFrame?: boolean): void;
  30136. private _fetchResult;
  30137. private _startMonitoringTime;
  30138. private _min;
  30139. private _max;
  30140. private _average;
  30141. private _current;
  30142. private _totalValueCount;
  30143. private _totalAccumulated;
  30144. private _lastSecAverage;
  30145. private _lastSecAccumulated;
  30146. private _lastSecTime;
  30147. private _lastSecValueCount;
  30148. }
  30149. }
  30150. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30151. /**
  30152. * Interface for any object that can request an animation frame
  30153. */
  30154. export interface ICustomAnimationFrameRequester {
  30155. /**
  30156. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30157. */
  30158. renderFunction?: Function;
  30159. /**
  30160. * Called to request the next frame to render to
  30161. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30162. */
  30163. requestAnimationFrame: Function;
  30164. /**
  30165. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30166. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30167. */
  30168. requestID?: number;
  30169. }
  30170. }
  30171. declare module "babylonjs/Materials/Textures/videoTexture" {
  30172. import { Observable } from "babylonjs/Misc/observable";
  30173. import { Nullable } from "babylonjs/types";
  30174. import { Scene } from "babylonjs/scene";
  30175. import { Texture } from "babylonjs/Materials/Textures/texture";
  30176. /**
  30177. * Settings for finer control over video usage
  30178. */
  30179. export interface VideoTextureSettings {
  30180. /**
  30181. * Applies `autoplay` to video, if specified
  30182. */
  30183. autoPlay?: boolean;
  30184. /**
  30185. * Applies `loop` to video, if specified
  30186. */
  30187. loop?: boolean;
  30188. /**
  30189. * Automatically updates internal texture from video at every frame in the render loop
  30190. */
  30191. autoUpdateTexture: boolean;
  30192. /**
  30193. * Image src displayed during the video loading or until the user interacts with the video.
  30194. */
  30195. poster?: string;
  30196. }
  30197. /**
  30198. * If you want to display a video in your scene, this is the special texture for that.
  30199. * This special texture works similar to other textures, with the exception of a few parameters.
  30200. * @see https://doc.babylonjs.com/how_to/video_texture
  30201. */
  30202. export class VideoTexture extends Texture {
  30203. /**
  30204. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30205. */
  30206. readonly autoUpdateTexture: boolean;
  30207. /**
  30208. * The video instance used by the texture internally
  30209. */
  30210. readonly video: HTMLVideoElement;
  30211. private _onUserActionRequestedObservable;
  30212. /**
  30213. * Event triggerd when a dom action is required by the user to play the video.
  30214. * This happens due to recent changes in browser policies preventing video to auto start.
  30215. */
  30216. readonly onUserActionRequestedObservable: Observable<Texture>;
  30217. private _generateMipMaps;
  30218. private _engine;
  30219. private _stillImageCaptured;
  30220. private _displayingPosterTexture;
  30221. private _settings;
  30222. private _createInternalTextureOnEvent;
  30223. /**
  30224. * Creates a video texture.
  30225. * If you want to display a video in your scene, this is the special texture for that.
  30226. * This special texture works similar to other textures, with the exception of a few parameters.
  30227. * @see https://doc.babylonjs.com/how_to/video_texture
  30228. * @param name optional name, will detect from video source, if not defined
  30229. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30230. * @param scene is obviously the current scene.
  30231. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30232. * @param invertY is false by default but can be used to invert video on Y axis
  30233. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30234. * @param settings allows finer control over video usage
  30235. */
  30236. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30237. private _getName;
  30238. private _getVideo;
  30239. private _createInternalTexture;
  30240. private reset;
  30241. /**
  30242. * @hidden Internal method to initiate `update`.
  30243. */
  30244. _rebuild(): void;
  30245. /**
  30246. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30247. */
  30248. update(): void;
  30249. /**
  30250. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30251. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30252. */
  30253. updateTexture(isVisible: boolean): void;
  30254. protected _updateInternalTexture: () => void;
  30255. /**
  30256. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30257. * @param url New url.
  30258. */
  30259. updateURL(url: string): void;
  30260. /**
  30261. * Dispose the texture and release its associated resources.
  30262. */
  30263. dispose(): void;
  30264. /**
  30265. * Creates a video texture straight from a stream.
  30266. * @param scene Define the scene the texture should be created in
  30267. * @param stream Define the stream the texture should be created from
  30268. * @returns The created video texture as a promise
  30269. */
  30270. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30271. /**
  30272. * Creates a video texture straight from your WebCam video feed.
  30273. * @param scene Define the scene the texture should be created in
  30274. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30275. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30276. * @returns The created video texture as a promise
  30277. */
  30278. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30279. minWidth: number;
  30280. maxWidth: number;
  30281. minHeight: number;
  30282. maxHeight: number;
  30283. deviceId: string;
  30284. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30285. /**
  30286. * Creates a video texture straight from your WebCam video feed.
  30287. * @param scene Define the scene the texture should be created in
  30288. * @param onReady Define a callback to triggered once the texture will be ready
  30289. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30290. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30291. */
  30292. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30293. minWidth: number;
  30294. maxWidth: number;
  30295. minHeight: number;
  30296. maxHeight: number;
  30297. deviceId: string;
  30298. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30299. }
  30300. }
  30301. declare module "babylonjs/Engines/engine" {
  30302. import { Observable } from "babylonjs/Misc/observable";
  30303. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30304. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30305. import { Scene } from "babylonjs/scene";
  30306. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30307. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30308. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30309. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30310. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30311. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30312. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30313. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30314. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30315. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30316. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30317. import { WebRequest } from "babylonjs/Misc/webRequest";
  30318. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30319. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30320. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30321. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30322. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30323. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30324. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30325. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30326. import { Material } from "babylonjs/Materials/material";
  30327. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30328. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30329. /**
  30330. * Defines the interface used by objects containing a viewport (like a camera)
  30331. */
  30332. interface IViewportOwnerLike {
  30333. /**
  30334. * Gets or sets the viewport
  30335. */
  30336. viewport: IViewportLike;
  30337. }
  30338. /**
  30339. * Interface for attribute information associated with buffer instanciation
  30340. */
  30341. export class InstancingAttributeInfo {
  30342. /**
  30343. * Index/offset of the attribute in the vertex shader
  30344. */
  30345. index: number;
  30346. /**
  30347. * size of the attribute, 1, 2, 3 or 4
  30348. */
  30349. attributeSize: number;
  30350. /**
  30351. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30352. * default is FLOAT
  30353. */
  30354. attribyteType: number;
  30355. /**
  30356. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30357. */
  30358. normalized: boolean;
  30359. /**
  30360. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30361. */
  30362. offset: number;
  30363. /**
  30364. * Name of the GLSL attribute, for debugging purpose only
  30365. */
  30366. attributeName: string;
  30367. }
  30368. /**
  30369. * Define options used to create a depth texture
  30370. */
  30371. export class DepthTextureCreationOptions {
  30372. /** Specifies whether or not a stencil should be allocated in the texture */
  30373. generateStencil?: boolean;
  30374. /** Specifies whether or not bilinear filtering is enable on the texture */
  30375. bilinearFiltering?: boolean;
  30376. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30377. comparisonFunction?: number;
  30378. /** Specifies if the created texture is a cube texture */
  30379. isCube?: boolean;
  30380. }
  30381. /**
  30382. * Class used to describe the capabilities of the engine relatively to the current browser
  30383. */
  30384. export class EngineCapabilities {
  30385. /** Maximum textures units per fragment shader */
  30386. maxTexturesImageUnits: number;
  30387. /** Maximum texture units per vertex shader */
  30388. maxVertexTextureImageUnits: number;
  30389. /** Maximum textures units in the entire pipeline */
  30390. maxCombinedTexturesImageUnits: number;
  30391. /** Maximum texture size */
  30392. maxTextureSize: number;
  30393. /** Maximum cube texture size */
  30394. maxCubemapTextureSize: number;
  30395. /** Maximum render texture size */
  30396. maxRenderTextureSize: number;
  30397. /** Maximum number of vertex attributes */
  30398. maxVertexAttribs: number;
  30399. /** Maximum number of varyings */
  30400. maxVaryingVectors: number;
  30401. /** Maximum number of uniforms per vertex shader */
  30402. maxVertexUniformVectors: number;
  30403. /** Maximum number of uniforms per fragment shader */
  30404. maxFragmentUniformVectors: number;
  30405. /** Defines if standard derivates (dx/dy) are supported */
  30406. standardDerivatives: boolean;
  30407. /** Defines if s3tc texture compression is supported */
  30408. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30409. /** Defines if pvrtc texture compression is supported */
  30410. pvrtc: any;
  30411. /** Defines if etc1 texture compression is supported */
  30412. etc1: any;
  30413. /** Defines if etc2 texture compression is supported */
  30414. etc2: any;
  30415. /** Defines if astc texture compression is supported */
  30416. astc: any;
  30417. /** Defines if float textures are supported */
  30418. textureFloat: boolean;
  30419. /** Defines if vertex array objects are supported */
  30420. vertexArrayObject: boolean;
  30421. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30422. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30423. /** Gets the maximum level of anisotropy supported */
  30424. maxAnisotropy: number;
  30425. /** Defines if instancing is supported */
  30426. instancedArrays: boolean;
  30427. /** Defines if 32 bits indices are supported */
  30428. uintIndices: boolean;
  30429. /** Defines if high precision shaders are supported */
  30430. highPrecisionShaderSupported: boolean;
  30431. /** Defines if depth reading in the fragment shader is supported */
  30432. fragmentDepthSupported: boolean;
  30433. /** Defines if float texture linear filtering is supported*/
  30434. textureFloatLinearFiltering: boolean;
  30435. /** Defines if rendering to float textures is supported */
  30436. textureFloatRender: boolean;
  30437. /** Defines if half float textures are supported*/
  30438. textureHalfFloat: boolean;
  30439. /** Defines if half float texture linear filtering is supported*/
  30440. textureHalfFloatLinearFiltering: boolean;
  30441. /** Defines if rendering to half float textures is supported */
  30442. textureHalfFloatRender: boolean;
  30443. /** Defines if textureLOD shader command is supported */
  30444. textureLOD: boolean;
  30445. /** Defines if draw buffers extension is supported */
  30446. drawBuffersExtension: boolean;
  30447. /** Defines if depth textures are supported */
  30448. depthTextureExtension: boolean;
  30449. /** Defines if float color buffer are supported */
  30450. colorBufferFloat: boolean;
  30451. /** Gets disjoint timer query extension (null if not supported) */
  30452. timerQuery: EXT_disjoint_timer_query;
  30453. /** Defines if timestamp can be used with timer query */
  30454. canUseTimestampForTimerQuery: boolean;
  30455. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30456. multiview: any;
  30457. /** Function used to let the system compiles shaders in background */
  30458. parallelShaderCompile: {
  30459. COMPLETION_STATUS_KHR: number;
  30460. };
  30461. }
  30462. /** Interface defining initialization parameters for Engine class */
  30463. export interface EngineOptions extends WebGLContextAttributes {
  30464. /**
  30465. * Defines if the engine should no exceed a specified device ratio
  30466. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30467. */
  30468. limitDeviceRatio?: number;
  30469. /**
  30470. * Defines if webvr should be enabled automatically
  30471. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30472. */
  30473. autoEnableWebVR?: boolean;
  30474. /**
  30475. * Defines if webgl2 should be turned off even if supported
  30476. * @see http://doc.babylonjs.com/features/webgl2
  30477. */
  30478. disableWebGL2Support?: boolean;
  30479. /**
  30480. * Defines if webaudio should be initialized as well
  30481. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30482. */
  30483. audioEngine?: boolean;
  30484. /**
  30485. * Defines if animations should run using a deterministic lock step
  30486. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30487. */
  30488. deterministicLockstep?: boolean;
  30489. /** Defines the maximum steps to use with deterministic lock step mode */
  30490. lockstepMaxSteps?: number;
  30491. /**
  30492. * Defines that engine should ignore context lost events
  30493. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30494. */
  30495. doNotHandleContextLost?: boolean;
  30496. /**
  30497. * Defines that engine should ignore modifying touch action attribute and style
  30498. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30499. */
  30500. doNotHandleTouchAction?: boolean;
  30501. /**
  30502. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30503. */
  30504. useHighPrecisionFloats?: boolean;
  30505. }
  30506. /**
  30507. * Defines the interface used by display changed events
  30508. */
  30509. export interface IDisplayChangedEventArgs {
  30510. /** Gets the vrDisplay object (if any) */
  30511. vrDisplay: Nullable<any>;
  30512. /** Gets a boolean indicating if webVR is supported */
  30513. vrSupported: boolean;
  30514. }
  30515. /**
  30516. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30517. */
  30518. export class Engine {
  30519. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30520. static ExceptionList: ({
  30521. key: string;
  30522. capture: string;
  30523. captureConstraint: number;
  30524. targets: string[];
  30525. } | {
  30526. key: string;
  30527. capture: null;
  30528. captureConstraint: null;
  30529. targets: string[];
  30530. })[];
  30531. /** Gets the list of created engines */
  30532. static readonly Instances: Engine[];
  30533. /**
  30534. * Gets the latest created engine
  30535. */
  30536. static readonly LastCreatedEngine: Nullable<Engine>;
  30537. /**
  30538. * Gets the latest created scene
  30539. */
  30540. static readonly LastCreatedScene: Nullable<Scene>;
  30541. /**
  30542. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30543. * @param flag defines which part of the materials must be marked as dirty
  30544. * @param predicate defines a predicate used to filter which materials should be affected
  30545. */
  30546. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30547. /** @hidden */
  30548. static _TextureLoaders: IInternalTextureLoader[];
  30549. /** Defines that alpha blending is disabled */
  30550. static readonly ALPHA_DISABLE: number;
  30551. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30552. static readonly ALPHA_ADD: number;
  30553. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30554. static readonly ALPHA_COMBINE: number;
  30555. /** Defines that alpha blending to DEST - SRC * DEST */
  30556. static readonly ALPHA_SUBTRACT: number;
  30557. /** Defines that alpha blending to SRC * DEST */
  30558. static readonly ALPHA_MULTIPLY: number;
  30559. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30560. static readonly ALPHA_MAXIMIZED: number;
  30561. /** Defines that alpha blending to SRC + DEST */
  30562. static readonly ALPHA_ONEONE: number;
  30563. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30564. static readonly ALPHA_PREMULTIPLIED: number;
  30565. /**
  30566. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30567. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30568. */
  30569. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30570. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30571. static readonly ALPHA_INTERPOLATE: number;
  30572. /**
  30573. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30574. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30575. */
  30576. static readonly ALPHA_SCREENMODE: number;
  30577. /** Defines that the ressource is not delayed*/
  30578. static readonly DELAYLOADSTATE_NONE: number;
  30579. /** Defines that the ressource was successfully delay loaded */
  30580. static readonly DELAYLOADSTATE_LOADED: number;
  30581. /** Defines that the ressource is currently delay loading */
  30582. static readonly DELAYLOADSTATE_LOADING: number;
  30583. /** Defines that the ressource is delayed and has not started loading */
  30584. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30585. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30586. static readonly NEVER: number;
  30587. /** 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 */
  30588. static readonly ALWAYS: number;
  30589. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30590. static readonly LESS: number;
  30591. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30592. static readonly EQUAL: number;
  30593. /** 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 */
  30594. static readonly LEQUAL: number;
  30595. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30596. static readonly GREATER: number;
  30597. /** 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 */
  30598. static readonly GEQUAL: number;
  30599. /** 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 */
  30600. static readonly NOTEQUAL: number;
  30601. /** Passed to stencilOperation to specify that stencil value must be kept */
  30602. static readonly KEEP: number;
  30603. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30604. static readonly REPLACE: number;
  30605. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30606. static readonly INCR: number;
  30607. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30608. static readonly DECR: number;
  30609. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30610. static readonly INVERT: number;
  30611. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30612. static readonly INCR_WRAP: number;
  30613. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30614. static readonly DECR_WRAP: number;
  30615. /** Texture is not repeating outside of 0..1 UVs */
  30616. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30617. /** Texture is repeating outside of 0..1 UVs */
  30618. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30619. /** Texture is repeating and mirrored */
  30620. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30621. /** ALPHA */
  30622. static readonly TEXTUREFORMAT_ALPHA: number;
  30623. /** LUMINANCE */
  30624. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30625. /** LUMINANCE_ALPHA */
  30626. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30627. /** RGB */
  30628. static readonly TEXTUREFORMAT_RGB: number;
  30629. /** RGBA */
  30630. static readonly TEXTUREFORMAT_RGBA: number;
  30631. /** RED */
  30632. static readonly TEXTUREFORMAT_RED: number;
  30633. /** RED (2nd reference) */
  30634. static readonly TEXTUREFORMAT_R: number;
  30635. /** RG */
  30636. static readonly TEXTUREFORMAT_RG: number;
  30637. /** RED_INTEGER */
  30638. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30639. /** RED_INTEGER (2nd reference) */
  30640. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30641. /** RG_INTEGER */
  30642. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30643. /** RGB_INTEGER */
  30644. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30645. /** RGBA_INTEGER */
  30646. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30647. /** UNSIGNED_BYTE */
  30648. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30649. /** UNSIGNED_BYTE (2nd reference) */
  30650. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30651. /** FLOAT */
  30652. static readonly TEXTURETYPE_FLOAT: number;
  30653. /** HALF_FLOAT */
  30654. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30655. /** BYTE */
  30656. static readonly TEXTURETYPE_BYTE: number;
  30657. /** SHORT */
  30658. static readonly TEXTURETYPE_SHORT: number;
  30659. /** UNSIGNED_SHORT */
  30660. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30661. /** INT */
  30662. static readonly TEXTURETYPE_INT: number;
  30663. /** UNSIGNED_INT */
  30664. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30665. /** UNSIGNED_SHORT_4_4_4_4 */
  30666. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30667. /** UNSIGNED_SHORT_5_5_5_1 */
  30668. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30669. /** UNSIGNED_SHORT_5_6_5 */
  30670. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30671. /** UNSIGNED_INT_2_10_10_10_REV */
  30672. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30673. /** UNSIGNED_INT_24_8 */
  30674. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30675. /** UNSIGNED_INT_10F_11F_11F_REV */
  30676. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30677. /** UNSIGNED_INT_5_9_9_9_REV */
  30678. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30679. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30680. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30681. /** nearest is mag = nearest and min = nearest and mip = linear */
  30682. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30683. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30684. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30685. /** Trilinear is mag = linear and min = linear and mip = linear */
  30686. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30687. /** nearest is mag = nearest and min = nearest and mip = linear */
  30688. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30689. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30690. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30691. /** Trilinear is mag = linear and min = linear and mip = linear */
  30692. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30693. /** mag = nearest and min = nearest and mip = nearest */
  30694. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30695. /** mag = nearest and min = linear and mip = nearest */
  30696. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30697. /** mag = nearest and min = linear and mip = linear */
  30698. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30699. /** mag = nearest and min = linear and mip = none */
  30700. static readonly TEXTURE_NEAREST_LINEAR: number;
  30701. /** mag = nearest and min = nearest and mip = none */
  30702. static readonly TEXTURE_NEAREST_NEAREST: number;
  30703. /** mag = linear and min = nearest and mip = nearest */
  30704. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30705. /** mag = linear and min = nearest and mip = linear */
  30706. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30707. /** mag = linear and min = linear and mip = none */
  30708. static readonly TEXTURE_LINEAR_LINEAR: number;
  30709. /** mag = linear and min = nearest and mip = none */
  30710. static readonly TEXTURE_LINEAR_NEAREST: number;
  30711. /** Explicit coordinates mode */
  30712. static readonly TEXTURE_EXPLICIT_MODE: number;
  30713. /** Spherical coordinates mode */
  30714. static readonly TEXTURE_SPHERICAL_MODE: number;
  30715. /** Planar coordinates mode */
  30716. static readonly TEXTURE_PLANAR_MODE: number;
  30717. /** Cubic coordinates mode */
  30718. static readonly TEXTURE_CUBIC_MODE: number;
  30719. /** Projection coordinates mode */
  30720. static readonly TEXTURE_PROJECTION_MODE: number;
  30721. /** Skybox coordinates mode */
  30722. static readonly TEXTURE_SKYBOX_MODE: number;
  30723. /** Inverse Cubic coordinates mode */
  30724. static readonly TEXTURE_INVCUBIC_MODE: number;
  30725. /** Equirectangular coordinates mode */
  30726. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30727. /** Equirectangular Fixed coordinates mode */
  30728. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30729. /** Equirectangular Fixed Mirrored coordinates mode */
  30730. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30731. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30732. static readonly SCALEMODE_FLOOR: number;
  30733. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30734. static readonly SCALEMODE_NEAREST: number;
  30735. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30736. static readonly SCALEMODE_CEILING: number;
  30737. /**
  30738. * Returns the current npm package of the sdk
  30739. */
  30740. static readonly NpmPackage: string;
  30741. /**
  30742. * Returns the current version of the framework
  30743. */
  30744. static readonly Version: string;
  30745. /**
  30746. * Returns a string describing the current engine
  30747. */
  30748. readonly description: string;
  30749. /**
  30750. * Gets or sets the epsilon value used by collision engine
  30751. */
  30752. static CollisionsEpsilon: number;
  30753. /**
  30754. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30755. */
  30756. static ShadersRepository: string;
  30757. /**
  30758. * Method called to create the default loading screen.
  30759. * This can be overriden in your own app.
  30760. * @param canvas The rendering canvas element
  30761. * @returns The loading screen
  30762. */
  30763. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30764. /**
  30765. * Method called to create the default rescale post process on each engine.
  30766. */
  30767. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30768. /** @hidden */
  30769. _shaderProcessor: IShaderProcessor;
  30770. /**
  30771. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30772. */
  30773. forcePOTTextures: boolean;
  30774. /**
  30775. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30776. */
  30777. isFullscreen: boolean;
  30778. /**
  30779. * Gets a boolean indicating if the pointer is currently locked
  30780. */
  30781. isPointerLock: boolean;
  30782. /**
  30783. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30784. */
  30785. cullBackFaces: boolean;
  30786. /**
  30787. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30788. */
  30789. renderEvenInBackground: boolean;
  30790. /**
  30791. * Gets or sets a boolean indicating that cache can be kept between frames
  30792. */
  30793. preventCacheWipeBetweenFrames: boolean;
  30794. /**
  30795. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30796. **/
  30797. enableOfflineSupport: boolean;
  30798. /**
  30799. * 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)
  30800. **/
  30801. disableManifestCheck: boolean;
  30802. /**
  30803. * Gets the list of created scenes
  30804. */
  30805. scenes: Scene[];
  30806. /**
  30807. * Event raised when a new scene is created
  30808. */
  30809. onNewSceneAddedObservable: Observable<Scene>;
  30810. /**
  30811. * Gets the list of created postprocesses
  30812. */
  30813. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30814. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30815. validateShaderPrograms: boolean;
  30816. /**
  30817. * Observable event triggered each time the rendering canvas is resized
  30818. */
  30819. onResizeObservable: Observable<Engine>;
  30820. /**
  30821. * Observable event triggered each time the canvas loses focus
  30822. */
  30823. onCanvasBlurObservable: Observable<Engine>;
  30824. /**
  30825. * Observable event triggered each time the canvas gains focus
  30826. */
  30827. onCanvasFocusObservable: Observable<Engine>;
  30828. /**
  30829. * Observable event triggered each time the canvas receives pointerout event
  30830. */
  30831. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30832. /**
  30833. * Observable event triggered before each texture is initialized
  30834. */
  30835. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30836. /**
  30837. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30838. */
  30839. disableUniformBuffers: boolean;
  30840. /** @hidden */
  30841. _uniformBuffers: UniformBuffer[];
  30842. /**
  30843. * Gets a boolean indicating that the engine supports uniform buffers
  30844. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30845. */
  30846. readonly supportsUniformBuffers: boolean;
  30847. /**
  30848. * Observable raised when the engine begins a new frame
  30849. */
  30850. onBeginFrameObservable: Observable<Engine>;
  30851. /**
  30852. * If set, will be used to request the next animation frame for the render loop
  30853. */
  30854. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30855. /**
  30856. * Observable raised when the engine ends the current frame
  30857. */
  30858. onEndFrameObservable: Observable<Engine>;
  30859. /**
  30860. * Observable raised when the engine is about to compile a shader
  30861. */
  30862. onBeforeShaderCompilationObservable: Observable<Engine>;
  30863. /**
  30864. * Observable raised when the engine has jsut compiled a shader
  30865. */
  30866. onAfterShaderCompilationObservable: Observable<Engine>;
  30867. /** @hidden */
  30868. _gl: WebGLRenderingContext;
  30869. private _renderingCanvas;
  30870. private _windowIsBackground;
  30871. private _webGLVersion;
  30872. protected _highPrecisionShadersAllowed: boolean;
  30873. /** @hidden */
  30874. readonly _shouldUseHighPrecisionShader: boolean;
  30875. /**
  30876. * Gets a boolean indicating that only power of 2 textures are supported
  30877. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30878. */
  30879. readonly needPOTTextures: boolean;
  30880. /** @hidden */
  30881. _badOS: boolean;
  30882. /** @hidden */
  30883. _badDesktopOS: boolean;
  30884. /**
  30885. * Gets the audio engine
  30886. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30887. * @ignorenaming
  30888. */
  30889. static audioEngine: IAudioEngine;
  30890. /**
  30891. * Default AudioEngine factory responsible of creating the Audio Engine.
  30892. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  30893. */
  30894. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  30895. /**
  30896. * Default offline support factory responsible of creating a tool used to store data locally.
  30897. * By default, this will create a Database object if the workload has been embedded.
  30898. */
  30899. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  30900. private _onFocus;
  30901. private _onBlur;
  30902. private _onCanvasPointerOut;
  30903. private _onCanvasBlur;
  30904. private _onCanvasFocus;
  30905. private _onFullscreenChange;
  30906. private _onPointerLockChange;
  30907. private _hardwareScalingLevel;
  30908. /** @hidden */
  30909. _caps: EngineCapabilities;
  30910. private _pointerLockRequested;
  30911. private _isStencilEnable;
  30912. private _colorWrite;
  30913. private _loadingScreen;
  30914. /** @hidden */
  30915. _drawCalls: PerfCounter;
  30916. private _glVersion;
  30917. private _glRenderer;
  30918. private _glVendor;
  30919. private _videoTextureSupported;
  30920. private _renderingQueueLaunched;
  30921. private _activeRenderLoops;
  30922. private _deterministicLockstep;
  30923. private _lockstepMaxSteps;
  30924. /**
  30925. * Observable signaled when a context lost event is raised
  30926. */
  30927. onContextLostObservable: Observable<Engine>;
  30928. /**
  30929. * Observable signaled when a context restored event is raised
  30930. */
  30931. onContextRestoredObservable: Observable<Engine>;
  30932. private _onContextLost;
  30933. private _onContextRestored;
  30934. private _contextWasLost;
  30935. /** @hidden */
  30936. _doNotHandleContextLost: boolean;
  30937. /**
  30938. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30939. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30940. */
  30941. doNotHandleContextLost: boolean;
  30942. private _performanceMonitor;
  30943. private _fps;
  30944. private _deltaTime;
  30945. /**
  30946. * Turn this value on if you want to pause FPS computation when in background
  30947. */
  30948. disablePerformanceMonitorInBackground: boolean;
  30949. /**
  30950. * Gets the performance monitor attached to this engine
  30951. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  30952. */
  30953. readonly performanceMonitor: PerformanceMonitor;
  30954. /**
  30955. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30956. */
  30957. disableVertexArrayObjects: boolean;
  30958. /** @hidden */
  30959. protected _depthCullingState: _DepthCullingState;
  30960. /** @hidden */
  30961. protected _stencilState: _StencilState;
  30962. /** @hidden */
  30963. protected _alphaState: _AlphaState;
  30964. /** @hidden */
  30965. protected _alphaMode: number;
  30966. /** @hidden */
  30967. _internalTexturesCache: InternalTexture[];
  30968. /** @hidden */
  30969. protected _activeChannel: number;
  30970. private _currentTextureChannel;
  30971. /** @hidden */
  30972. protected _boundTexturesCache: {
  30973. [key: string]: Nullable<InternalTexture>;
  30974. };
  30975. /** @hidden */
  30976. protected _currentEffect: Nullable<Effect>;
  30977. /** @hidden */
  30978. protected _currentProgram: Nullable<WebGLProgram>;
  30979. private _compiledEffects;
  30980. private _vertexAttribArraysEnabled;
  30981. /** @hidden */
  30982. protected _cachedViewport: Nullable<IViewportLike>;
  30983. private _cachedVertexArrayObject;
  30984. /** @hidden */
  30985. protected _cachedVertexBuffers: any;
  30986. /** @hidden */
  30987. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30988. /** @hidden */
  30989. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30990. /** @hidden */
  30991. _currentRenderTarget: Nullable<InternalTexture>;
  30992. private _uintIndicesCurrentlySet;
  30993. private _currentBoundBuffer;
  30994. /** @hidden */
  30995. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30996. private _currentBufferPointers;
  30997. private _currentInstanceLocations;
  30998. private _currentInstanceBuffers;
  30999. private _textureUnits;
  31000. /** @hidden */
  31001. _workingCanvas: Nullable<HTMLCanvasElement>;
  31002. /** @hidden */
  31003. _workingContext: Nullable<CanvasRenderingContext2D>;
  31004. private _rescalePostProcess;
  31005. private _dummyFramebuffer;
  31006. private _externalData;
  31007. /** @hidden */
  31008. _bindedRenderFunction: any;
  31009. private _vaoRecordInProgress;
  31010. private _mustWipeVertexAttributes;
  31011. private _emptyTexture;
  31012. private _emptyCubeTexture;
  31013. private _emptyTexture3D;
  31014. /** @hidden */
  31015. _frameHandler: number;
  31016. private _nextFreeTextureSlots;
  31017. private _maxSimultaneousTextures;
  31018. private _activeRequests;
  31019. private _texturesSupported;
  31020. /** @hidden */
  31021. _textureFormatInUse: Nullable<string>;
  31022. /**
  31023. * Gets the list of texture formats supported
  31024. */
  31025. readonly texturesSupported: Array<string>;
  31026. /**
  31027. * Gets the list of texture formats in use
  31028. */
  31029. readonly textureFormatInUse: Nullable<string>;
  31030. /**
  31031. * Gets the current viewport
  31032. */
  31033. readonly currentViewport: Nullable<IViewportLike>;
  31034. /**
  31035. * Gets the default empty texture
  31036. */
  31037. readonly emptyTexture: InternalTexture;
  31038. /**
  31039. * Gets the default empty 3D texture
  31040. */
  31041. readonly emptyTexture3D: InternalTexture;
  31042. /**
  31043. * Gets the default empty cube texture
  31044. */
  31045. readonly emptyCubeTexture: InternalTexture;
  31046. /**
  31047. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31048. */
  31049. readonly premultipliedAlpha: boolean;
  31050. /**
  31051. * Creates a new engine
  31052. * @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
  31053. * @param antialias defines enable antialiasing (default: false)
  31054. * @param options defines further options to be sent to the getContext() function
  31055. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31056. */
  31057. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31058. /**
  31059. * Initializes a webVR display and starts listening to display change events
  31060. * The onVRDisplayChangedObservable will be notified upon these changes
  31061. * @returns The onVRDisplayChangedObservable
  31062. */
  31063. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31064. /** @hidden */
  31065. _prepareVRComponent(): void;
  31066. /** @hidden */
  31067. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31068. /** @hidden */
  31069. _submitVRFrame(): void;
  31070. /**
  31071. * Call this function to leave webVR mode
  31072. * Will do nothing if webVR is not supported or if there is no webVR device
  31073. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31074. */
  31075. disableVR(): void;
  31076. /**
  31077. * Gets a boolean indicating that the system is in VR mode and is presenting
  31078. * @returns true if VR mode is engaged
  31079. */
  31080. isVRPresenting(): boolean;
  31081. /** @hidden */
  31082. _requestVRFrame(): void;
  31083. private _disableTouchAction;
  31084. private _rebuildInternalTextures;
  31085. private _rebuildEffects;
  31086. /**
  31087. * Gets a boolean indicating if all created effects are ready
  31088. * @returns true if all effects are ready
  31089. */
  31090. areAllEffectsReady(): boolean;
  31091. private _rebuildBuffers;
  31092. private _initGLContext;
  31093. /**
  31094. * Gets version of the current webGL context
  31095. */
  31096. readonly webGLVersion: number;
  31097. /**
  31098. * Gets a string idenfifying the name of the class
  31099. * @returns "Engine" string
  31100. */
  31101. getClassName(): string;
  31102. /**
  31103. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31104. */
  31105. readonly isStencilEnable: boolean;
  31106. /** @hidden */
  31107. _prepareWorkingCanvas(): void;
  31108. /**
  31109. * Reset the texture cache to empty state
  31110. */
  31111. resetTextureCache(): void;
  31112. /**
  31113. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31114. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31115. * @returns true if engine is in deterministic lock step mode
  31116. */
  31117. isDeterministicLockStep(): boolean;
  31118. /**
  31119. * Gets the max steps when engine is running in deterministic lock step
  31120. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31121. * @returns the max steps
  31122. */
  31123. getLockstepMaxSteps(): number;
  31124. /**
  31125. * Gets an object containing information about the current webGL context
  31126. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31127. */
  31128. getGlInfo(): {
  31129. vendor: string;
  31130. renderer: string;
  31131. version: string;
  31132. };
  31133. /**
  31134. * Gets current aspect ratio
  31135. * @param viewportOwner defines the camera to use to get the aspect ratio
  31136. * @param useScreen defines if screen size must be used (or the current render target if any)
  31137. * @returns a number defining the aspect ratio
  31138. */
  31139. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31140. /**
  31141. * Gets current screen aspect ratio
  31142. * @returns a number defining the aspect ratio
  31143. */
  31144. getScreenAspectRatio(): number;
  31145. /**
  31146. * Gets the current render width
  31147. * @param useScreen defines if screen size must be used (or the current render target if any)
  31148. * @returns a number defining the current render width
  31149. */
  31150. getRenderWidth(useScreen?: boolean): number;
  31151. /**
  31152. * Gets the current render height
  31153. * @param useScreen defines if screen size must be used (or the current render target if any)
  31154. * @returns a number defining the current render height
  31155. */
  31156. getRenderHeight(useScreen?: boolean): number;
  31157. /**
  31158. * Gets the HTML canvas attached with the current webGL context
  31159. * @returns a HTML canvas
  31160. */
  31161. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31162. /**
  31163. * Gets the client rect of the HTML canvas attached with the current webGL context
  31164. * @returns a client rectanglee
  31165. */
  31166. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31167. /**
  31168. * Defines the hardware scaling level.
  31169. * By default the hardware scaling level is computed from the window device ratio.
  31170. * 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.
  31171. * @param level defines the level to use
  31172. */
  31173. setHardwareScalingLevel(level: number): void;
  31174. /**
  31175. * Gets the current hardware scaling level.
  31176. * By default the hardware scaling level is computed from the window device ratio.
  31177. * 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.
  31178. * @returns a number indicating the current hardware scaling level
  31179. */
  31180. getHardwareScalingLevel(): number;
  31181. /**
  31182. * Gets the list of loaded textures
  31183. * @returns an array containing all loaded textures
  31184. */
  31185. getLoadedTexturesCache(): InternalTexture[];
  31186. /**
  31187. * Gets the object containing all engine capabilities
  31188. * @returns the EngineCapabilities object
  31189. */
  31190. getCaps(): EngineCapabilities;
  31191. /**
  31192. * Gets the current depth function
  31193. * @returns a number defining the depth function
  31194. */
  31195. getDepthFunction(): Nullable<number>;
  31196. /**
  31197. * Sets the current depth function
  31198. * @param depthFunc defines the function to use
  31199. */
  31200. setDepthFunction(depthFunc: number): void;
  31201. /**
  31202. * Sets the current depth function to GREATER
  31203. */
  31204. setDepthFunctionToGreater(): void;
  31205. /**
  31206. * Sets the current depth function to GEQUAL
  31207. */
  31208. setDepthFunctionToGreaterOrEqual(): void;
  31209. /**
  31210. * Sets the current depth function to LESS
  31211. */
  31212. setDepthFunctionToLess(): void;
  31213. private _cachedStencilBuffer;
  31214. private _cachedStencilFunction;
  31215. private _cachedStencilMask;
  31216. private _cachedStencilOperationPass;
  31217. private _cachedStencilOperationFail;
  31218. private _cachedStencilOperationDepthFail;
  31219. private _cachedStencilReference;
  31220. /**
  31221. * Caches the the state of the stencil buffer
  31222. */
  31223. cacheStencilState(): void;
  31224. /**
  31225. * Restores the state of the stencil buffer
  31226. */
  31227. restoreStencilState(): void;
  31228. /**
  31229. * Sets the current depth function to LEQUAL
  31230. */
  31231. setDepthFunctionToLessOrEqual(): void;
  31232. /**
  31233. * Gets a boolean indicating if stencil buffer is enabled
  31234. * @returns the current stencil buffer state
  31235. */
  31236. getStencilBuffer(): boolean;
  31237. /**
  31238. * Enable or disable the stencil buffer
  31239. * @param enable defines if the stencil buffer must be enabled or disabled
  31240. */
  31241. setStencilBuffer(enable: boolean): void;
  31242. /**
  31243. * Gets the current stencil mask
  31244. * @returns a number defining the new stencil mask to use
  31245. */
  31246. getStencilMask(): number;
  31247. /**
  31248. * Sets the current stencil mask
  31249. * @param mask defines the new stencil mask to use
  31250. */
  31251. setStencilMask(mask: number): void;
  31252. /**
  31253. * Gets the current stencil function
  31254. * @returns a number defining the stencil function to use
  31255. */
  31256. getStencilFunction(): number;
  31257. /**
  31258. * Gets the current stencil reference value
  31259. * @returns a number defining the stencil reference value to use
  31260. */
  31261. getStencilFunctionReference(): number;
  31262. /**
  31263. * Gets the current stencil mask
  31264. * @returns a number defining the stencil mask to use
  31265. */
  31266. getStencilFunctionMask(): number;
  31267. /**
  31268. * Sets the current stencil function
  31269. * @param stencilFunc defines the new stencil function to use
  31270. */
  31271. setStencilFunction(stencilFunc: number): void;
  31272. /**
  31273. * Sets the current stencil reference
  31274. * @param reference defines the new stencil reference to use
  31275. */
  31276. setStencilFunctionReference(reference: number): void;
  31277. /**
  31278. * Sets the current stencil mask
  31279. * @param mask defines the new stencil mask to use
  31280. */
  31281. setStencilFunctionMask(mask: number): void;
  31282. /**
  31283. * Gets the current stencil operation when stencil fails
  31284. * @returns a number defining stencil operation to use when stencil fails
  31285. */
  31286. getStencilOperationFail(): number;
  31287. /**
  31288. * Gets the current stencil operation when depth fails
  31289. * @returns a number defining stencil operation to use when depth fails
  31290. */
  31291. getStencilOperationDepthFail(): number;
  31292. /**
  31293. * Gets the current stencil operation when stencil passes
  31294. * @returns a number defining stencil operation to use when stencil passes
  31295. */
  31296. getStencilOperationPass(): number;
  31297. /**
  31298. * Sets the stencil operation to use when stencil fails
  31299. * @param operation defines the stencil operation to use when stencil fails
  31300. */
  31301. setStencilOperationFail(operation: number): void;
  31302. /**
  31303. * Sets the stencil operation to use when depth fails
  31304. * @param operation defines the stencil operation to use when depth fails
  31305. */
  31306. setStencilOperationDepthFail(operation: number): void;
  31307. /**
  31308. * Sets the stencil operation to use when stencil passes
  31309. * @param operation defines the stencil operation to use when stencil passes
  31310. */
  31311. setStencilOperationPass(operation: number): void;
  31312. /**
  31313. * Sets a boolean indicating if the dithering state is enabled or disabled
  31314. * @param value defines the dithering state
  31315. */
  31316. setDitheringState(value: boolean): void;
  31317. /**
  31318. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31319. * @param value defines the rasterizer state
  31320. */
  31321. setRasterizerState(value: boolean): void;
  31322. /**
  31323. * stop executing a render loop function and remove it from the execution array
  31324. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31325. */
  31326. stopRenderLoop(renderFunction?: () => void): void;
  31327. /** @hidden */
  31328. _renderLoop(): void;
  31329. /**
  31330. * Register and execute a render loop. The engine can have more than one render function
  31331. * @param renderFunction defines the function to continuously execute
  31332. */
  31333. runRenderLoop(renderFunction: () => void): void;
  31334. /**
  31335. * Toggle full screen mode
  31336. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31337. */
  31338. switchFullscreen(requestPointerLock: boolean): void;
  31339. /**
  31340. * Enters full screen mode
  31341. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31342. */
  31343. enterFullscreen(requestPointerLock: boolean): void;
  31344. /**
  31345. * Exits full screen mode
  31346. */
  31347. exitFullscreen(): void;
  31348. /**
  31349. * Enters Pointerlock mode
  31350. */
  31351. enterPointerlock(): void;
  31352. /**
  31353. * Exits Pointerlock mode
  31354. */
  31355. exitPointerlock(): void;
  31356. /**
  31357. * Clear the current render buffer or the current render target (if any is set up)
  31358. * @param color defines the color to use
  31359. * @param backBuffer defines if the back buffer must be cleared
  31360. * @param depth defines if the depth buffer must be cleared
  31361. * @param stencil defines if the stencil buffer must be cleared
  31362. */
  31363. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31364. /**
  31365. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31366. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31367. * @param y defines the y-coordinate of the corner of the clear rectangle
  31368. * @param width defines the width of the clear rectangle
  31369. * @param height defines the height of the clear rectangle
  31370. * @param clearColor defines the clear color
  31371. */
  31372. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31373. /**
  31374. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31375. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31376. * @param y defines the y-coordinate of the corner of the clear rectangle
  31377. * @param width defines the width of the clear rectangle
  31378. * @param height defines the height of the clear rectangle
  31379. */
  31380. enableScissor(x: number, y: number, width: number, height: number): void;
  31381. /**
  31382. * Disable previously set scissor test rectangle
  31383. */
  31384. disableScissor(): void;
  31385. private _viewportCached;
  31386. /** @hidden */
  31387. _viewport(x: number, y: number, width: number, height: number): void;
  31388. /**
  31389. * Set the WebGL's viewport
  31390. * @param viewport defines the viewport element to be used
  31391. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31392. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31393. */
  31394. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31395. /**
  31396. * Directly set the WebGL Viewport
  31397. * @param x defines the x coordinate of the viewport (in screen space)
  31398. * @param y defines the y coordinate of the viewport (in screen space)
  31399. * @param width defines the width of the viewport (in screen space)
  31400. * @param height defines the height of the viewport (in screen space)
  31401. * @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
  31402. */
  31403. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31404. /**
  31405. * Begin a new frame
  31406. */
  31407. beginFrame(): void;
  31408. /**
  31409. * Enf the current frame
  31410. */
  31411. endFrame(): void;
  31412. /**
  31413. * Resize the view according to the canvas' size
  31414. */
  31415. resize(): void;
  31416. /**
  31417. * Force a specific size of the canvas
  31418. * @param width defines the new canvas' width
  31419. * @param height defines the new canvas' height
  31420. */
  31421. setSize(width: number, height: number): void;
  31422. /**
  31423. * Binds the frame buffer to the specified texture.
  31424. * @param texture The texture to render to or null for the default canvas
  31425. * @param faceIndex The face of the texture to render to in case of cube texture
  31426. * @param requiredWidth The width of the target to render to
  31427. * @param requiredHeight The height of the target to render to
  31428. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31429. * @param depthStencilTexture The depth stencil texture to use to render
  31430. * @param lodLevel defines le lod level to bind to the frame buffer
  31431. */
  31432. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31433. /** @hidden */
  31434. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31435. /**
  31436. * Unbind the current render target texture from the webGL context
  31437. * @param texture defines the render target texture to unbind
  31438. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31439. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31440. */
  31441. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31442. /**
  31443. * Force the mipmap generation for the given render target texture
  31444. * @param texture defines the render target texture to use
  31445. */
  31446. generateMipMapsForCubemap(texture: InternalTexture): void;
  31447. /**
  31448. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31449. */
  31450. flushFramebuffer(): void;
  31451. /**
  31452. * Unbind the current render target and bind the default framebuffer
  31453. */
  31454. restoreDefaultFramebuffer(): void;
  31455. /**
  31456. * Create an uniform buffer
  31457. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31458. * @param elements defines the content of the uniform buffer
  31459. * @returns the webGL uniform buffer
  31460. */
  31461. createUniformBuffer(elements: FloatArray): DataBuffer;
  31462. /**
  31463. * Create a dynamic uniform buffer
  31464. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31465. * @param elements defines the content of the uniform buffer
  31466. * @returns the webGL uniform buffer
  31467. */
  31468. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31469. /**
  31470. * Update an existing uniform buffer
  31471. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31472. * @param uniformBuffer defines the target uniform buffer
  31473. * @param elements defines the content to update
  31474. * @param offset defines the offset in the uniform buffer where update should start
  31475. * @param count defines the size of the data to update
  31476. */
  31477. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31478. private _resetVertexBufferBinding;
  31479. /**
  31480. * Creates a vertex buffer
  31481. * @param data the data for the vertex buffer
  31482. * @returns the new WebGL static buffer
  31483. */
  31484. createVertexBuffer(data: DataArray): DataBuffer;
  31485. /**
  31486. * Creates a dynamic vertex buffer
  31487. * @param data the data for the dynamic vertex buffer
  31488. * @returns the new WebGL dynamic buffer
  31489. */
  31490. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31491. /**
  31492. * Update a dynamic index buffer
  31493. * @param indexBuffer defines the target index buffer
  31494. * @param indices defines the data to update
  31495. * @param offset defines the offset in the target index buffer where update should start
  31496. */
  31497. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31498. /**
  31499. * Updates a dynamic vertex buffer.
  31500. * @param vertexBuffer the vertex buffer to update
  31501. * @param data the data used to update the vertex buffer
  31502. * @param byteOffset the byte offset of the data
  31503. * @param byteLength the byte length of the data
  31504. */
  31505. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31506. private _resetIndexBufferBinding;
  31507. /**
  31508. * Creates a new index buffer
  31509. * @param indices defines the content of the index buffer
  31510. * @param updatable defines if the index buffer must be updatable
  31511. * @returns a new webGL buffer
  31512. */
  31513. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31514. /**
  31515. * Bind a webGL buffer to the webGL context
  31516. * @param buffer defines the buffer to bind
  31517. */
  31518. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31519. /**
  31520. * Bind an uniform buffer to the current webGL context
  31521. * @param buffer defines the buffer to bind
  31522. */
  31523. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31524. /**
  31525. * Bind a buffer to the current webGL context at a given location
  31526. * @param buffer defines the buffer to bind
  31527. * @param location defines the index where to bind the buffer
  31528. */
  31529. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31530. /**
  31531. * Bind a specific block at a given index in a specific shader program
  31532. * @param pipelineContext defines the pipeline context to use
  31533. * @param blockName defines the block name
  31534. * @param index defines the index where to bind the block
  31535. */
  31536. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31537. private bindIndexBuffer;
  31538. private bindBuffer;
  31539. /**
  31540. * update the bound buffer with the given data
  31541. * @param data defines the data to update
  31542. */
  31543. updateArrayBuffer(data: Float32Array): void;
  31544. private _vertexAttribPointer;
  31545. private _bindIndexBufferWithCache;
  31546. private _bindVertexBuffersAttributes;
  31547. /**
  31548. * Records a vertex array object
  31549. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31550. * @param vertexBuffers defines the list of vertex buffers to store
  31551. * @param indexBuffer defines the index buffer to store
  31552. * @param effect defines the effect to store
  31553. * @returns the new vertex array object
  31554. */
  31555. recordVertexArrayObject(vertexBuffers: {
  31556. [key: string]: VertexBuffer;
  31557. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31558. /**
  31559. * Bind a specific vertex array object
  31560. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31561. * @param vertexArrayObject defines the vertex array object to bind
  31562. * @param indexBuffer defines the index buffer to bind
  31563. */
  31564. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31565. /**
  31566. * Bind webGl buffers directly to the webGL context
  31567. * @param vertexBuffer defines the vertex buffer to bind
  31568. * @param indexBuffer defines the index buffer to bind
  31569. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31570. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31571. * @param effect defines the effect associated with the vertex buffer
  31572. */
  31573. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31574. private _unbindVertexArrayObject;
  31575. /**
  31576. * Bind a list of vertex buffers to the webGL context
  31577. * @param vertexBuffers defines the list of vertex buffers to bind
  31578. * @param indexBuffer defines the index buffer to bind
  31579. * @param effect defines the effect associated with the vertex buffers
  31580. */
  31581. bindBuffers(vertexBuffers: {
  31582. [key: string]: Nullable<VertexBuffer>;
  31583. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31584. /**
  31585. * Unbind all instance attributes
  31586. */
  31587. unbindInstanceAttributes(): void;
  31588. /**
  31589. * Release and free the memory of a vertex array object
  31590. * @param vao defines the vertex array object to delete
  31591. */
  31592. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31593. /** @hidden */
  31594. _releaseBuffer(buffer: DataBuffer): boolean;
  31595. /**
  31596. * Creates a webGL buffer to use with instanciation
  31597. * @param capacity defines the size of the buffer
  31598. * @returns the webGL buffer
  31599. */
  31600. createInstancesBuffer(capacity: number): DataBuffer;
  31601. /**
  31602. * Delete a webGL buffer used with instanciation
  31603. * @param buffer defines the webGL buffer to delete
  31604. */
  31605. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31606. /**
  31607. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31608. * @param instancesBuffer defines the webGL buffer to update and bind
  31609. * @param data defines the data to store in the buffer
  31610. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31611. */
  31612. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31613. /**
  31614. * Apply all cached states (depth, culling, stencil and alpha)
  31615. */
  31616. applyStates(): void;
  31617. /**
  31618. * Send a draw order
  31619. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31620. * @param indexStart defines the starting index
  31621. * @param indexCount defines the number of index to draw
  31622. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31623. */
  31624. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31625. /**
  31626. * Draw a list of points
  31627. * @param verticesStart defines the index of first vertex to draw
  31628. * @param verticesCount defines the count of vertices to draw
  31629. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31630. */
  31631. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31632. /**
  31633. * Draw a list of unindexed primitives
  31634. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31635. * @param verticesStart defines the index of first vertex to draw
  31636. * @param verticesCount defines the count of vertices to draw
  31637. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31638. */
  31639. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31640. /**
  31641. * Draw a list of indexed primitives
  31642. * @param fillMode defines the primitive to use
  31643. * @param indexStart defines the starting index
  31644. * @param indexCount defines the number of index to draw
  31645. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31646. */
  31647. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31648. /**
  31649. * Draw a list of unindexed primitives
  31650. * @param fillMode defines the primitive to use
  31651. * @param verticesStart defines the index of first vertex to draw
  31652. * @param verticesCount defines the count of vertices to draw
  31653. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31654. */
  31655. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31656. private _drawMode;
  31657. /** @hidden */
  31658. _releaseEffect(effect: Effect): void;
  31659. /** @hidden */
  31660. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31661. /**
  31662. * Create a new effect (used to store vertex/fragment shaders)
  31663. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31664. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31665. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31666. * @param samplers defines an array of string used to represent textures
  31667. * @param defines defines the string containing the defines to use to compile the shaders
  31668. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31669. * @param onCompiled defines a function to call when the effect creation is successful
  31670. * @param onError defines a function to call when the effect creation has failed
  31671. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31672. * @returns the new Effect
  31673. */
  31674. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  31675. private _compileShader;
  31676. private _compileRawShader;
  31677. /**
  31678. * Directly creates a webGL program
  31679. * @param pipelineContext defines the pipeline context to attach to
  31680. * @param vertexCode defines the vertex shader code to use
  31681. * @param fragmentCode defines the fragment shader code to use
  31682. * @param context defines the webGL context to use (if not set, the current one will be used)
  31683. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31684. * @returns the new webGL program
  31685. */
  31686. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31687. /**
  31688. * Creates a webGL program
  31689. * @param pipelineContext defines the pipeline context to attach to
  31690. * @param vertexCode defines the vertex shader code to use
  31691. * @param fragmentCode defines the fragment shader code to use
  31692. * @param defines defines the string containing the defines to use to compile the shaders
  31693. * @param context defines the webGL context to use (if not set, the current one will be used)
  31694. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31695. * @returns the new webGL program
  31696. */
  31697. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31698. /**
  31699. * Creates a new pipeline context
  31700. * @returns the new pipeline
  31701. */
  31702. createPipelineContext(): WebGLPipelineContext;
  31703. private _createShaderProgram;
  31704. private _finalizePipelineContext;
  31705. /** @hidden */
  31706. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31707. /** @hidden */
  31708. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31709. /** @hidden */
  31710. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31711. /**
  31712. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31713. * @param pipelineContext defines the pipeline context to use
  31714. * @param uniformsNames defines the list of uniform names
  31715. * @returns an array of webGL uniform locations
  31716. */
  31717. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31718. /**
  31719. * Gets the lsit of active attributes for a given webGL program
  31720. * @param pipelineContext defines the pipeline context to use
  31721. * @param attributesNames defines the list of attribute names to get
  31722. * @returns an array of indices indicating the offset of each attribute
  31723. */
  31724. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31725. /**
  31726. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31727. * @param effect defines the effect to activate
  31728. */
  31729. enableEffect(effect: Nullable<Effect>): void;
  31730. /**
  31731. * Set the value of an uniform to an array of int32
  31732. * @param uniform defines the webGL uniform location where to store the value
  31733. * @param array defines the array of int32 to store
  31734. */
  31735. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31736. /**
  31737. * Set the value of an uniform to an array of int32 (stored as vec2)
  31738. * @param uniform defines the webGL uniform location where to store the value
  31739. * @param array defines the array of int32 to store
  31740. */
  31741. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31742. /**
  31743. * Set the value of an uniform to an array of int32 (stored as vec3)
  31744. * @param uniform defines the webGL uniform location where to store the value
  31745. * @param array defines the array of int32 to store
  31746. */
  31747. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31748. /**
  31749. * Set the value of an uniform to an array of int32 (stored as vec4)
  31750. * @param uniform defines the webGL uniform location where to store the value
  31751. * @param array defines the array of int32 to store
  31752. */
  31753. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31754. /**
  31755. * Set the value of an uniform to an array of float32
  31756. * @param uniform defines the webGL uniform location where to store the value
  31757. * @param array defines the array of float32 to store
  31758. */
  31759. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31760. /**
  31761. * Set the value of an uniform to an array of float32 (stored as vec2)
  31762. * @param uniform defines the webGL uniform location where to store the value
  31763. * @param array defines the array of float32 to store
  31764. */
  31765. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31766. /**
  31767. * Set the value of an uniform to an array of float32 (stored as vec3)
  31768. * @param uniform defines the webGL uniform location where to store the value
  31769. * @param array defines the array of float32 to store
  31770. */
  31771. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31772. /**
  31773. * Set the value of an uniform to an array of float32 (stored as vec4)
  31774. * @param uniform defines the webGL uniform location where to store the value
  31775. * @param array defines the array of float32 to store
  31776. */
  31777. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31778. /**
  31779. * Set the value of an uniform to an array of number
  31780. * @param uniform defines the webGL uniform location where to store the value
  31781. * @param array defines the array of number to store
  31782. */
  31783. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31784. /**
  31785. * Set the value of an uniform to an array of number (stored as vec2)
  31786. * @param uniform defines the webGL uniform location where to store the value
  31787. * @param array defines the array of number to store
  31788. */
  31789. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31790. /**
  31791. * Set the value of an uniform to an array of number (stored as vec3)
  31792. * @param uniform defines the webGL uniform location where to store the value
  31793. * @param array defines the array of number to store
  31794. */
  31795. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31796. /**
  31797. * Set the value of an uniform to an array of number (stored as vec4)
  31798. * @param uniform defines the webGL uniform location where to store the value
  31799. * @param array defines the array of number to store
  31800. */
  31801. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31802. /**
  31803. * Set the value of an uniform to an array of float32 (stored as matrices)
  31804. * @param uniform defines the webGL uniform location where to store the value
  31805. * @param matrices defines the array of float32 to store
  31806. */
  31807. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31808. /**
  31809. * Set the value of an uniform to a matrix (3x3)
  31810. * @param uniform defines the webGL uniform location where to store the value
  31811. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31812. */
  31813. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31814. /**
  31815. * Set the value of an uniform to a matrix (2x2)
  31816. * @param uniform defines the webGL uniform location where to store the value
  31817. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31818. */
  31819. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31820. /**
  31821. * Set the value of an uniform to a number (int)
  31822. * @param uniform defines the webGL uniform location where to store the value
  31823. * @param value defines the int number to store
  31824. */
  31825. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31826. /**
  31827. * Set the value of an uniform to a number (float)
  31828. * @param uniform defines the webGL uniform location where to store the value
  31829. * @param value defines the float number to store
  31830. */
  31831. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31832. /**
  31833. * Set the value of an uniform to a vec2
  31834. * @param uniform defines the webGL uniform location where to store the value
  31835. * @param x defines the 1st component of the value
  31836. * @param y defines the 2nd component of the value
  31837. */
  31838. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31839. /**
  31840. * Set the value of an uniform to a vec3
  31841. * @param uniform defines the webGL uniform location where to store the value
  31842. * @param x defines the 1st component of the value
  31843. * @param y defines the 2nd component of the value
  31844. * @param z defines the 3rd component of the value
  31845. */
  31846. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31847. /**
  31848. * Set the value of an uniform to a boolean
  31849. * @param uniform defines the webGL uniform location where to store the value
  31850. * @param bool defines the boolean to store
  31851. */
  31852. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31853. /**
  31854. * Set the value of an uniform to a vec4
  31855. * @param uniform defines the webGL uniform location where to store the value
  31856. * @param x defines the 1st component of the value
  31857. * @param y defines the 2nd component of the value
  31858. * @param z defines the 3rd component of the value
  31859. * @param w defines the 4th component of the value
  31860. */
  31861. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31862. /**
  31863. * Sets a Color4 on a uniform variable
  31864. * @param uniform defines the uniform location
  31865. * @param color4 defines the value to be set
  31866. */
  31867. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  31868. /**
  31869. * Set various states to the webGL context
  31870. * @param culling defines backface culling state
  31871. * @param zOffset defines the value to apply to zOffset (0 by default)
  31872. * @param force defines if states must be applied even if cache is up to date
  31873. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  31874. */
  31875. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  31876. /**
  31877. * Set the z offset to apply to current rendering
  31878. * @param value defines the offset to apply
  31879. */
  31880. setZOffset(value: number): void;
  31881. /**
  31882. * Gets the current value of the zOffset
  31883. * @returns the current zOffset state
  31884. */
  31885. getZOffset(): number;
  31886. /**
  31887. * Enable or disable depth buffering
  31888. * @param enable defines the state to set
  31889. */
  31890. setDepthBuffer(enable: boolean): void;
  31891. /**
  31892. * Gets a boolean indicating if depth writing is enabled
  31893. * @returns the current depth writing state
  31894. */
  31895. getDepthWrite(): boolean;
  31896. /**
  31897. * Enable or disable depth writing
  31898. * @param enable defines the state to set
  31899. */
  31900. setDepthWrite(enable: boolean): void;
  31901. /**
  31902. * Enable or disable color writing
  31903. * @param enable defines the state to set
  31904. */
  31905. setColorWrite(enable: boolean): void;
  31906. /**
  31907. * Gets a boolean indicating if color writing is enabled
  31908. * @returns the current color writing state
  31909. */
  31910. getColorWrite(): boolean;
  31911. /**
  31912. * Sets alpha constants used by some alpha blending modes
  31913. * @param r defines the red component
  31914. * @param g defines the green component
  31915. * @param b defines the blue component
  31916. * @param a defines the alpha component
  31917. */
  31918. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  31919. /**
  31920. * Sets the current alpha mode
  31921. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  31922. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  31923. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31924. */
  31925. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  31926. /**
  31927. * Gets the current alpha mode
  31928. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31929. * @returns the current alpha mode
  31930. */
  31931. getAlphaMode(): number;
  31932. /**
  31933. * Clears the list of texture accessible through engine.
  31934. * This can help preventing texture load conflict due to name collision.
  31935. */
  31936. clearInternalTexturesCache(): void;
  31937. /**
  31938. * Force the entire cache to be cleared
  31939. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  31940. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  31941. */
  31942. wipeCaches(bruteForce?: boolean): void;
  31943. /**
  31944. * Set the compressed texture format to use, based on the formats you have, and the formats
  31945. * supported by the hardware / browser.
  31946. *
  31947. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  31948. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  31949. * to API arguments needed to compressed textures. This puts the burden on the container
  31950. * generator to house the arcane code for determining these for current & future formats.
  31951. *
  31952. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  31953. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  31954. *
  31955. * Note: The result of this call is not taken into account when a texture is base64.
  31956. *
  31957. * @param formatsAvailable defines the list of those format families you have created
  31958. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  31959. *
  31960. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  31961. * @returns The extension selected.
  31962. */
  31963. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  31964. /** @hidden */
  31965. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  31966. min: number;
  31967. mag: number;
  31968. };
  31969. /** @hidden */
  31970. _createTexture(): WebGLTexture;
  31971. /**
  31972. * Usually called from Texture.ts.
  31973. * Passed information to create a WebGLTexture
  31974. * @param urlArg defines a value which contains one of the following:
  31975. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  31976. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  31977. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  31978. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  31979. * @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)
  31980. * @param scene needed for loading to the correct scene
  31981. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  31982. * @param onLoad optional callback to be called upon successful completion
  31983. * @param onError optional callback to be called upon failure
  31984. * @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
  31985. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  31986. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  31987. * @param forcedExtension defines the extension to use to pick the right loader
  31988. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  31989. * @returns a InternalTexture for assignment back into BABYLON.Texture
  31990. */
  31991. 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 | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  31992. /**
  31993. * @hidden
  31994. * Rescales a texture
  31995. * @param source input texutre
  31996. * @param destination destination texture
  31997. * @param scene scene to use to render the resize
  31998. * @param internalFormat format to use when resizing
  31999. * @param onComplete callback to be called when resize has completed
  32000. */
  32001. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32002. private _unpackFlipYCached;
  32003. /**
  32004. * In case you are sharing the context with other applications, it might
  32005. * be interested to not cache the unpack flip y state to ensure a consistent
  32006. * value would be set.
  32007. */
  32008. enableUnpackFlipYCached: boolean;
  32009. /** @hidden */
  32010. _unpackFlipY(value: boolean): void;
  32011. /** @hidden */
  32012. _getUnpackAlignement(): number;
  32013. /**
  32014. * Creates a dynamic texture
  32015. * @param width defines the width of the texture
  32016. * @param height defines the height of the texture
  32017. * @param generateMipMaps defines if the engine should generate the mip levels
  32018. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32019. * @returns the dynamic texture inside an InternalTexture
  32020. */
  32021. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32022. /**
  32023. * Update the sampling mode of a given texture
  32024. * @param samplingMode defines the required sampling mode
  32025. * @param texture defines the texture to update
  32026. */
  32027. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32028. /**
  32029. * Update the content of a dynamic texture
  32030. * @param texture defines the texture to update
  32031. * @param canvas defines the canvas containing the source
  32032. * @param invertY defines if data must be stored with Y axis inverted
  32033. * @param premulAlpha defines if alpha is stored as premultiplied
  32034. * @param format defines the format of the data
  32035. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32036. */
  32037. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32038. /**
  32039. * Update a video texture
  32040. * @param texture defines the texture to update
  32041. * @param video defines the video element to use
  32042. * @param invertY defines if data must be stored with Y axis inverted
  32043. */
  32044. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32045. /**
  32046. * Updates a depth texture Comparison Mode and Function.
  32047. * If the comparison Function is equal to 0, the mode will be set to none.
  32048. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32049. * @param texture The texture to set the comparison function for
  32050. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32051. */
  32052. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32053. /** @hidden */
  32054. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32055. width: number;
  32056. height: number;
  32057. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32058. /**
  32059. * Creates a depth stencil texture.
  32060. * This is only available in WebGL 2 or with the depth texture extension available.
  32061. * @param size The size of face edge in the texture.
  32062. * @param options The options defining the texture.
  32063. * @returns The texture
  32064. */
  32065. createDepthStencilTexture(size: number | {
  32066. width: number;
  32067. height: number;
  32068. }, options: DepthTextureCreationOptions): InternalTexture;
  32069. /**
  32070. * Creates a depth stencil texture.
  32071. * This is only available in WebGL 2 or with the depth texture extension available.
  32072. * @param size The size of face edge in the texture.
  32073. * @param options The options defining the texture.
  32074. * @returns The texture
  32075. */
  32076. private _createDepthStencilTexture;
  32077. /**
  32078. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32079. * @param renderTarget The render target to set the frame buffer for
  32080. */
  32081. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32082. /**
  32083. * Creates a new render target texture
  32084. * @param size defines the size of the texture
  32085. * @param options defines the options used to create the texture
  32086. * @returns a new render target texture stored in an InternalTexture
  32087. */
  32088. createRenderTargetTexture(size: number | {
  32089. width: number;
  32090. height: number;
  32091. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32092. /** @hidden */
  32093. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32094. /**
  32095. * Updates the sample count of a render target texture
  32096. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32097. * @param texture defines the texture to update
  32098. * @param samples defines the sample count to set
  32099. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32100. */
  32101. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32102. /** @hidden */
  32103. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32104. /** @hidden */
  32105. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32106. /** @hidden */
  32107. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32108. /** @hidden */
  32109. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32110. /**
  32111. * @hidden
  32112. */
  32113. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32114. private _prepareWebGLTextureContinuation;
  32115. private _prepareWebGLTexture;
  32116. /** @hidden */
  32117. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32118. /** @hidden */
  32119. _releaseFramebufferObjects(texture: InternalTexture): void;
  32120. /** @hidden */
  32121. _releaseTexture(texture: InternalTexture): void;
  32122. private setProgram;
  32123. private _boundUniforms;
  32124. /**
  32125. * Binds an effect to the webGL context
  32126. * @param effect defines the effect to bind
  32127. */
  32128. bindSamplers(effect: Effect): void;
  32129. private _activateCurrentTexture;
  32130. /** @hidden */
  32131. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32132. /** @hidden */
  32133. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32134. /**
  32135. * Sets a texture to the webGL context from a postprocess
  32136. * @param channel defines the channel to use
  32137. * @param postProcess defines the source postprocess
  32138. */
  32139. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32140. /**
  32141. * Binds the output of the passed in post process to the texture channel specified
  32142. * @param channel The channel the texture should be bound to
  32143. * @param postProcess The post process which's output should be bound
  32144. */
  32145. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32146. /**
  32147. * Unbind all textures from the webGL context
  32148. */
  32149. unbindAllTextures(): void;
  32150. /**
  32151. * Sets a texture to the according uniform.
  32152. * @param channel The texture channel
  32153. * @param uniform The uniform to set
  32154. * @param texture The texture to apply
  32155. */
  32156. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32157. /**
  32158. * Sets a depth stencil texture from a render target to the according uniform.
  32159. * @param channel The texture channel
  32160. * @param uniform The uniform to set
  32161. * @param texture The render target texture containing the depth stencil texture to apply
  32162. */
  32163. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32164. private _bindSamplerUniformToChannel;
  32165. private _getTextureWrapMode;
  32166. private _setTexture;
  32167. /**
  32168. * Sets an array of texture to the webGL context
  32169. * @param channel defines the channel where the texture array must be set
  32170. * @param uniform defines the associated uniform location
  32171. * @param textures defines the array of textures to bind
  32172. */
  32173. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32174. /** @hidden */
  32175. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32176. private _setTextureParameterFloat;
  32177. private _setTextureParameterInteger;
  32178. /**
  32179. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32180. * @param x defines the x coordinate of the rectangle where pixels must be read
  32181. * @param y defines the y coordinate of the rectangle where pixels must be read
  32182. * @param width defines the width of the rectangle where pixels must be read
  32183. * @param height defines the height of the rectangle where pixels must be read
  32184. * @returns a Uint8Array containing RGBA colors
  32185. */
  32186. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32187. /**
  32188. * Add an externaly attached data from its key.
  32189. * This method call will fail and return false, if such key already exists.
  32190. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32191. * @param key the unique key that identifies the data
  32192. * @param data the data object to associate to the key for this Engine instance
  32193. * @return true if no such key were already present and the data was added successfully, false otherwise
  32194. */
  32195. addExternalData<T>(key: string, data: T): boolean;
  32196. /**
  32197. * Get an externaly attached data from its key
  32198. * @param key the unique key that identifies the data
  32199. * @return the associated data, if present (can be null), or undefined if not present
  32200. */
  32201. getExternalData<T>(key: string): T;
  32202. /**
  32203. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32204. * @param key the unique key that identifies the data
  32205. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32206. * @return the associated data, can be null if the factory returned null.
  32207. */
  32208. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32209. /**
  32210. * Remove an externaly attached data from the Engine instance
  32211. * @param key the unique key that identifies the data
  32212. * @return true if the data was successfully removed, false if it doesn't exist
  32213. */
  32214. removeExternalData(key: string): boolean;
  32215. /**
  32216. * Unbind all vertex attributes from the webGL context
  32217. */
  32218. unbindAllAttributes(): void;
  32219. /**
  32220. * 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
  32221. */
  32222. releaseEffects(): void;
  32223. /**
  32224. * Dispose and release all associated resources
  32225. */
  32226. dispose(): void;
  32227. /**
  32228. * Display the loading screen
  32229. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32230. */
  32231. displayLoadingUI(): void;
  32232. /**
  32233. * Hide the loading screen
  32234. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32235. */
  32236. hideLoadingUI(): void;
  32237. /**
  32238. * Gets the current loading screen object
  32239. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32240. */
  32241. /**
  32242. * Sets the current loading screen object
  32243. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32244. */
  32245. loadingScreen: ILoadingScreen;
  32246. /**
  32247. * Sets the current loading screen text
  32248. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32249. */
  32250. loadingUIText: string;
  32251. /**
  32252. * Sets the current loading screen background color
  32253. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32254. */
  32255. loadingUIBackgroundColor: string;
  32256. /**
  32257. * Attach a new callback raised when context lost event is fired
  32258. * @param callback defines the callback to call
  32259. */
  32260. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32261. /**
  32262. * Attach a new callback raised when context restored event is fired
  32263. * @param callback defines the callback to call
  32264. */
  32265. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32266. /**
  32267. * Gets the source code of the vertex shader associated with a specific webGL program
  32268. * @param program defines the program to use
  32269. * @returns a string containing the source code of the vertex shader associated with the program
  32270. */
  32271. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32272. /**
  32273. * Gets the source code of the fragment shader associated with a specific webGL program
  32274. * @param program defines the program to use
  32275. * @returns a string containing the source code of the fragment shader associated with the program
  32276. */
  32277. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32278. /**
  32279. * Get the current error code of the webGL context
  32280. * @returns the error code
  32281. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32282. */
  32283. getError(): number;
  32284. /**
  32285. * Gets the current framerate
  32286. * @returns a number representing the framerate
  32287. */
  32288. getFps(): number;
  32289. /**
  32290. * Gets the time spent between current and previous frame
  32291. * @returns a number representing the delta time in ms
  32292. */
  32293. getDeltaTime(): number;
  32294. private _measureFps;
  32295. /** @hidden */
  32296. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32297. private _canRenderToFloatFramebuffer;
  32298. private _canRenderToHalfFloatFramebuffer;
  32299. private _canRenderToFramebuffer;
  32300. /** @hidden */
  32301. _getWebGLTextureType(type: number): number;
  32302. /** @hidden */
  32303. _getInternalFormat(format: number): number;
  32304. /** @hidden */
  32305. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32306. /** @hidden */
  32307. _getRGBAMultiSampleBufferFormat(type: number): number;
  32308. /** @hidden */
  32309. _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;
  32310. /** @hidden */
  32311. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32312. /**
  32313. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32314. * @returns true if the engine can be created
  32315. * @ignorenaming
  32316. */
  32317. static isSupported(): boolean;
  32318. /**
  32319. * Find the next highest power of two.
  32320. * @param x Number to start search from.
  32321. * @return Next highest power of two.
  32322. */
  32323. static CeilingPOT(x: number): number;
  32324. /**
  32325. * Find the next lowest power of two.
  32326. * @param x Number to start search from.
  32327. * @return Next lowest power of two.
  32328. */
  32329. static FloorPOT(x: number): number;
  32330. /**
  32331. * Find the nearest power of two.
  32332. * @param x Number to start search from.
  32333. * @return Next nearest power of two.
  32334. */
  32335. static NearestPOT(x: number): number;
  32336. /**
  32337. * Get the closest exponent of two
  32338. * @param value defines the value to approximate
  32339. * @param max defines the maximum value to return
  32340. * @param mode defines how to define the closest value
  32341. * @returns closest exponent of two of the given value
  32342. */
  32343. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32344. /**
  32345. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32346. * @param func - the function to be called
  32347. * @param requester - the object that will request the next frame. Falls back to window.
  32348. * @returns frame number
  32349. */
  32350. static QueueNewFrame(func: () => void, requester?: any): number;
  32351. /**
  32352. * Ask the browser to promote the current element to pointerlock mode
  32353. * @param element defines the DOM element to promote
  32354. */
  32355. static _RequestPointerlock(element: HTMLElement): void;
  32356. /**
  32357. * Asks the browser to exit pointerlock mode
  32358. */
  32359. static _ExitPointerlock(): void;
  32360. /**
  32361. * Ask the browser to promote the current element to fullscreen rendering mode
  32362. * @param element defines the DOM element to promote
  32363. */
  32364. static _RequestFullscreen(element: HTMLElement): void;
  32365. /**
  32366. * Asks the browser to exit fullscreen mode
  32367. */
  32368. static _ExitFullscreen(): void;
  32369. }
  32370. }
  32371. declare module "babylonjs/Engines/engineStore" {
  32372. import { Nullable } from "babylonjs/types";
  32373. import { Engine } from "babylonjs/Engines/engine";
  32374. import { Scene } from "babylonjs/scene";
  32375. /**
  32376. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32377. * during the life time of the application.
  32378. */
  32379. export class EngineStore {
  32380. /** Gets the list of created engines */
  32381. static Instances: import("babylonjs/Engines/engine").Engine[];
  32382. /** @hidden */
  32383. static _LastCreatedScene: Nullable<Scene>;
  32384. /**
  32385. * Gets the latest created engine
  32386. */
  32387. static readonly LastCreatedEngine: Nullable<Engine>;
  32388. /**
  32389. * Gets the latest created scene
  32390. */
  32391. static readonly LastCreatedScene: Nullable<Scene>;
  32392. /**
  32393. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32394. * @ignorenaming
  32395. */
  32396. static UseFallbackTexture: boolean;
  32397. /**
  32398. * Texture content used if a texture cannot loaded
  32399. * @ignorenaming
  32400. */
  32401. static FallbackTexture: string;
  32402. }
  32403. }
  32404. declare module "babylonjs/Misc/promise" {
  32405. /**
  32406. * Helper class that provides a small promise polyfill
  32407. */
  32408. export class PromisePolyfill {
  32409. /**
  32410. * Static function used to check if the polyfill is required
  32411. * If this is the case then the function will inject the polyfill to window.Promise
  32412. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32413. */
  32414. static Apply(force?: boolean): void;
  32415. }
  32416. }
  32417. declare module "babylonjs/Misc/tools" {
  32418. import { Nullable, float } from "babylonjs/types";
  32419. import { DomManagement } from "babylonjs/Misc/domManagement";
  32420. import { WebRequest } from "babylonjs/Misc/webRequest";
  32421. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32422. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32423. import { Camera } from "babylonjs/Cameras/camera";
  32424. import { Engine } from "babylonjs/Engines/engine";
  32425. interface IColor4Like {
  32426. r: float;
  32427. g: float;
  32428. b: float;
  32429. a: float;
  32430. }
  32431. /**
  32432. * Class containing a set of static utilities functions
  32433. */
  32434. export class Tools {
  32435. /**
  32436. * Gets or sets the base URL to use to load assets
  32437. */
  32438. static BaseUrl: string;
  32439. /**
  32440. * Enable/Disable Custom HTTP Request Headers globally.
  32441. * default = false
  32442. * @see CustomRequestHeaders
  32443. */
  32444. static UseCustomRequestHeaders: boolean;
  32445. /**
  32446. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32447. * i.e. when loading files, where the server/service expects an Authorization header
  32448. */
  32449. static CustomRequestHeaders: {
  32450. [key: string]: string;
  32451. };
  32452. /**
  32453. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32454. */
  32455. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32456. /**
  32457. * Default behaviour for cors in the application.
  32458. * It can be a string if the expected behavior is identical in the entire app.
  32459. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32460. */
  32461. static CorsBehavior: string | ((url: string | string[]) => string);
  32462. /**
  32463. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32464. * @ignorenaming
  32465. */
  32466. static UseFallbackTexture: boolean;
  32467. /**
  32468. * Use this object to register external classes like custom textures or material
  32469. * to allow the laoders to instantiate them
  32470. */
  32471. static RegisteredExternalClasses: {
  32472. [key: string]: Object;
  32473. };
  32474. /**
  32475. * Texture content used if a texture cannot loaded
  32476. * @ignorenaming
  32477. */
  32478. static fallbackTexture: string;
  32479. /**
  32480. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32481. * @param u defines the coordinate on X axis
  32482. * @param v defines the coordinate on Y axis
  32483. * @param width defines the width of the source data
  32484. * @param height defines the height of the source data
  32485. * @param pixels defines the source byte array
  32486. * @param color defines the output color
  32487. */
  32488. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32489. /**
  32490. * Interpolates between a and b via alpha
  32491. * @param a The lower value (returned when alpha = 0)
  32492. * @param b The upper value (returned when alpha = 1)
  32493. * @param alpha The interpolation-factor
  32494. * @return The mixed value
  32495. */
  32496. static Mix(a: number, b: number, alpha: number): number;
  32497. /**
  32498. * Tries to instantiate a new object from a given class name
  32499. * @param className defines the class name to instantiate
  32500. * @returns the new object or null if the system was not able to do the instantiation
  32501. */
  32502. static Instantiate(className: string): any;
  32503. /**
  32504. * Provides a slice function that will work even on IE
  32505. * @param data defines the array to slice
  32506. * @param start defines the start of the data (optional)
  32507. * @param end defines the end of the data (optional)
  32508. * @returns the new sliced array
  32509. */
  32510. static Slice<T>(data: T, start?: number, end?: number): T;
  32511. /**
  32512. * Polyfill for setImmediate
  32513. * @param action defines the action to execute after the current execution block
  32514. */
  32515. static SetImmediate(action: () => void): void;
  32516. /**
  32517. * Function indicating if a number is an exponent of 2
  32518. * @param value defines the value to test
  32519. * @returns true if the value is an exponent of 2
  32520. */
  32521. static IsExponentOfTwo(value: number): boolean;
  32522. private static _tmpFloatArray;
  32523. /**
  32524. * Returns the nearest 32-bit single precision float representation of a Number
  32525. * @param value A Number. If the parameter is of a different type, it will get converted
  32526. * to a number or to NaN if it cannot be converted
  32527. * @returns number
  32528. */
  32529. static FloatRound(value: number): number;
  32530. /**
  32531. * Extracts the filename from a path
  32532. * @param path defines the path to use
  32533. * @returns the filename
  32534. */
  32535. static GetFilename(path: string): string;
  32536. /**
  32537. * Extracts the "folder" part of a path (everything before the filename).
  32538. * @param uri The URI to extract the info from
  32539. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32540. * @returns The "folder" part of the path
  32541. */
  32542. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32543. /**
  32544. * Extracts text content from a DOM element hierarchy
  32545. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32546. */
  32547. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32548. /**
  32549. * Convert an angle in radians to degrees
  32550. * @param angle defines the angle to convert
  32551. * @returns the angle in degrees
  32552. */
  32553. static ToDegrees(angle: number): number;
  32554. /**
  32555. * Convert an angle in degrees to radians
  32556. * @param angle defines the angle to convert
  32557. * @returns the angle in radians
  32558. */
  32559. static ToRadians(angle: number): number;
  32560. /**
  32561. * Encode a buffer to a base64 string
  32562. * @param buffer defines the buffer to encode
  32563. * @returns the encoded string
  32564. */
  32565. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32566. /**
  32567. * Returns an array if obj is not an array
  32568. * @param obj defines the object to evaluate as an array
  32569. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32570. * @returns either obj directly if obj is an array or a new array containing obj
  32571. */
  32572. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32573. /**
  32574. * Gets the pointer prefix to use
  32575. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32576. */
  32577. static GetPointerPrefix(): string;
  32578. /**
  32579. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32580. * @param url define the url we are trying
  32581. * @param element define the dom element where to configure the cors policy
  32582. */
  32583. static SetCorsBehavior(url: string | string[], element: {
  32584. crossOrigin: string | null;
  32585. }): void;
  32586. /**
  32587. * Removes unwanted characters from an url
  32588. * @param url defines the url to clean
  32589. * @returns the cleaned url
  32590. */
  32591. static CleanUrl(url: string): string;
  32592. /**
  32593. * Gets or sets a function used to pre-process url before using them to load assets
  32594. */
  32595. static PreprocessUrl: (url: string) => string;
  32596. /**
  32597. * Loads an image as an HTMLImageElement.
  32598. * @param input url string, ArrayBuffer, or Blob to load
  32599. * @param onLoad callback called when the image successfully loads
  32600. * @param onError callback called when the image fails to load
  32601. * @param offlineProvider offline provider for caching
  32602. * @returns the HTMLImageElement of the loaded image
  32603. */
  32604. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32605. /**
  32606. * Loads a file
  32607. * @param url url string, ArrayBuffer, or Blob to load
  32608. * @param onSuccess callback called when the file successfully loads
  32609. * @param onProgress callback called while file is loading (if the server supports this mode)
  32610. * @param offlineProvider defines the offline provider for caching
  32611. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32612. * @param onError callback called when the file fails to load
  32613. * @returns a file request object
  32614. */
  32615. 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;
  32616. /**
  32617. * Loads a file from a url
  32618. * @param url the file url to load
  32619. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32620. */
  32621. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32622. /**
  32623. * Load a script (identified by an url). When the url returns, the
  32624. * content of this file is added into a new script element, attached to the DOM (body element)
  32625. * @param scriptUrl defines the url of the script to laod
  32626. * @param onSuccess defines the callback called when the script is loaded
  32627. * @param onError defines the callback to call if an error occurs
  32628. * @param scriptId defines the id of the script element
  32629. */
  32630. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32631. /**
  32632. * Load an asynchronous script (identified by an url). When the url returns, the
  32633. * content of this file is added into a new script element, attached to the DOM (body element)
  32634. * @param scriptUrl defines the url of the script to laod
  32635. * @param scriptId defines the id of the script element
  32636. * @returns a promise request object
  32637. */
  32638. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32639. /**
  32640. * Loads a file from a blob
  32641. * @param fileToLoad defines the blob to use
  32642. * @param callback defines the callback to call when data is loaded
  32643. * @param progressCallback defines the callback to call during loading process
  32644. * @returns a file request object
  32645. */
  32646. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32647. /**
  32648. * Loads a file
  32649. * @param fileToLoad defines the file to load
  32650. * @param callback defines the callback to call when data is loaded
  32651. * @param progressCallBack defines the callback to call during loading process
  32652. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32653. * @returns a file request object
  32654. */
  32655. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32656. /**
  32657. * Creates a data url from a given string content
  32658. * @param content defines the content to convert
  32659. * @returns the new data url link
  32660. */
  32661. static FileAsURL(content: string): string;
  32662. /**
  32663. * Format the given number to a specific decimal format
  32664. * @param value defines the number to format
  32665. * @param decimals defines the number of decimals to use
  32666. * @returns the formatted string
  32667. */
  32668. static Format(value: number, decimals?: number): string;
  32669. /**
  32670. * Tries to copy an object by duplicating every property
  32671. * @param source defines the source object
  32672. * @param destination defines the target object
  32673. * @param doNotCopyList defines a list of properties to avoid
  32674. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32675. */
  32676. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32677. /**
  32678. * Gets a boolean indicating if the given object has no own property
  32679. * @param obj defines the object to test
  32680. * @returns true if object has no own property
  32681. */
  32682. static IsEmpty(obj: any): boolean;
  32683. /**
  32684. * Function used to register events at window level
  32685. * @param events defines the events to register
  32686. */
  32687. static RegisterTopRootEvents(events: {
  32688. name: string;
  32689. handler: Nullable<(e: FocusEvent) => any>;
  32690. }[]): void;
  32691. /**
  32692. * Function used to unregister events from window level
  32693. * @param events defines the events to unregister
  32694. */
  32695. static UnregisterTopRootEvents(events: {
  32696. name: string;
  32697. handler: Nullable<(e: FocusEvent) => any>;
  32698. }[]): void;
  32699. /**
  32700. * @ignore
  32701. */
  32702. static _ScreenshotCanvas: HTMLCanvasElement;
  32703. /**
  32704. * Dumps the current bound framebuffer
  32705. * @param width defines the rendering width
  32706. * @param height defines the rendering height
  32707. * @param engine defines the hosting engine
  32708. * @param successCallback defines the callback triggered once the data are available
  32709. * @param mimeType defines the mime type of the result
  32710. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32711. */
  32712. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32713. /**
  32714. * Converts the canvas data to blob.
  32715. * This acts as a polyfill for browsers not supporting the to blob function.
  32716. * @param canvas Defines the canvas to extract the data from
  32717. * @param successCallback Defines the callback triggered once the data are available
  32718. * @param mimeType Defines the mime type of the result
  32719. */
  32720. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32721. /**
  32722. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32723. * @param successCallback defines the callback triggered once the data are available
  32724. * @param mimeType defines the mime type of the result
  32725. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32726. */
  32727. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32728. /**
  32729. * Downloads a blob in the browser
  32730. * @param blob defines the blob to download
  32731. * @param fileName defines the name of the downloaded file
  32732. */
  32733. static Download(blob: Blob, fileName: string): void;
  32734. /**
  32735. * Captures a screenshot of the current rendering
  32736. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32737. * @param engine defines the rendering engine
  32738. * @param camera defines the source camera
  32739. * @param size This parameter can be set to a single number or to an object with the
  32740. * following (optional) properties: precision, width, height. If a single number is passed,
  32741. * it will be used for both width and height. If an object is passed, the screenshot size
  32742. * will be derived from the parameters. The precision property is a multiplier allowing
  32743. * rendering at a higher or lower resolution
  32744. * @param successCallback defines the callback receives a single parameter which contains the
  32745. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32746. * src parameter of an <img> to display it
  32747. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32748. * Check your browser for supported MIME types
  32749. */
  32750. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  32751. /**
  32752. * Generates an image screenshot from the specified camera.
  32753. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32754. * @param engine The engine to use for rendering
  32755. * @param camera The camera to use for rendering
  32756. * @param size This parameter can be set to a single number or to an object with the
  32757. * following (optional) properties: precision, width, height. If a single number is passed,
  32758. * it will be used for both width and height. If an object is passed, the screenshot size
  32759. * will be derived from the parameters. The precision property is a multiplier allowing
  32760. * rendering at a higher or lower resolution
  32761. * @param successCallback The callback receives a single parameter which contains the
  32762. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32763. * src parameter of an <img> to display it
  32764. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32765. * Check your browser for supported MIME types
  32766. * @param samples Texture samples (default: 1)
  32767. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32768. * @param fileName A name for for the downloaded file.
  32769. */
  32770. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32771. /**
  32772. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32773. * Be aware Math.random() could cause collisions, but:
  32774. * "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"
  32775. * @returns a pseudo random id
  32776. */
  32777. static RandomId(): string;
  32778. /**
  32779. * Test if the given uri is a base64 string
  32780. * @param uri The uri to test
  32781. * @return True if the uri is a base64 string or false otherwise
  32782. */
  32783. static IsBase64(uri: string): boolean;
  32784. /**
  32785. * Decode the given base64 uri.
  32786. * @param uri The uri to decode
  32787. * @return The decoded base64 data.
  32788. */
  32789. static DecodeBase64(uri: string): ArrayBuffer;
  32790. /**
  32791. * Gets the absolute url.
  32792. * @param url the input url
  32793. * @return the absolute url
  32794. */
  32795. static GetAbsoluteUrl(url: string): string;
  32796. /**
  32797. * No log
  32798. */
  32799. static readonly NoneLogLevel: number;
  32800. /**
  32801. * Only message logs
  32802. */
  32803. static readonly MessageLogLevel: number;
  32804. /**
  32805. * Only warning logs
  32806. */
  32807. static readonly WarningLogLevel: number;
  32808. /**
  32809. * Only error logs
  32810. */
  32811. static readonly ErrorLogLevel: number;
  32812. /**
  32813. * All logs
  32814. */
  32815. static readonly AllLogLevel: number;
  32816. /**
  32817. * Gets a value indicating the number of loading errors
  32818. * @ignorenaming
  32819. */
  32820. static readonly errorsCount: number;
  32821. /**
  32822. * Callback called when a new log is added
  32823. */
  32824. static OnNewCacheEntry: (entry: string) => void;
  32825. /**
  32826. * Log a message to the console
  32827. * @param message defines the message to log
  32828. */
  32829. static Log(message: string): void;
  32830. /**
  32831. * Write a warning message to the console
  32832. * @param message defines the message to log
  32833. */
  32834. static Warn(message: string): void;
  32835. /**
  32836. * Write an error message to the console
  32837. * @param message defines the message to log
  32838. */
  32839. static Error(message: string): void;
  32840. /**
  32841. * Gets current log cache (list of logs)
  32842. */
  32843. static readonly LogCache: string;
  32844. /**
  32845. * Clears the log cache
  32846. */
  32847. static ClearLogCache(): void;
  32848. /**
  32849. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  32850. */
  32851. static LogLevels: number;
  32852. /**
  32853. * Checks if the window object exists
  32854. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  32855. */
  32856. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  32857. /**
  32858. * No performance log
  32859. */
  32860. static readonly PerformanceNoneLogLevel: number;
  32861. /**
  32862. * Use user marks to log performance
  32863. */
  32864. static readonly PerformanceUserMarkLogLevel: number;
  32865. /**
  32866. * Log performance to the console
  32867. */
  32868. static readonly PerformanceConsoleLogLevel: number;
  32869. private static _performance;
  32870. /**
  32871. * Sets the current performance log level
  32872. */
  32873. static PerformanceLogLevel: number;
  32874. private static _StartPerformanceCounterDisabled;
  32875. private static _EndPerformanceCounterDisabled;
  32876. private static _StartUserMark;
  32877. private static _EndUserMark;
  32878. private static _StartPerformanceConsole;
  32879. private static _EndPerformanceConsole;
  32880. /**
  32881. * Starts a performance counter
  32882. */
  32883. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32884. /**
  32885. * Ends a specific performance coutner
  32886. */
  32887. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32888. /**
  32889. * Gets either window.performance.now() if supported or Date.now() else
  32890. */
  32891. static readonly Now: number;
  32892. /**
  32893. * This method will return the name of the class used to create the instance of the given object.
  32894. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  32895. * @param object the object to get the class name from
  32896. * @param isType defines if the object is actually a type
  32897. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  32898. */
  32899. static GetClassName(object: any, isType?: boolean): string;
  32900. /**
  32901. * Gets the first element of an array satisfying a given predicate
  32902. * @param array defines the array to browse
  32903. * @param predicate defines the predicate to use
  32904. * @returns null if not found or the element
  32905. */
  32906. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  32907. /**
  32908. * This method will return the name of the full name of the class, including its owning module (if any).
  32909. * 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).
  32910. * @param object the object to get the class name from
  32911. * @param isType defines if the object is actually a type
  32912. * @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.
  32913. * @ignorenaming
  32914. */
  32915. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  32916. /**
  32917. * Returns a promise that resolves after the given amount of time.
  32918. * @param delay Number of milliseconds to delay
  32919. * @returns Promise that resolves after the given amount of time
  32920. */
  32921. static DelayAsync(delay: number): Promise<void>;
  32922. }
  32923. /**
  32924. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  32925. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  32926. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  32927. * @param name The name of the class, case should be preserved
  32928. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  32929. */
  32930. export function className(name: string, module?: string): (target: Object) => void;
  32931. /**
  32932. * An implementation of a loop for asynchronous functions.
  32933. */
  32934. export class AsyncLoop {
  32935. /**
  32936. * Defines the number of iterations for the loop
  32937. */
  32938. iterations: number;
  32939. /**
  32940. * Defines the current index of the loop.
  32941. */
  32942. index: number;
  32943. private _done;
  32944. private _fn;
  32945. private _successCallback;
  32946. /**
  32947. * Constructor.
  32948. * @param iterations the number of iterations.
  32949. * @param func the function to run each iteration
  32950. * @param successCallback the callback that will be called upon succesful execution
  32951. * @param offset starting offset.
  32952. */
  32953. constructor(
  32954. /**
  32955. * Defines the number of iterations for the loop
  32956. */
  32957. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  32958. /**
  32959. * Execute the next iteration. Must be called after the last iteration was finished.
  32960. */
  32961. executeNext(): void;
  32962. /**
  32963. * Break the loop and run the success callback.
  32964. */
  32965. breakLoop(): void;
  32966. /**
  32967. * Create and run an async loop.
  32968. * @param iterations the number of iterations.
  32969. * @param fn the function to run each iteration
  32970. * @param successCallback the callback that will be called upon succesful execution
  32971. * @param offset starting offset.
  32972. * @returns the created async loop object
  32973. */
  32974. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  32975. /**
  32976. * A for-loop that will run a given number of iterations synchronous and the rest async.
  32977. * @param iterations total number of iterations
  32978. * @param syncedIterations number of synchronous iterations in each async iteration.
  32979. * @param fn the function to call each iteration.
  32980. * @param callback a success call back that will be called when iterating stops.
  32981. * @param breakFunction a break condition (optional)
  32982. * @param timeout timeout settings for the setTimeout function. default - 0.
  32983. * @returns the created async loop object
  32984. */
  32985. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  32986. }
  32987. }
  32988. declare module "babylonjs/Collisions/collisionCoordinator" {
  32989. import { Nullable } from "babylonjs/types";
  32990. import { Scene } from "babylonjs/scene";
  32991. import { Vector3 } from "babylonjs/Maths/math.vector";
  32992. import { Collider } from "babylonjs/Collisions/collider";
  32993. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  32994. /** @hidden */
  32995. export interface ICollisionCoordinator {
  32996. createCollider(): Collider;
  32997. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  32998. init(scene: Scene): void;
  32999. }
  33000. /** @hidden */
  33001. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33002. private _scene;
  33003. private _scaledPosition;
  33004. private _scaledVelocity;
  33005. private _finalPosition;
  33006. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33007. createCollider(): Collider;
  33008. init(scene: Scene): void;
  33009. private _collideWithWorld;
  33010. }
  33011. }
  33012. declare module "babylonjs/Inputs/scene.inputManager" {
  33013. import { Nullable } from "babylonjs/types";
  33014. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33015. import { Vector2 } from "babylonjs/Maths/math.vector";
  33016. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33017. import { Scene } from "babylonjs/scene";
  33018. /**
  33019. * Class used to manage all inputs for the scene.
  33020. */
  33021. export class InputManager {
  33022. /** The distance in pixel that you have to move to prevent some events */
  33023. static DragMovementThreshold: number;
  33024. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33025. static LongPressDelay: number;
  33026. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33027. static DoubleClickDelay: number;
  33028. /** If you need to check double click without raising a single click at first click, enable this flag */
  33029. static ExclusiveDoubleClickMode: boolean;
  33030. private _wheelEventName;
  33031. private _onPointerMove;
  33032. private _onPointerDown;
  33033. private _onPointerUp;
  33034. private _initClickEvent;
  33035. private _initActionManager;
  33036. private _delayedSimpleClick;
  33037. private _delayedSimpleClickTimeout;
  33038. private _previousDelayedSimpleClickTimeout;
  33039. private _meshPickProceed;
  33040. private _previousButtonPressed;
  33041. private _currentPickResult;
  33042. private _previousPickResult;
  33043. private _totalPointersPressed;
  33044. private _doubleClickOccured;
  33045. private _pointerOverMesh;
  33046. private _pickedDownMesh;
  33047. private _pickedUpMesh;
  33048. private _pointerX;
  33049. private _pointerY;
  33050. private _unTranslatedPointerX;
  33051. private _unTranslatedPointerY;
  33052. private _startingPointerPosition;
  33053. private _previousStartingPointerPosition;
  33054. private _startingPointerTime;
  33055. private _previousStartingPointerTime;
  33056. private _pointerCaptures;
  33057. private _onKeyDown;
  33058. private _onKeyUp;
  33059. private _onCanvasFocusObserver;
  33060. private _onCanvasBlurObserver;
  33061. private _scene;
  33062. /**
  33063. * Creates a new InputManager
  33064. * @param scene defines the hosting scene
  33065. */
  33066. constructor(scene: Scene);
  33067. /**
  33068. * Gets the mesh that is currently under the pointer
  33069. */
  33070. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33071. /**
  33072. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33073. */
  33074. readonly unTranslatedPointer: Vector2;
  33075. /**
  33076. * Gets or sets the current on-screen X position of the pointer
  33077. */
  33078. pointerX: number;
  33079. /**
  33080. * Gets or sets the current on-screen Y position of the pointer
  33081. */
  33082. pointerY: number;
  33083. private _updatePointerPosition;
  33084. private _processPointerMove;
  33085. private _setRayOnPointerInfo;
  33086. private _checkPrePointerObservable;
  33087. /**
  33088. * Use this method to simulate a pointer move on a mesh
  33089. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33090. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33091. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33092. */
  33093. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33094. /**
  33095. * Use this method to simulate a pointer down on a mesh
  33096. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33097. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33098. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33099. */
  33100. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33101. private _processPointerDown;
  33102. /** @hidden */
  33103. _isPointerSwiping(): boolean;
  33104. /**
  33105. * Use this method to simulate a pointer up on a mesh
  33106. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33107. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33108. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33109. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33110. */
  33111. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33112. private _processPointerUp;
  33113. /**
  33114. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33115. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33116. * @returns true if the pointer was captured
  33117. */
  33118. isPointerCaptured(pointerId?: number): boolean;
  33119. /**
  33120. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33121. * @param attachUp defines if you want to attach events to pointerup
  33122. * @param attachDown defines if you want to attach events to pointerdown
  33123. * @param attachMove defines if you want to attach events to pointermove
  33124. */
  33125. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33126. /**
  33127. * Detaches all event handlers
  33128. */
  33129. detachControl(): void;
  33130. /**
  33131. * Force the value of meshUnderPointer
  33132. * @param mesh defines the mesh to use
  33133. */
  33134. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33135. /**
  33136. * Gets the mesh under the pointer
  33137. * @returns a Mesh or null if no mesh is under the pointer
  33138. */
  33139. getPointerOverMesh(): Nullable<AbstractMesh>;
  33140. }
  33141. }
  33142. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33143. /**
  33144. * Helper class used to generate session unique ID
  33145. */
  33146. export class UniqueIdGenerator {
  33147. private static _UniqueIdCounter;
  33148. /**
  33149. * Gets an unique (relatively to the current scene) Id
  33150. */
  33151. static readonly UniqueId: number;
  33152. }
  33153. }
  33154. declare module "babylonjs/Animations/animationGroup" {
  33155. import { Animatable } from "babylonjs/Animations/animatable";
  33156. import { Animation } from "babylonjs/Animations/animation";
  33157. import { Scene, IDisposable } from "babylonjs/scene";
  33158. import { Observable } from "babylonjs/Misc/observable";
  33159. import { Nullable } from "babylonjs/types";
  33160. import "babylonjs/Animations/animatable";
  33161. /**
  33162. * This class defines the direct association between an animation and a target
  33163. */
  33164. export class TargetedAnimation {
  33165. /**
  33166. * Animation to perform
  33167. */
  33168. animation: Animation;
  33169. /**
  33170. * Target to animate
  33171. */
  33172. target: any;
  33173. /**
  33174. * Serialize the object
  33175. * @returns the JSON object representing the current entity
  33176. */
  33177. serialize(): any;
  33178. }
  33179. /**
  33180. * Use this class to create coordinated animations on multiple targets
  33181. */
  33182. export class AnimationGroup implements IDisposable {
  33183. /** The name of the animation group */
  33184. name: string;
  33185. private _scene;
  33186. private _targetedAnimations;
  33187. private _animatables;
  33188. private _from;
  33189. private _to;
  33190. private _isStarted;
  33191. private _isPaused;
  33192. private _speedRatio;
  33193. private _loopAnimation;
  33194. /**
  33195. * Gets or sets the unique id of the node
  33196. */
  33197. uniqueId: number;
  33198. /**
  33199. * This observable will notify when one animation have ended
  33200. */
  33201. onAnimationEndObservable: Observable<TargetedAnimation>;
  33202. /**
  33203. * Observer raised when one animation loops
  33204. */
  33205. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33206. /**
  33207. * This observable will notify when all animations have ended.
  33208. */
  33209. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33210. /**
  33211. * This observable will notify when all animations have paused.
  33212. */
  33213. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33214. /**
  33215. * This observable will notify when all animations are playing.
  33216. */
  33217. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33218. /**
  33219. * Gets the first frame
  33220. */
  33221. readonly from: number;
  33222. /**
  33223. * Gets the last frame
  33224. */
  33225. readonly to: number;
  33226. /**
  33227. * Define if the animations are started
  33228. */
  33229. readonly isStarted: boolean;
  33230. /**
  33231. * Gets a value indicating that the current group is playing
  33232. */
  33233. readonly isPlaying: boolean;
  33234. /**
  33235. * Gets or sets the speed ratio to use for all animations
  33236. */
  33237. /**
  33238. * Gets or sets the speed ratio to use for all animations
  33239. */
  33240. speedRatio: number;
  33241. /**
  33242. * Gets or sets if all animations should loop or not
  33243. */
  33244. loopAnimation: boolean;
  33245. /**
  33246. * Gets the targeted animations for this animation group
  33247. */
  33248. readonly targetedAnimations: Array<TargetedAnimation>;
  33249. /**
  33250. * returning the list of animatables controlled by this animation group.
  33251. */
  33252. readonly animatables: Array<Animatable>;
  33253. /**
  33254. * Instantiates a new Animation Group.
  33255. * This helps managing several animations at once.
  33256. * @see http://doc.babylonjs.com/how_to/group
  33257. * @param name Defines the name of the group
  33258. * @param scene Defines the scene the group belongs to
  33259. */
  33260. constructor(
  33261. /** The name of the animation group */
  33262. name: string, scene?: Nullable<Scene>);
  33263. /**
  33264. * Add an animation (with its target) in the group
  33265. * @param animation defines the animation we want to add
  33266. * @param target defines the target of the animation
  33267. * @returns the TargetedAnimation object
  33268. */
  33269. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33270. /**
  33271. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33272. * It can add constant keys at begin or end
  33273. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33274. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33275. * @returns the animation group
  33276. */
  33277. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33278. /**
  33279. * Start all animations on given targets
  33280. * @param loop defines if animations must loop
  33281. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33282. * @param from defines the from key (optional)
  33283. * @param to defines the to key (optional)
  33284. * @returns the current animation group
  33285. */
  33286. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33287. /**
  33288. * Pause all animations
  33289. * @returns the animation group
  33290. */
  33291. pause(): AnimationGroup;
  33292. /**
  33293. * Play all animations to initial state
  33294. * This function will start() the animations if they were not started or will restart() them if they were paused
  33295. * @param loop defines if animations must loop
  33296. * @returns the animation group
  33297. */
  33298. play(loop?: boolean): AnimationGroup;
  33299. /**
  33300. * Reset all animations to initial state
  33301. * @returns the animation group
  33302. */
  33303. reset(): AnimationGroup;
  33304. /**
  33305. * Restart animations from key 0
  33306. * @returns the animation group
  33307. */
  33308. restart(): AnimationGroup;
  33309. /**
  33310. * Stop all animations
  33311. * @returns the animation group
  33312. */
  33313. stop(): AnimationGroup;
  33314. /**
  33315. * Set animation weight for all animatables
  33316. * @param weight defines the weight to use
  33317. * @return the animationGroup
  33318. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33319. */
  33320. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33321. /**
  33322. * Synchronize and normalize all animatables with a source animatable
  33323. * @param root defines the root animatable to synchronize with
  33324. * @return the animationGroup
  33325. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33326. */
  33327. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33328. /**
  33329. * Goes to a specific frame in this animation group
  33330. * @param frame the frame number to go to
  33331. * @return the animationGroup
  33332. */
  33333. goToFrame(frame: number): AnimationGroup;
  33334. /**
  33335. * Dispose all associated resources
  33336. */
  33337. dispose(): void;
  33338. private _checkAnimationGroupEnded;
  33339. /**
  33340. * Clone the current animation group and returns a copy
  33341. * @param newName defines the name of the new group
  33342. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33343. * @returns the new aniamtion group
  33344. */
  33345. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33346. /**
  33347. * Serializes the animationGroup to an object
  33348. * @returns Serialized object
  33349. */
  33350. serialize(): any;
  33351. /**
  33352. * Returns a new AnimationGroup object parsed from the source provided.
  33353. * @param parsedAnimationGroup defines the source
  33354. * @param scene defines the scene that will receive the animationGroup
  33355. * @returns a new AnimationGroup
  33356. */
  33357. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33358. /**
  33359. * Returns the string "AnimationGroup"
  33360. * @returns "AnimationGroup"
  33361. */
  33362. getClassName(): string;
  33363. /**
  33364. * Creates a detailled string about the object
  33365. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33366. * @returns a string representing the object
  33367. */
  33368. toString(fullDetails?: boolean): string;
  33369. }
  33370. }
  33371. declare module "babylonjs/scene" {
  33372. import { Nullable } from "babylonjs/types";
  33373. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33374. import { Observable } from "babylonjs/Misc/observable";
  33375. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33376. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33377. import { Geometry } from "babylonjs/Meshes/geometry";
  33378. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33379. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33380. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33381. import { Mesh } from "babylonjs/Meshes/mesh";
  33382. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33383. import { Bone } from "babylonjs/Bones/bone";
  33384. import { Skeleton } from "babylonjs/Bones/skeleton";
  33385. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33386. import { Camera } from "babylonjs/Cameras/camera";
  33387. import { AbstractScene } from "babylonjs/abstractScene";
  33388. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33389. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33390. import { Material } from "babylonjs/Materials/material";
  33391. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33392. import { Effect } from "babylonjs/Materials/effect";
  33393. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33394. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33395. import { Light } from "babylonjs/Lights/light";
  33396. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33397. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33398. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33399. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33400. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33401. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33402. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33403. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33404. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33405. import { Engine } from "babylonjs/Engines/engine";
  33406. import { Node } from "babylonjs/node";
  33407. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33408. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33409. import { WebRequest } from "babylonjs/Misc/webRequest";
  33410. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33411. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33412. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33413. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33414. import { Plane } from "babylonjs/Maths/math.plane";
  33415. import { Ray } from "babylonjs/Culling/ray";
  33416. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33417. import { Animation } from "babylonjs/Animations/animation";
  33418. import { Animatable } from "babylonjs/Animations/animatable";
  33419. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33420. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33421. import { Collider } from "babylonjs/Collisions/collider";
  33422. /**
  33423. * Define an interface for all classes that will hold resources
  33424. */
  33425. export interface IDisposable {
  33426. /**
  33427. * Releases all held resources
  33428. */
  33429. dispose(): void;
  33430. }
  33431. /** Interface defining initialization parameters for Scene class */
  33432. export interface SceneOptions {
  33433. /**
  33434. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33435. * It will improve performance when the number of geometries becomes important.
  33436. */
  33437. useGeometryUniqueIdsMap?: boolean;
  33438. /**
  33439. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33440. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33441. */
  33442. useMaterialMeshMap?: boolean;
  33443. /**
  33444. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33445. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33446. */
  33447. useClonedMeshhMap?: boolean;
  33448. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33449. virtual?: boolean;
  33450. }
  33451. /**
  33452. * Represents a scene to be rendered by the engine.
  33453. * @see http://doc.babylonjs.com/features/scene
  33454. */
  33455. export class Scene extends AbstractScene implements IAnimatable {
  33456. /** The fog is deactivated */
  33457. static readonly FOGMODE_NONE: number;
  33458. /** The fog density is following an exponential function */
  33459. static readonly FOGMODE_EXP: number;
  33460. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33461. static readonly FOGMODE_EXP2: number;
  33462. /** The fog density is following a linear function. */
  33463. static readonly FOGMODE_LINEAR: number;
  33464. /**
  33465. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33466. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33467. */
  33468. static MinDeltaTime: number;
  33469. /**
  33470. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33471. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33472. */
  33473. static MaxDeltaTime: number;
  33474. /**
  33475. * Factory used to create the default material.
  33476. * @param name The name of the material to create
  33477. * @param scene The scene to create the material for
  33478. * @returns The default material
  33479. */
  33480. static DefaultMaterialFactory(scene: Scene): Material;
  33481. /**
  33482. * Factory used to create the a collision coordinator.
  33483. * @returns The collision coordinator
  33484. */
  33485. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33486. /** @hidden */
  33487. _inputManager: InputManager;
  33488. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33489. cameraToUseForPointers: Nullable<Camera>;
  33490. /** @hidden */
  33491. readonly _isScene: boolean;
  33492. /**
  33493. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33494. */
  33495. autoClear: boolean;
  33496. /**
  33497. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33498. */
  33499. autoClearDepthAndStencil: boolean;
  33500. /**
  33501. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33502. */
  33503. clearColor: Color4;
  33504. /**
  33505. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33506. */
  33507. ambientColor: Color3;
  33508. /**
  33509. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33510. * It should only be one of the following (if not the default embedded one):
  33511. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33512. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33513. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33514. * The material properties need to be setup according to the type of texture in use.
  33515. */
  33516. environmentBRDFTexture: BaseTexture;
  33517. /** @hidden */
  33518. protected _environmentTexture: Nullable<BaseTexture>;
  33519. /**
  33520. * Texture used in all pbr material as the reflection texture.
  33521. * As in the majority of the scene they are the same (exception for multi room and so on),
  33522. * this is easier to reference from here than from all the materials.
  33523. */
  33524. /**
  33525. * Texture used in all pbr material as the reflection texture.
  33526. * As in the majority of the scene they are the same (exception for multi room and so on),
  33527. * this is easier to set here than in all the materials.
  33528. */
  33529. environmentTexture: Nullable<BaseTexture>;
  33530. /** @hidden */
  33531. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33532. /**
  33533. * Default image processing configuration used either in the rendering
  33534. * Forward main pass or through the imageProcessingPostProcess if present.
  33535. * As in the majority of the scene they are the same (exception for multi camera),
  33536. * this is easier to reference from here than from all the materials and post process.
  33537. *
  33538. * No setter as we it is a shared configuration, you can set the values instead.
  33539. */
  33540. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33541. private _forceWireframe;
  33542. /**
  33543. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33544. */
  33545. forceWireframe: boolean;
  33546. private _forcePointsCloud;
  33547. /**
  33548. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33549. */
  33550. forcePointsCloud: boolean;
  33551. /**
  33552. * Gets or sets the active clipplane 1
  33553. */
  33554. clipPlane: Nullable<Plane>;
  33555. /**
  33556. * Gets or sets the active clipplane 2
  33557. */
  33558. clipPlane2: Nullable<Plane>;
  33559. /**
  33560. * Gets or sets the active clipplane 3
  33561. */
  33562. clipPlane3: Nullable<Plane>;
  33563. /**
  33564. * Gets or sets the active clipplane 4
  33565. */
  33566. clipPlane4: Nullable<Plane>;
  33567. /**
  33568. * Gets or sets a boolean indicating if animations are enabled
  33569. */
  33570. animationsEnabled: boolean;
  33571. private _animationPropertiesOverride;
  33572. /**
  33573. * Gets or sets the animation properties override
  33574. */
  33575. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33576. /**
  33577. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33578. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33579. */
  33580. useConstantAnimationDeltaTime: boolean;
  33581. /**
  33582. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33583. * Please note that it requires to run a ray cast through the scene on every frame
  33584. */
  33585. constantlyUpdateMeshUnderPointer: boolean;
  33586. /**
  33587. * Defines the HTML cursor to use when hovering over interactive elements
  33588. */
  33589. hoverCursor: string;
  33590. /**
  33591. * Defines the HTML default cursor to use (empty by default)
  33592. */
  33593. defaultCursor: string;
  33594. /**
  33595. * This is used to call preventDefault() on pointer down
  33596. * in order to block unwanted artifacts like system double clicks
  33597. */
  33598. preventDefaultOnPointerDown: boolean;
  33599. /**
  33600. * This is used to call preventDefault() on pointer up
  33601. * in order to block unwanted artifacts like system double clicks
  33602. */
  33603. preventDefaultOnPointerUp: boolean;
  33604. /**
  33605. * Gets or sets user defined metadata
  33606. */
  33607. metadata: any;
  33608. /**
  33609. * For internal use only. Please do not use.
  33610. */
  33611. reservedDataStore: any;
  33612. /**
  33613. * Gets the name of the plugin used to load this scene (null by default)
  33614. */
  33615. loadingPluginName: string;
  33616. /**
  33617. * Use this array to add regular expressions used to disable offline support for specific urls
  33618. */
  33619. disableOfflineSupportExceptionRules: RegExp[];
  33620. /**
  33621. * An event triggered when the scene is disposed.
  33622. */
  33623. onDisposeObservable: Observable<Scene>;
  33624. private _onDisposeObserver;
  33625. /** Sets a function to be executed when this scene is disposed. */
  33626. onDispose: () => void;
  33627. /**
  33628. * An event triggered before rendering the scene (right after animations and physics)
  33629. */
  33630. onBeforeRenderObservable: Observable<Scene>;
  33631. private _onBeforeRenderObserver;
  33632. /** Sets a function to be executed before rendering this scene */
  33633. beforeRender: Nullable<() => void>;
  33634. /**
  33635. * An event triggered after rendering the scene
  33636. */
  33637. onAfterRenderObservable: Observable<Scene>;
  33638. /**
  33639. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33640. */
  33641. onAfterRenderCameraObservable: Observable<Camera>;
  33642. private _onAfterRenderObserver;
  33643. /** Sets a function to be executed after rendering this scene */
  33644. afterRender: Nullable<() => void>;
  33645. /**
  33646. * An event triggered before animating the scene
  33647. */
  33648. onBeforeAnimationsObservable: Observable<Scene>;
  33649. /**
  33650. * An event triggered after animations processing
  33651. */
  33652. onAfterAnimationsObservable: Observable<Scene>;
  33653. /**
  33654. * An event triggered before draw calls are ready to be sent
  33655. */
  33656. onBeforeDrawPhaseObservable: Observable<Scene>;
  33657. /**
  33658. * An event triggered after draw calls have been sent
  33659. */
  33660. onAfterDrawPhaseObservable: Observable<Scene>;
  33661. /**
  33662. * An event triggered when the scene is ready
  33663. */
  33664. onReadyObservable: Observable<Scene>;
  33665. /**
  33666. * An event triggered before rendering a camera
  33667. */
  33668. onBeforeCameraRenderObservable: Observable<Camera>;
  33669. private _onBeforeCameraRenderObserver;
  33670. /** Sets a function to be executed before rendering a camera*/
  33671. beforeCameraRender: () => void;
  33672. /**
  33673. * An event triggered after rendering a camera
  33674. */
  33675. onAfterCameraRenderObservable: Observable<Camera>;
  33676. private _onAfterCameraRenderObserver;
  33677. /** Sets a function to be executed after rendering a camera*/
  33678. afterCameraRender: () => void;
  33679. /**
  33680. * An event triggered when active meshes evaluation is about to start
  33681. */
  33682. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33683. /**
  33684. * An event triggered when active meshes evaluation is done
  33685. */
  33686. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33687. /**
  33688. * An event triggered when particles rendering is about to start
  33689. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33690. */
  33691. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33692. /**
  33693. * An event triggered when particles rendering is done
  33694. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33695. */
  33696. onAfterParticlesRenderingObservable: Observable<Scene>;
  33697. /**
  33698. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33699. */
  33700. onDataLoadedObservable: Observable<Scene>;
  33701. /**
  33702. * An event triggered when a camera is created
  33703. */
  33704. onNewCameraAddedObservable: Observable<Camera>;
  33705. /**
  33706. * An event triggered when a camera is removed
  33707. */
  33708. onCameraRemovedObservable: Observable<Camera>;
  33709. /**
  33710. * An event triggered when a light is created
  33711. */
  33712. onNewLightAddedObservable: Observable<Light>;
  33713. /**
  33714. * An event triggered when a light is removed
  33715. */
  33716. onLightRemovedObservable: Observable<Light>;
  33717. /**
  33718. * An event triggered when a geometry is created
  33719. */
  33720. onNewGeometryAddedObservable: Observable<Geometry>;
  33721. /**
  33722. * An event triggered when a geometry is removed
  33723. */
  33724. onGeometryRemovedObservable: Observable<Geometry>;
  33725. /**
  33726. * An event triggered when a transform node is created
  33727. */
  33728. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33729. /**
  33730. * An event triggered when a transform node is removed
  33731. */
  33732. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33733. /**
  33734. * An event triggered when a mesh is created
  33735. */
  33736. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33737. /**
  33738. * An event triggered when a mesh is removed
  33739. */
  33740. onMeshRemovedObservable: Observable<AbstractMesh>;
  33741. /**
  33742. * An event triggered when a skeleton is created
  33743. */
  33744. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33745. /**
  33746. * An event triggered when a skeleton is removed
  33747. */
  33748. onSkeletonRemovedObservable: Observable<Skeleton>;
  33749. /**
  33750. * An event triggered when a material is created
  33751. */
  33752. onNewMaterialAddedObservable: Observable<Material>;
  33753. /**
  33754. * An event triggered when a material is removed
  33755. */
  33756. onMaterialRemovedObservable: Observable<Material>;
  33757. /**
  33758. * An event triggered when a texture is created
  33759. */
  33760. onNewTextureAddedObservable: Observable<BaseTexture>;
  33761. /**
  33762. * An event triggered when a texture is removed
  33763. */
  33764. onTextureRemovedObservable: Observable<BaseTexture>;
  33765. /**
  33766. * An event triggered when render targets are about to be rendered
  33767. * Can happen multiple times per frame.
  33768. */
  33769. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33770. /**
  33771. * An event triggered when render targets were rendered.
  33772. * Can happen multiple times per frame.
  33773. */
  33774. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33775. /**
  33776. * An event triggered before calculating deterministic simulation step
  33777. */
  33778. onBeforeStepObservable: Observable<Scene>;
  33779. /**
  33780. * An event triggered after calculating deterministic simulation step
  33781. */
  33782. onAfterStepObservable: Observable<Scene>;
  33783. /**
  33784. * An event triggered when the activeCamera property is updated
  33785. */
  33786. onActiveCameraChanged: Observable<Scene>;
  33787. /**
  33788. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  33789. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33790. * 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)
  33791. */
  33792. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33793. /**
  33794. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  33795. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33796. * 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)
  33797. */
  33798. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33799. /**
  33800. * This Observable will when a mesh has been imported into the scene.
  33801. */
  33802. onMeshImportedObservable: Observable<AbstractMesh>;
  33803. /**
  33804. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  33805. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  33806. */
  33807. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  33808. /** @hidden */
  33809. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  33810. /**
  33811. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  33812. */
  33813. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  33814. /**
  33815. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  33816. */
  33817. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  33818. /**
  33819. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  33820. */
  33821. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  33822. /** Callback called when a pointer move is detected */
  33823. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33824. /** Callback called when a pointer down is detected */
  33825. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33826. /** Callback called when a pointer up is detected */
  33827. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  33828. /** Callback called when a pointer pick is detected */
  33829. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  33830. /**
  33831. * 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).
  33832. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  33833. */
  33834. onPrePointerObservable: Observable<PointerInfoPre>;
  33835. /**
  33836. * Observable event triggered each time an input event is received from the rendering canvas
  33837. */
  33838. onPointerObservable: Observable<PointerInfo>;
  33839. /**
  33840. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  33841. */
  33842. readonly unTranslatedPointer: Vector2;
  33843. /**
  33844. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  33845. */
  33846. static DragMovementThreshold: number;
  33847. /**
  33848. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  33849. */
  33850. static LongPressDelay: number;
  33851. /**
  33852. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  33853. */
  33854. static DoubleClickDelay: number;
  33855. /** If you need to check double click without raising a single click at first click, enable this flag */
  33856. static ExclusiveDoubleClickMode: boolean;
  33857. /** @hidden */
  33858. _mirroredCameraPosition: Nullable<Vector3>;
  33859. /**
  33860. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  33861. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  33862. */
  33863. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  33864. /**
  33865. * Observable event triggered each time an keyboard event is received from the hosting window
  33866. */
  33867. onKeyboardObservable: Observable<KeyboardInfo>;
  33868. private _useRightHandedSystem;
  33869. /**
  33870. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  33871. */
  33872. useRightHandedSystem: boolean;
  33873. private _timeAccumulator;
  33874. private _currentStepId;
  33875. private _currentInternalStep;
  33876. /**
  33877. * Sets the step Id used by deterministic lock step
  33878. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33879. * @param newStepId defines the step Id
  33880. */
  33881. setStepId(newStepId: number): void;
  33882. /**
  33883. * Gets the step Id used by deterministic lock step
  33884. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33885. * @returns the step Id
  33886. */
  33887. getStepId(): number;
  33888. /**
  33889. * Gets the internal step used by deterministic lock step
  33890. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33891. * @returns the internal step
  33892. */
  33893. getInternalStep(): number;
  33894. private _fogEnabled;
  33895. /**
  33896. * Gets or sets a boolean indicating if fog is enabled on this scene
  33897. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33898. * (Default is true)
  33899. */
  33900. fogEnabled: boolean;
  33901. private _fogMode;
  33902. /**
  33903. * Gets or sets the fog mode to use
  33904. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33905. * | mode | value |
  33906. * | --- | --- |
  33907. * | FOGMODE_NONE | 0 |
  33908. * | FOGMODE_EXP | 1 |
  33909. * | FOGMODE_EXP2 | 2 |
  33910. * | FOGMODE_LINEAR | 3 |
  33911. */
  33912. fogMode: number;
  33913. /**
  33914. * Gets or sets the fog color to use
  33915. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33916. * (Default is Color3(0.2, 0.2, 0.3))
  33917. */
  33918. fogColor: Color3;
  33919. /**
  33920. * Gets or sets the fog density to use
  33921. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33922. * (Default is 0.1)
  33923. */
  33924. fogDensity: number;
  33925. /**
  33926. * Gets or sets the fog start distance to use
  33927. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33928. * (Default is 0)
  33929. */
  33930. fogStart: number;
  33931. /**
  33932. * Gets or sets the fog end distance to use
  33933. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33934. * (Default is 1000)
  33935. */
  33936. fogEnd: number;
  33937. private _shadowsEnabled;
  33938. /**
  33939. * Gets or sets a boolean indicating if shadows are enabled on this scene
  33940. */
  33941. shadowsEnabled: boolean;
  33942. private _lightsEnabled;
  33943. /**
  33944. * Gets or sets a boolean indicating if lights are enabled on this scene
  33945. */
  33946. lightsEnabled: boolean;
  33947. /** All of the active cameras added to this scene. */
  33948. activeCameras: Camera[];
  33949. /** @hidden */
  33950. _activeCamera: Nullable<Camera>;
  33951. /** Gets or sets the current active camera */
  33952. activeCamera: Nullable<Camera>;
  33953. private _defaultMaterial;
  33954. /** The default material used on meshes when no material is affected */
  33955. /** The default material used on meshes when no material is affected */
  33956. defaultMaterial: Material;
  33957. private _texturesEnabled;
  33958. /**
  33959. * Gets or sets a boolean indicating if textures are enabled on this scene
  33960. */
  33961. texturesEnabled: boolean;
  33962. /**
  33963. * Gets or sets a boolean indicating if particles are enabled on this scene
  33964. */
  33965. particlesEnabled: boolean;
  33966. /**
  33967. * Gets or sets a boolean indicating if sprites are enabled on this scene
  33968. */
  33969. spritesEnabled: boolean;
  33970. private _skeletonsEnabled;
  33971. /**
  33972. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  33973. */
  33974. skeletonsEnabled: boolean;
  33975. /**
  33976. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  33977. */
  33978. lensFlaresEnabled: boolean;
  33979. /**
  33980. * Gets or sets a boolean indicating if collisions are enabled on this scene
  33981. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  33982. */
  33983. collisionsEnabled: boolean;
  33984. private _collisionCoordinator;
  33985. /** @hidden */
  33986. readonly collisionCoordinator: ICollisionCoordinator;
  33987. /**
  33988. * Defines the gravity applied to this scene (used only for collisions)
  33989. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  33990. */
  33991. gravity: Vector3;
  33992. /**
  33993. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  33994. */
  33995. postProcessesEnabled: boolean;
  33996. /**
  33997. * The list of postprocesses added to the scene
  33998. */
  33999. postProcesses: PostProcess[];
  34000. /**
  34001. * Gets the current postprocess manager
  34002. */
  34003. postProcessManager: PostProcessManager;
  34004. /**
  34005. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34006. */
  34007. renderTargetsEnabled: boolean;
  34008. /**
  34009. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34010. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34011. */
  34012. dumpNextRenderTargets: boolean;
  34013. /**
  34014. * The list of user defined render targets added to the scene
  34015. */
  34016. customRenderTargets: RenderTargetTexture[];
  34017. /**
  34018. * Defines if texture loading must be delayed
  34019. * If true, textures will only be loaded when they need to be rendered
  34020. */
  34021. useDelayedTextureLoading: boolean;
  34022. /**
  34023. * Gets the list of meshes imported to the scene through SceneLoader
  34024. */
  34025. importedMeshesFiles: String[];
  34026. /**
  34027. * Gets or sets a boolean indicating if probes are enabled on this scene
  34028. */
  34029. probesEnabled: boolean;
  34030. /**
  34031. * Gets or sets the current offline provider to use to store scene data
  34032. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34033. */
  34034. offlineProvider: IOfflineProvider;
  34035. /**
  34036. * Gets or sets the action manager associated with the scene
  34037. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34038. */
  34039. actionManager: AbstractActionManager;
  34040. private _meshesForIntersections;
  34041. /**
  34042. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34043. */
  34044. proceduralTexturesEnabled: boolean;
  34045. private _engine;
  34046. private _totalVertices;
  34047. /** @hidden */
  34048. _activeIndices: PerfCounter;
  34049. /** @hidden */
  34050. _activeParticles: PerfCounter;
  34051. /** @hidden */
  34052. _activeBones: PerfCounter;
  34053. private _animationRatio;
  34054. /** @hidden */
  34055. _animationTimeLast: number;
  34056. /** @hidden */
  34057. _animationTime: number;
  34058. /**
  34059. * Gets or sets a general scale for animation speed
  34060. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34061. */
  34062. animationTimeScale: number;
  34063. /** @hidden */
  34064. _cachedMaterial: Nullable<Material>;
  34065. /** @hidden */
  34066. _cachedEffect: Nullable<Effect>;
  34067. /** @hidden */
  34068. _cachedVisibility: Nullable<number>;
  34069. private _renderId;
  34070. private _frameId;
  34071. private _executeWhenReadyTimeoutId;
  34072. private _intermediateRendering;
  34073. private _viewUpdateFlag;
  34074. private _projectionUpdateFlag;
  34075. /** @hidden */
  34076. _toBeDisposed: Nullable<IDisposable>[];
  34077. private _activeRequests;
  34078. /** @hidden */
  34079. _pendingData: any[];
  34080. private _isDisposed;
  34081. /**
  34082. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34083. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34084. */
  34085. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34086. private _activeMeshes;
  34087. private _processedMaterials;
  34088. private _renderTargets;
  34089. /** @hidden */
  34090. _activeParticleSystems: SmartArray<IParticleSystem>;
  34091. private _activeSkeletons;
  34092. private _softwareSkinnedMeshes;
  34093. private _renderingManager;
  34094. /** @hidden */
  34095. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34096. private _transformMatrix;
  34097. private _sceneUbo;
  34098. /** @hidden */
  34099. _viewMatrix: Matrix;
  34100. private _projectionMatrix;
  34101. /** @hidden */
  34102. _forcedViewPosition: Nullable<Vector3>;
  34103. /** @hidden */
  34104. _frustumPlanes: Plane[];
  34105. /**
  34106. * Gets the list of frustum planes (built from the active camera)
  34107. */
  34108. readonly frustumPlanes: Plane[];
  34109. /**
  34110. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34111. * This is useful if there are more lights that the maximum simulteanous authorized
  34112. */
  34113. requireLightSorting: boolean;
  34114. /** @hidden */
  34115. readonly useMaterialMeshMap: boolean;
  34116. /** @hidden */
  34117. readonly useClonedMeshhMap: boolean;
  34118. private _externalData;
  34119. private _uid;
  34120. /**
  34121. * @hidden
  34122. * Backing store of defined scene components.
  34123. */
  34124. _components: ISceneComponent[];
  34125. /**
  34126. * @hidden
  34127. * Backing store of defined scene components.
  34128. */
  34129. _serializableComponents: ISceneSerializableComponent[];
  34130. /**
  34131. * List of components to register on the next registration step.
  34132. */
  34133. private _transientComponents;
  34134. /**
  34135. * Registers the transient components if needed.
  34136. */
  34137. private _registerTransientComponents;
  34138. /**
  34139. * @hidden
  34140. * Add a component to the scene.
  34141. * Note that the ccomponent could be registered on th next frame if this is called after
  34142. * the register component stage.
  34143. * @param component Defines the component to add to the scene
  34144. */
  34145. _addComponent(component: ISceneComponent): void;
  34146. /**
  34147. * @hidden
  34148. * Gets a component from the scene.
  34149. * @param name defines the name of the component to retrieve
  34150. * @returns the component or null if not present
  34151. */
  34152. _getComponent(name: string): Nullable<ISceneComponent>;
  34153. /**
  34154. * @hidden
  34155. * Defines the actions happening before camera updates.
  34156. */
  34157. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34158. /**
  34159. * @hidden
  34160. * Defines the actions happening before clear the canvas.
  34161. */
  34162. _beforeClearStage: Stage<SimpleStageAction>;
  34163. /**
  34164. * @hidden
  34165. * Defines the actions when collecting render targets for the frame.
  34166. */
  34167. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34168. /**
  34169. * @hidden
  34170. * Defines the actions happening for one camera in the frame.
  34171. */
  34172. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34173. /**
  34174. * @hidden
  34175. * Defines the actions happening during the per mesh ready checks.
  34176. */
  34177. _isReadyForMeshStage: Stage<MeshStageAction>;
  34178. /**
  34179. * @hidden
  34180. * Defines the actions happening before evaluate active mesh checks.
  34181. */
  34182. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34183. /**
  34184. * @hidden
  34185. * Defines the actions happening during the evaluate sub mesh checks.
  34186. */
  34187. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34188. /**
  34189. * @hidden
  34190. * Defines the actions happening during the active mesh stage.
  34191. */
  34192. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34193. /**
  34194. * @hidden
  34195. * Defines the actions happening during the per camera render target step.
  34196. */
  34197. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34198. /**
  34199. * @hidden
  34200. * Defines the actions happening just before the active camera is drawing.
  34201. */
  34202. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34203. /**
  34204. * @hidden
  34205. * Defines the actions happening just before a render target is drawing.
  34206. */
  34207. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34208. /**
  34209. * @hidden
  34210. * Defines the actions happening just before a rendering group is drawing.
  34211. */
  34212. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34213. /**
  34214. * @hidden
  34215. * Defines the actions happening just before a mesh is drawing.
  34216. */
  34217. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34218. /**
  34219. * @hidden
  34220. * Defines the actions happening just after a mesh has been drawn.
  34221. */
  34222. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34223. /**
  34224. * @hidden
  34225. * Defines the actions happening just after a rendering group has been drawn.
  34226. */
  34227. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34228. /**
  34229. * @hidden
  34230. * Defines the actions happening just after the active camera has been drawn.
  34231. */
  34232. _afterCameraDrawStage: Stage<CameraStageAction>;
  34233. /**
  34234. * @hidden
  34235. * Defines the actions happening just after a render target has been drawn.
  34236. */
  34237. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34238. /**
  34239. * @hidden
  34240. * Defines the actions happening just after rendering all cameras and computing intersections.
  34241. */
  34242. _afterRenderStage: Stage<SimpleStageAction>;
  34243. /**
  34244. * @hidden
  34245. * Defines the actions happening when a pointer move event happens.
  34246. */
  34247. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34248. /**
  34249. * @hidden
  34250. * Defines the actions happening when a pointer down event happens.
  34251. */
  34252. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34253. /**
  34254. * @hidden
  34255. * Defines the actions happening when a pointer up event happens.
  34256. */
  34257. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34258. /**
  34259. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34260. */
  34261. private geometriesByUniqueId;
  34262. /**
  34263. * Creates a new Scene
  34264. * @param engine defines the engine to use to render this scene
  34265. * @param options defines the scene options
  34266. */
  34267. constructor(engine: Engine, options?: SceneOptions);
  34268. /**
  34269. * Gets a string idenfifying the name of the class
  34270. * @returns "Scene" string
  34271. */
  34272. getClassName(): string;
  34273. private _defaultMeshCandidates;
  34274. /**
  34275. * @hidden
  34276. */
  34277. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34278. private _defaultSubMeshCandidates;
  34279. /**
  34280. * @hidden
  34281. */
  34282. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34283. /**
  34284. * Sets the default candidate providers for the scene.
  34285. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34286. * and getCollidingSubMeshCandidates to their default function
  34287. */
  34288. setDefaultCandidateProviders(): void;
  34289. /**
  34290. * Gets the mesh that is currently under the pointer
  34291. */
  34292. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34293. /**
  34294. * Gets or sets the current on-screen X position of the pointer
  34295. */
  34296. pointerX: number;
  34297. /**
  34298. * Gets or sets the current on-screen Y position of the pointer
  34299. */
  34300. pointerY: number;
  34301. /**
  34302. * Gets the cached material (ie. the latest rendered one)
  34303. * @returns the cached material
  34304. */
  34305. getCachedMaterial(): Nullable<Material>;
  34306. /**
  34307. * Gets the cached effect (ie. the latest rendered one)
  34308. * @returns the cached effect
  34309. */
  34310. getCachedEffect(): Nullable<Effect>;
  34311. /**
  34312. * Gets the cached visibility state (ie. the latest rendered one)
  34313. * @returns the cached visibility state
  34314. */
  34315. getCachedVisibility(): Nullable<number>;
  34316. /**
  34317. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34318. * @param material defines the current material
  34319. * @param effect defines the current effect
  34320. * @param visibility defines the current visibility state
  34321. * @returns true if one parameter is not cached
  34322. */
  34323. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34324. /**
  34325. * Gets the engine associated with the scene
  34326. * @returns an Engine
  34327. */
  34328. getEngine(): Engine;
  34329. /**
  34330. * Gets the total number of vertices rendered per frame
  34331. * @returns the total number of vertices rendered per frame
  34332. */
  34333. getTotalVertices(): number;
  34334. /**
  34335. * Gets the performance counter for total vertices
  34336. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34337. */
  34338. readonly totalVerticesPerfCounter: PerfCounter;
  34339. /**
  34340. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34341. * @returns the total number of active indices rendered per frame
  34342. */
  34343. getActiveIndices(): number;
  34344. /**
  34345. * Gets the performance counter for active indices
  34346. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34347. */
  34348. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34349. /**
  34350. * Gets the total number of active particles rendered per frame
  34351. * @returns the total number of active particles rendered per frame
  34352. */
  34353. getActiveParticles(): number;
  34354. /**
  34355. * Gets the performance counter for active particles
  34356. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34357. */
  34358. readonly activeParticlesPerfCounter: PerfCounter;
  34359. /**
  34360. * Gets the total number of active bones rendered per frame
  34361. * @returns the total number of active bones rendered per frame
  34362. */
  34363. getActiveBones(): number;
  34364. /**
  34365. * Gets the performance counter for active bones
  34366. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34367. */
  34368. readonly activeBonesPerfCounter: PerfCounter;
  34369. /**
  34370. * Gets the array of active meshes
  34371. * @returns an array of AbstractMesh
  34372. */
  34373. getActiveMeshes(): SmartArray<AbstractMesh>;
  34374. /**
  34375. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34376. * @returns a number
  34377. */
  34378. getAnimationRatio(): number;
  34379. /**
  34380. * Gets an unique Id for the current render phase
  34381. * @returns a number
  34382. */
  34383. getRenderId(): number;
  34384. /**
  34385. * Gets an unique Id for the current frame
  34386. * @returns a number
  34387. */
  34388. getFrameId(): number;
  34389. /** Call this function if you want to manually increment the render Id*/
  34390. incrementRenderId(): void;
  34391. private _createUbo;
  34392. /**
  34393. * Use this method to simulate a pointer move on a mesh
  34394. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34395. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34396. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34397. * @returns the current scene
  34398. */
  34399. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34400. /**
  34401. * Use this method to simulate a pointer down on a mesh
  34402. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34403. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34404. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34405. * @returns the current scene
  34406. */
  34407. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34408. /**
  34409. * Use this method to simulate a pointer up on a mesh
  34410. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34411. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34412. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34413. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34414. * @returns the current scene
  34415. */
  34416. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34417. /**
  34418. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34419. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34420. * @returns true if the pointer was captured
  34421. */
  34422. isPointerCaptured(pointerId?: number): boolean;
  34423. /**
  34424. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34425. * @param attachUp defines if you want to attach events to pointerup
  34426. * @param attachDown defines if you want to attach events to pointerdown
  34427. * @param attachMove defines if you want to attach events to pointermove
  34428. */
  34429. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34430. /** Detaches all event handlers*/
  34431. detachControl(): void;
  34432. /**
  34433. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34434. * Delay loaded resources are not taking in account
  34435. * @return true if all required resources are ready
  34436. */
  34437. isReady(): boolean;
  34438. /** Resets all cached information relative to material (including effect and visibility) */
  34439. resetCachedMaterial(): void;
  34440. /**
  34441. * Registers a function to be called before every frame render
  34442. * @param func defines the function to register
  34443. */
  34444. registerBeforeRender(func: () => void): void;
  34445. /**
  34446. * Unregisters a function called before every frame render
  34447. * @param func defines the function to unregister
  34448. */
  34449. unregisterBeforeRender(func: () => void): void;
  34450. /**
  34451. * Registers a function to be called after every frame render
  34452. * @param func defines the function to register
  34453. */
  34454. registerAfterRender(func: () => void): void;
  34455. /**
  34456. * Unregisters a function called after every frame render
  34457. * @param func defines the function to unregister
  34458. */
  34459. unregisterAfterRender(func: () => void): void;
  34460. private _executeOnceBeforeRender;
  34461. /**
  34462. * The provided function will run before render once and will be disposed afterwards.
  34463. * A timeout delay can be provided so that the function will be executed in N ms.
  34464. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34465. * @param func The function to be executed.
  34466. * @param timeout optional delay in ms
  34467. */
  34468. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34469. /** @hidden */
  34470. _addPendingData(data: any): void;
  34471. /** @hidden */
  34472. _removePendingData(data: any): void;
  34473. /**
  34474. * Returns the number of items waiting to be loaded
  34475. * @returns the number of items waiting to be loaded
  34476. */
  34477. getWaitingItemsCount(): number;
  34478. /**
  34479. * Returns a boolean indicating if the scene is still loading data
  34480. */
  34481. readonly isLoading: boolean;
  34482. /**
  34483. * Registers a function to be executed when the scene is ready
  34484. * @param {Function} func - the function to be executed
  34485. */
  34486. executeWhenReady(func: () => void): void;
  34487. /**
  34488. * Returns a promise that resolves when the scene is ready
  34489. * @returns A promise that resolves when the scene is ready
  34490. */
  34491. whenReadyAsync(): Promise<void>;
  34492. /** @hidden */
  34493. _checkIsReady(): void;
  34494. /**
  34495. * Gets all animatable attached to the scene
  34496. */
  34497. readonly animatables: Animatable[];
  34498. /**
  34499. * Resets the last animation time frame.
  34500. * Useful to override when animations start running when loading a scene for the first time.
  34501. */
  34502. resetLastAnimationTimeFrame(): void;
  34503. /**
  34504. * Gets the current view matrix
  34505. * @returns a Matrix
  34506. */
  34507. getViewMatrix(): Matrix;
  34508. /**
  34509. * Gets the current projection matrix
  34510. * @returns a Matrix
  34511. */
  34512. getProjectionMatrix(): Matrix;
  34513. /**
  34514. * Gets the current transform matrix
  34515. * @returns a Matrix made of View * Projection
  34516. */
  34517. getTransformMatrix(): Matrix;
  34518. /**
  34519. * Sets the current transform matrix
  34520. * @param viewL defines the View matrix to use
  34521. * @param projectionL defines the Projection matrix to use
  34522. * @param viewR defines the right View matrix to use (if provided)
  34523. * @param projectionR defines the right Projection matrix to use (if provided)
  34524. */
  34525. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34526. /**
  34527. * Gets the uniform buffer used to store scene data
  34528. * @returns a UniformBuffer
  34529. */
  34530. getSceneUniformBuffer(): UniformBuffer;
  34531. /**
  34532. * Gets an unique (relatively to the current scene) Id
  34533. * @returns an unique number for the scene
  34534. */
  34535. getUniqueId(): number;
  34536. /**
  34537. * Add a mesh to the list of scene's meshes
  34538. * @param newMesh defines the mesh to add
  34539. * @param recursive if all child meshes should also be added to the scene
  34540. */
  34541. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34542. /**
  34543. * Remove a mesh for the list of scene's meshes
  34544. * @param toRemove defines the mesh to remove
  34545. * @param recursive if all child meshes should also be removed from the scene
  34546. * @returns the index where the mesh was in the mesh list
  34547. */
  34548. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34549. /**
  34550. * Add a transform node to the list of scene's transform nodes
  34551. * @param newTransformNode defines the transform node to add
  34552. */
  34553. addTransformNode(newTransformNode: TransformNode): void;
  34554. /**
  34555. * Remove a transform node for the list of scene's transform nodes
  34556. * @param toRemove defines the transform node to remove
  34557. * @returns the index where the transform node was in the transform node list
  34558. */
  34559. removeTransformNode(toRemove: TransformNode): number;
  34560. /**
  34561. * Remove a skeleton for the list of scene's skeletons
  34562. * @param toRemove defines the skeleton to remove
  34563. * @returns the index where the skeleton was in the skeleton list
  34564. */
  34565. removeSkeleton(toRemove: Skeleton): number;
  34566. /**
  34567. * Remove a morph target for the list of scene's morph targets
  34568. * @param toRemove defines the morph target to remove
  34569. * @returns the index where the morph target was in the morph target list
  34570. */
  34571. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34572. /**
  34573. * Remove a light for the list of scene's lights
  34574. * @param toRemove defines the light to remove
  34575. * @returns the index where the light was in the light list
  34576. */
  34577. removeLight(toRemove: Light): number;
  34578. /**
  34579. * Remove a camera for the list of scene's cameras
  34580. * @param toRemove defines the camera to remove
  34581. * @returns the index where the camera was in the camera list
  34582. */
  34583. removeCamera(toRemove: Camera): number;
  34584. /**
  34585. * Remove a particle system for the list of scene's particle systems
  34586. * @param toRemove defines the particle system to remove
  34587. * @returns the index where the particle system was in the particle system list
  34588. */
  34589. removeParticleSystem(toRemove: IParticleSystem): number;
  34590. /**
  34591. * Remove a animation for the list of scene's animations
  34592. * @param toRemove defines the animation to remove
  34593. * @returns the index where the animation was in the animation list
  34594. */
  34595. removeAnimation(toRemove: Animation): number;
  34596. /**
  34597. * Will stop the animation of the given target
  34598. * @param target - the target
  34599. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34600. * @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)
  34601. */
  34602. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34603. /**
  34604. * Removes the given animation group from this scene.
  34605. * @param toRemove The animation group to remove
  34606. * @returns The index of the removed animation group
  34607. */
  34608. removeAnimationGroup(toRemove: AnimationGroup): number;
  34609. /**
  34610. * Removes the given multi-material from this scene.
  34611. * @param toRemove The multi-material to remove
  34612. * @returns The index of the removed multi-material
  34613. */
  34614. removeMultiMaterial(toRemove: MultiMaterial): number;
  34615. /**
  34616. * Removes the given material from this scene.
  34617. * @param toRemove The material to remove
  34618. * @returns The index of the removed material
  34619. */
  34620. removeMaterial(toRemove: Material): number;
  34621. /**
  34622. * Removes the given action manager from this scene.
  34623. * @param toRemove The action manager to remove
  34624. * @returns The index of the removed action manager
  34625. */
  34626. removeActionManager(toRemove: AbstractActionManager): number;
  34627. /**
  34628. * Removes the given texture from this scene.
  34629. * @param toRemove The texture to remove
  34630. * @returns The index of the removed texture
  34631. */
  34632. removeTexture(toRemove: BaseTexture): number;
  34633. /**
  34634. * Adds the given light to this scene
  34635. * @param newLight The light to add
  34636. */
  34637. addLight(newLight: Light): void;
  34638. /**
  34639. * Sorts the list list based on light priorities
  34640. */
  34641. sortLightsByPriority(): void;
  34642. /**
  34643. * Adds the given camera to this scene
  34644. * @param newCamera The camera to add
  34645. */
  34646. addCamera(newCamera: Camera): void;
  34647. /**
  34648. * Adds the given skeleton to this scene
  34649. * @param newSkeleton The skeleton to add
  34650. */
  34651. addSkeleton(newSkeleton: Skeleton): void;
  34652. /**
  34653. * Adds the given particle system to this scene
  34654. * @param newParticleSystem The particle system to add
  34655. */
  34656. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34657. /**
  34658. * Adds the given animation to this scene
  34659. * @param newAnimation The animation to add
  34660. */
  34661. addAnimation(newAnimation: Animation): void;
  34662. /**
  34663. * Adds the given animation group to this scene.
  34664. * @param newAnimationGroup The animation group to add
  34665. */
  34666. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34667. /**
  34668. * Adds the given multi-material to this scene
  34669. * @param newMultiMaterial The multi-material to add
  34670. */
  34671. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34672. /**
  34673. * Adds the given material to this scene
  34674. * @param newMaterial The material to add
  34675. */
  34676. addMaterial(newMaterial: Material): void;
  34677. /**
  34678. * Adds the given morph target to this scene
  34679. * @param newMorphTargetManager The morph target to add
  34680. */
  34681. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34682. /**
  34683. * Adds the given geometry to this scene
  34684. * @param newGeometry The geometry to add
  34685. */
  34686. addGeometry(newGeometry: Geometry): void;
  34687. /**
  34688. * Adds the given action manager to this scene
  34689. * @param newActionManager The action manager to add
  34690. */
  34691. addActionManager(newActionManager: AbstractActionManager): void;
  34692. /**
  34693. * Adds the given texture to this scene.
  34694. * @param newTexture The texture to add
  34695. */
  34696. addTexture(newTexture: BaseTexture): void;
  34697. /**
  34698. * Switch active camera
  34699. * @param newCamera defines the new active camera
  34700. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34701. */
  34702. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34703. /**
  34704. * sets the active camera of the scene using its ID
  34705. * @param id defines the camera's ID
  34706. * @return the new active camera or null if none found.
  34707. */
  34708. setActiveCameraByID(id: string): Nullable<Camera>;
  34709. /**
  34710. * sets the active camera of the scene using its name
  34711. * @param name defines the camera's name
  34712. * @returns the new active camera or null if none found.
  34713. */
  34714. setActiveCameraByName(name: string): Nullable<Camera>;
  34715. /**
  34716. * get an animation group using its name
  34717. * @param name defines the material's name
  34718. * @return the animation group or null if none found.
  34719. */
  34720. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34721. /**
  34722. * Get a material using its unique id
  34723. * @param uniqueId defines the material's unique id
  34724. * @return the material or null if none found.
  34725. */
  34726. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34727. /**
  34728. * get a material using its id
  34729. * @param id defines the material's ID
  34730. * @return the material or null if none found.
  34731. */
  34732. getMaterialByID(id: string): Nullable<Material>;
  34733. /**
  34734. * Gets a the last added material using a given id
  34735. * @param id defines the material's ID
  34736. * @return the last material with the given id or null if none found.
  34737. */
  34738. getLastMaterialByID(id: string): Nullable<Material>;
  34739. /**
  34740. * Gets a material using its name
  34741. * @param name defines the material's name
  34742. * @return the material or null if none found.
  34743. */
  34744. getMaterialByName(name: string): Nullable<Material>;
  34745. /**
  34746. * Gets a camera using its id
  34747. * @param id defines the id to look for
  34748. * @returns the camera or null if not found
  34749. */
  34750. getCameraByID(id: string): Nullable<Camera>;
  34751. /**
  34752. * Gets a camera using its unique id
  34753. * @param uniqueId defines the unique id to look for
  34754. * @returns the camera or null if not found
  34755. */
  34756. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34757. /**
  34758. * Gets a camera using its name
  34759. * @param name defines the camera's name
  34760. * @return the camera or null if none found.
  34761. */
  34762. getCameraByName(name: string): Nullable<Camera>;
  34763. /**
  34764. * Gets a bone using its id
  34765. * @param id defines the bone's id
  34766. * @return the bone or null if not found
  34767. */
  34768. getBoneByID(id: string): Nullable<Bone>;
  34769. /**
  34770. * Gets a bone using its id
  34771. * @param name defines the bone's name
  34772. * @return the bone or null if not found
  34773. */
  34774. getBoneByName(name: string): Nullable<Bone>;
  34775. /**
  34776. * Gets a light node using its name
  34777. * @param name defines the the light's name
  34778. * @return the light or null if none found.
  34779. */
  34780. getLightByName(name: string): Nullable<Light>;
  34781. /**
  34782. * Gets a light node using its id
  34783. * @param id defines the light's id
  34784. * @return the light or null if none found.
  34785. */
  34786. getLightByID(id: string): Nullable<Light>;
  34787. /**
  34788. * Gets a light node using its scene-generated unique ID
  34789. * @param uniqueId defines the light's unique id
  34790. * @return the light or null if none found.
  34791. */
  34792. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  34793. /**
  34794. * Gets a particle system by id
  34795. * @param id defines the particle system id
  34796. * @return the corresponding system or null if none found
  34797. */
  34798. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  34799. /**
  34800. * Gets a geometry using its ID
  34801. * @param id defines the geometry's id
  34802. * @return the geometry or null if none found.
  34803. */
  34804. getGeometryByID(id: string): Nullable<Geometry>;
  34805. private _getGeometryByUniqueID;
  34806. /**
  34807. * Add a new geometry to this scene
  34808. * @param geometry defines the geometry to be added to the scene.
  34809. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  34810. * @return a boolean defining if the geometry was added or not
  34811. */
  34812. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  34813. /**
  34814. * Removes an existing geometry
  34815. * @param geometry defines the geometry to be removed from the scene
  34816. * @return a boolean defining if the geometry was removed or not
  34817. */
  34818. removeGeometry(geometry: Geometry): boolean;
  34819. /**
  34820. * Gets the list of geometries attached to the scene
  34821. * @returns an array of Geometry
  34822. */
  34823. getGeometries(): Geometry[];
  34824. /**
  34825. * Gets the first added mesh found of a given ID
  34826. * @param id defines the id to search for
  34827. * @return the mesh found or null if not found at all
  34828. */
  34829. getMeshByID(id: string): Nullable<AbstractMesh>;
  34830. /**
  34831. * Gets a list of meshes using their id
  34832. * @param id defines the id to search for
  34833. * @returns a list of meshes
  34834. */
  34835. getMeshesByID(id: string): Array<AbstractMesh>;
  34836. /**
  34837. * Gets the first added transform node found of a given ID
  34838. * @param id defines the id to search for
  34839. * @return the found transform node or null if not found at all.
  34840. */
  34841. getTransformNodeByID(id: string): Nullable<TransformNode>;
  34842. /**
  34843. * Gets a transform node with its auto-generated unique id
  34844. * @param uniqueId efines the unique id to search for
  34845. * @return the found transform node or null if not found at all.
  34846. */
  34847. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  34848. /**
  34849. * Gets a list of transform nodes using their id
  34850. * @param id defines the id to search for
  34851. * @returns a list of transform nodes
  34852. */
  34853. getTransformNodesByID(id: string): Array<TransformNode>;
  34854. /**
  34855. * Gets a mesh with its auto-generated unique id
  34856. * @param uniqueId defines the unique id to search for
  34857. * @return the found mesh or null if not found at all.
  34858. */
  34859. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  34860. /**
  34861. * Gets a the last added mesh using a given id
  34862. * @param id defines the id to search for
  34863. * @return the found mesh or null if not found at all.
  34864. */
  34865. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  34866. /**
  34867. * Gets a the last added node (Mesh, Camera, Light) using a given id
  34868. * @param id defines the id to search for
  34869. * @return the found node or null if not found at all
  34870. */
  34871. getLastEntryByID(id: string): Nullable<Node>;
  34872. /**
  34873. * Gets a node (Mesh, Camera, Light) using a given id
  34874. * @param id defines the id to search for
  34875. * @return the found node or null if not found at all
  34876. */
  34877. getNodeByID(id: string): Nullable<Node>;
  34878. /**
  34879. * Gets a node (Mesh, Camera, Light) using a given name
  34880. * @param name defines the name to search for
  34881. * @return the found node or null if not found at all.
  34882. */
  34883. getNodeByName(name: string): Nullable<Node>;
  34884. /**
  34885. * Gets a mesh using a given name
  34886. * @param name defines the name to search for
  34887. * @return the found mesh or null if not found at all.
  34888. */
  34889. getMeshByName(name: string): Nullable<AbstractMesh>;
  34890. /**
  34891. * Gets a transform node using a given name
  34892. * @param name defines the name to search for
  34893. * @return the found transform node or null if not found at all.
  34894. */
  34895. getTransformNodeByName(name: string): Nullable<TransformNode>;
  34896. /**
  34897. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  34898. * @param id defines the id to search for
  34899. * @return the found skeleton or null if not found at all.
  34900. */
  34901. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  34902. /**
  34903. * Gets a skeleton using a given auto generated unique id
  34904. * @param uniqueId defines the unique id to search for
  34905. * @return the found skeleton or null if not found at all.
  34906. */
  34907. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  34908. /**
  34909. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  34910. * @param id defines the id to search for
  34911. * @return the found skeleton or null if not found at all.
  34912. */
  34913. getSkeletonById(id: string): Nullable<Skeleton>;
  34914. /**
  34915. * Gets a skeleton using a given name
  34916. * @param name defines the name to search for
  34917. * @return the found skeleton or null if not found at all.
  34918. */
  34919. getSkeletonByName(name: string): Nullable<Skeleton>;
  34920. /**
  34921. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  34922. * @param id defines the id to search for
  34923. * @return the found morph target manager or null if not found at all.
  34924. */
  34925. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  34926. /**
  34927. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  34928. * @param id defines the id to search for
  34929. * @return the found morph target or null if not found at all.
  34930. */
  34931. getMorphTargetById(id: string): Nullable<MorphTarget>;
  34932. /**
  34933. * Gets a boolean indicating if the given mesh is active
  34934. * @param mesh defines the mesh to look for
  34935. * @returns true if the mesh is in the active list
  34936. */
  34937. isActiveMesh(mesh: AbstractMesh): boolean;
  34938. /**
  34939. * Return a unique id as a string which can serve as an identifier for the scene
  34940. */
  34941. readonly uid: string;
  34942. /**
  34943. * Add an externaly attached data from its key.
  34944. * This method call will fail and return false, if such key already exists.
  34945. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  34946. * @param key the unique key that identifies the data
  34947. * @param data the data object to associate to the key for this Engine instance
  34948. * @return true if no such key were already present and the data was added successfully, false otherwise
  34949. */
  34950. addExternalData<T>(key: string, data: T): boolean;
  34951. /**
  34952. * Get an externaly attached data from its key
  34953. * @param key the unique key that identifies the data
  34954. * @return the associated data, if present (can be null), or undefined if not present
  34955. */
  34956. getExternalData<T>(key: string): Nullable<T>;
  34957. /**
  34958. * Get an externaly attached data from its key, create it using a factory if it's not already present
  34959. * @param key the unique key that identifies the data
  34960. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  34961. * @return the associated data, can be null if the factory returned null.
  34962. */
  34963. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  34964. /**
  34965. * Remove an externaly attached data from the Engine instance
  34966. * @param key the unique key that identifies the data
  34967. * @return true if the data was successfully removed, false if it doesn't exist
  34968. */
  34969. removeExternalData(key: string): boolean;
  34970. private _evaluateSubMesh;
  34971. /**
  34972. * Clear the processed materials smart array preventing retention point in material dispose.
  34973. */
  34974. freeProcessedMaterials(): void;
  34975. private _preventFreeActiveMeshesAndRenderingGroups;
  34976. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  34977. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  34978. * when disposing several meshes in a row or a hierarchy of meshes.
  34979. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  34980. */
  34981. blockfreeActiveMeshesAndRenderingGroups: boolean;
  34982. /**
  34983. * Clear the active meshes smart array preventing retention point in mesh dispose.
  34984. */
  34985. freeActiveMeshes(): void;
  34986. /**
  34987. * Clear the info related to rendering groups preventing retention points during dispose.
  34988. */
  34989. freeRenderingGroups(): void;
  34990. /** @hidden */
  34991. _isInIntermediateRendering(): boolean;
  34992. /**
  34993. * Lambda returning the list of potentially active meshes.
  34994. */
  34995. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  34996. /**
  34997. * Lambda returning the list of potentially active sub meshes.
  34998. */
  34999. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35000. /**
  35001. * Lambda returning the list of potentially intersecting sub meshes.
  35002. */
  35003. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35004. /**
  35005. * Lambda returning the list of potentially colliding sub meshes.
  35006. */
  35007. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35008. private _activeMeshesFrozen;
  35009. /**
  35010. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35011. * @returns the current scene
  35012. */
  35013. freezeActiveMeshes(): Scene;
  35014. /**
  35015. * Use this function to restart evaluating active meshes on every frame
  35016. * @returns the current scene
  35017. */
  35018. unfreezeActiveMeshes(): Scene;
  35019. private _evaluateActiveMeshes;
  35020. private _activeMesh;
  35021. /**
  35022. * Update the transform matrix to update from the current active camera
  35023. * @param force defines a boolean used to force the update even if cache is up to date
  35024. */
  35025. updateTransformMatrix(force?: boolean): void;
  35026. private _bindFrameBuffer;
  35027. /** @hidden */
  35028. _allowPostProcessClearColor: boolean;
  35029. /** @hidden */
  35030. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35031. private _processSubCameras;
  35032. private _checkIntersections;
  35033. /** @hidden */
  35034. _advancePhysicsEngineStep(step: number): void;
  35035. /**
  35036. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35037. */
  35038. getDeterministicFrameTime: () => number;
  35039. /** @hidden */
  35040. _animate(): void;
  35041. /** Execute all animations (for a frame) */
  35042. animate(): void;
  35043. /**
  35044. * Render the scene
  35045. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35046. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35047. */
  35048. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35049. /**
  35050. * Freeze all materials
  35051. * A frozen material will not be updatable but should be faster to render
  35052. */
  35053. freezeMaterials(): void;
  35054. /**
  35055. * Unfreeze all materials
  35056. * A frozen material will not be updatable but should be faster to render
  35057. */
  35058. unfreezeMaterials(): void;
  35059. /**
  35060. * Releases all held ressources
  35061. */
  35062. dispose(): void;
  35063. /**
  35064. * Gets if the scene is already disposed
  35065. */
  35066. readonly isDisposed: boolean;
  35067. /**
  35068. * Call this function to reduce memory footprint of the scene.
  35069. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35070. */
  35071. clearCachedVertexData(): void;
  35072. /**
  35073. * This function will remove the local cached buffer data from texture.
  35074. * It will save memory but will prevent the texture from being rebuilt
  35075. */
  35076. cleanCachedTextureBuffer(): void;
  35077. /**
  35078. * Get the world extend vectors with an optional filter
  35079. *
  35080. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35081. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35082. */
  35083. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35084. min: Vector3;
  35085. max: Vector3;
  35086. };
  35087. /**
  35088. * Creates a ray that can be used to pick in the scene
  35089. * @param x defines the x coordinate of the origin (on-screen)
  35090. * @param y defines the y coordinate of the origin (on-screen)
  35091. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35092. * @param camera defines the camera to use for the picking
  35093. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35094. * @returns a Ray
  35095. */
  35096. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35097. /**
  35098. * Creates a ray that can be used to pick in the scene
  35099. * @param x defines the x coordinate of the origin (on-screen)
  35100. * @param y defines the y coordinate of the origin (on-screen)
  35101. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35102. * @param result defines the ray where to store the picking ray
  35103. * @param camera defines the camera to use for the picking
  35104. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35105. * @returns the current scene
  35106. */
  35107. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35108. /**
  35109. * Creates a ray that can be used to pick in the scene
  35110. * @param x defines the x coordinate of the origin (on-screen)
  35111. * @param y defines the y coordinate of the origin (on-screen)
  35112. * @param camera defines the camera to use for the picking
  35113. * @returns a Ray
  35114. */
  35115. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35116. /**
  35117. * Creates a ray that can be used to pick in the scene
  35118. * @param x defines the x coordinate of the origin (on-screen)
  35119. * @param y defines the y coordinate of the origin (on-screen)
  35120. * @param result defines the ray where to store the picking ray
  35121. * @param camera defines the camera to use for the picking
  35122. * @returns the current scene
  35123. */
  35124. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35125. /** Launch a ray to try to pick a mesh in the scene
  35126. * @param x position on screen
  35127. * @param y position on screen
  35128. * @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
  35129. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35130. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35131. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35132. * @returns a PickingInfo
  35133. */
  35134. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35135. /** Use the given ray to pick a mesh in the scene
  35136. * @param ray The ray to use to pick meshes
  35137. * @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
  35138. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35139. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35140. * @returns a PickingInfo
  35141. */
  35142. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35143. /**
  35144. * Launch a ray to try to pick a mesh in the scene
  35145. * @param x X position on screen
  35146. * @param y Y position on screen
  35147. * @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
  35148. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35149. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35150. * @returns an array of PickingInfo
  35151. */
  35152. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35153. /**
  35154. * Launch a ray to try to pick a mesh in the scene
  35155. * @param ray Ray to use
  35156. * @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
  35157. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35158. * @returns an array of PickingInfo
  35159. */
  35160. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35161. /**
  35162. * Force the value of meshUnderPointer
  35163. * @param mesh defines the mesh to use
  35164. */
  35165. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35166. /**
  35167. * Gets the mesh under the pointer
  35168. * @returns a Mesh or null if no mesh is under the pointer
  35169. */
  35170. getPointerOverMesh(): Nullable<AbstractMesh>;
  35171. /** @hidden */
  35172. _rebuildGeometries(): void;
  35173. /** @hidden */
  35174. _rebuildTextures(): void;
  35175. private _getByTags;
  35176. /**
  35177. * Get a list of meshes by tags
  35178. * @param tagsQuery defines the tags query to use
  35179. * @param forEach defines a predicate used to filter results
  35180. * @returns an array of Mesh
  35181. */
  35182. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35183. /**
  35184. * Get a list of cameras by tags
  35185. * @param tagsQuery defines the tags query to use
  35186. * @param forEach defines a predicate used to filter results
  35187. * @returns an array of Camera
  35188. */
  35189. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35190. /**
  35191. * Get a list of lights by tags
  35192. * @param tagsQuery defines the tags query to use
  35193. * @param forEach defines a predicate used to filter results
  35194. * @returns an array of Light
  35195. */
  35196. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35197. /**
  35198. * Get a list of materials by tags
  35199. * @param tagsQuery defines the tags query to use
  35200. * @param forEach defines a predicate used to filter results
  35201. * @returns an array of Material
  35202. */
  35203. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35204. /**
  35205. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35206. * This allowed control for front to back rendering or reversly depending of the special needs.
  35207. *
  35208. * @param renderingGroupId The rendering group id corresponding to its index
  35209. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35210. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35211. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35212. */
  35213. 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;
  35214. /**
  35215. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35216. *
  35217. * @param renderingGroupId The rendering group id corresponding to its index
  35218. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35219. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35220. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35221. */
  35222. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35223. /**
  35224. * Gets the current auto clear configuration for one rendering group of the rendering
  35225. * manager.
  35226. * @param index the rendering group index to get the information for
  35227. * @returns The auto clear setup for the requested rendering group
  35228. */
  35229. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35230. private _blockMaterialDirtyMechanism;
  35231. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35232. blockMaterialDirtyMechanism: boolean;
  35233. /**
  35234. * Will flag all materials as dirty to trigger new shader compilation
  35235. * @param flag defines the flag used to specify which material part must be marked as dirty
  35236. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35237. */
  35238. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35239. /** @hidden */
  35240. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  35241. /** @hidden */
  35242. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35243. }
  35244. }
  35245. declare module "babylonjs/assetContainer" {
  35246. import { AbstractScene } from "babylonjs/abstractScene";
  35247. import { Scene } from "babylonjs/scene";
  35248. import { Mesh } from "babylonjs/Meshes/mesh";
  35249. /**
  35250. * Set of assets to keep when moving a scene into an asset container.
  35251. */
  35252. export class KeepAssets extends AbstractScene {
  35253. }
  35254. /**
  35255. * Container with a set of assets that can be added or removed from a scene.
  35256. */
  35257. export class AssetContainer extends AbstractScene {
  35258. /**
  35259. * The scene the AssetContainer belongs to.
  35260. */
  35261. scene: Scene;
  35262. /**
  35263. * Instantiates an AssetContainer.
  35264. * @param scene The scene the AssetContainer belongs to.
  35265. */
  35266. constructor(scene: Scene);
  35267. /**
  35268. * Adds all the assets from the container to the scene.
  35269. */
  35270. addAllToScene(): void;
  35271. /**
  35272. * Removes all the assets in the container from the scene
  35273. */
  35274. removeAllFromScene(): void;
  35275. /**
  35276. * Disposes all the assets in the container
  35277. */
  35278. dispose(): void;
  35279. private _moveAssets;
  35280. /**
  35281. * Removes all the assets contained in the scene and adds them to the container.
  35282. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35283. */
  35284. moveAllFromScene(keepAssets?: KeepAssets): void;
  35285. /**
  35286. * 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.
  35287. * @returns the root mesh
  35288. */
  35289. createRootMesh(): Mesh;
  35290. }
  35291. }
  35292. declare module "babylonjs/abstractScene" {
  35293. import { Scene } from "babylonjs/scene";
  35294. import { Nullable } from "babylonjs/types";
  35295. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35296. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35297. import { Geometry } from "babylonjs/Meshes/geometry";
  35298. import { Skeleton } from "babylonjs/Bones/skeleton";
  35299. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35300. import { AssetContainer } from "babylonjs/assetContainer";
  35301. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35302. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35303. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35304. import { Material } from "babylonjs/Materials/material";
  35305. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35306. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35307. import { Camera } from "babylonjs/Cameras/camera";
  35308. import { Light } from "babylonjs/Lights/light";
  35309. import { Node } from "babylonjs/node";
  35310. import { Animation } from "babylonjs/Animations/animation";
  35311. /**
  35312. * Defines how the parser contract is defined.
  35313. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35314. */
  35315. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35316. /**
  35317. * Defines how the individual parser contract is defined.
  35318. * These parser can parse an individual asset
  35319. */
  35320. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35321. /**
  35322. * Base class of the scene acting as a container for the different elements composing a scene.
  35323. * This class is dynamically extended by the different components of the scene increasing
  35324. * flexibility and reducing coupling
  35325. */
  35326. export abstract class AbstractScene {
  35327. /**
  35328. * Stores the list of available parsers in the application.
  35329. */
  35330. private static _BabylonFileParsers;
  35331. /**
  35332. * Stores the list of available individual parsers in the application.
  35333. */
  35334. private static _IndividualBabylonFileParsers;
  35335. /**
  35336. * Adds a parser in the list of available ones
  35337. * @param name Defines the name of the parser
  35338. * @param parser Defines the parser to add
  35339. */
  35340. static AddParser(name: string, parser: BabylonFileParser): void;
  35341. /**
  35342. * Gets a general parser from the list of avaialble ones
  35343. * @param name Defines the name of the parser
  35344. * @returns the requested parser or null
  35345. */
  35346. static GetParser(name: string): Nullable<BabylonFileParser>;
  35347. /**
  35348. * Adds n individual parser in the list of available ones
  35349. * @param name Defines the name of the parser
  35350. * @param parser Defines the parser to add
  35351. */
  35352. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35353. /**
  35354. * Gets an individual parser from the list of avaialble ones
  35355. * @param name Defines the name of the parser
  35356. * @returns the requested parser or null
  35357. */
  35358. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35359. /**
  35360. * Parser json data and populate both a scene and its associated container object
  35361. * @param jsonData Defines the data to parse
  35362. * @param scene Defines the scene to parse the data for
  35363. * @param container Defines the container attached to the parsing sequence
  35364. * @param rootUrl Defines the root url of the data
  35365. */
  35366. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35367. /**
  35368. * Gets the list of root nodes (ie. nodes with no parent)
  35369. */
  35370. rootNodes: Node[];
  35371. /** All of the cameras added to this scene
  35372. * @see http://doc.babylonjs.com/babylon101/cameras
  35373. */
  35374. cameras: Camera[];
  35375. /**
  35376. * All of the lights added to this scene
  35377. * @see http://doc.babylonjs.com/babylon101/lights
  35378. */
  35379. lights: Light[];
  35380. /**
  35381. * All of the (abstract) meshes added to this scene
  35382. */
  35383. meshes: AbstractMesh[];
  35384. /**
  35385. * The list of skeletons added to the scene
  35386. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35387. */
  35388. skeletons: Skeleton[];
  35389. /**
  35390. * All of the particle systems added to this scene
  35391. * @see http://doc.babylonjs.com/babylon101/particles
  35392. */
  35393. particleSystems: IParticleSystem[];
  35394. /**
  35395. * Gets a list of Animations associated with the scene
  35396. */
  35397. animations: Animation[];
  35398. /**
  35399. * All of the animation groups added to this scene
  35400. * @see http://doc.babylonjs.com/how_to/group
  35401. */
  35402. animationGroups: AnimationGroup[];
  35403. /**
  35404. * All of the multi-materials added to this scene
  35405. * @see http://doc.babylonjs.com/how_to/multi_materials
  35406. */
  35407. multiMaterials: MultiMaterial[];
  35408. /**
  35409. * All of the materials added to this scene
  35410. * In the context of a Scene, it is not supposed to be modified manually.
  35411. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35412. * Note also that the order of the Material wihin the array is not significant and might change.
  35413. * @see http://doc.babylonjs.com/babylon101/materials
  35414. */
  35415. materials: Material[];
  35416. /**
  35417. * The list of morph target managers added to the scene
  35418. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35419. */
  35420. morphTargetManagers: MorphTargetManager[];
  35421. /**
  35422. * The list of geometries used in the scene.
  35423. */
  35424. geometries: Geometry[];
  35425. /**
  35426. * All of the tranform nodes added to this scene
  35427. * In the context of a Scene, it is not supposed to be modified manually.
  35428. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35429. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35430. * @see http://doc.babylonjs.com/how_to/transformnode
  35431. */
  35432. transformNodes: TransformNode[];
  35433. /**
  35434. * ActionManagers available on the scene.
  35435. */
  35436. actionManagers: AbstractActionManager[];
  35437. /**
  35438. * Textures to keep.
  35439. */
  35440. textures: BaseTexture[];
  35441. /**
  35442. * Environment texture for the scene
  35443. */
  35444. environmentTexture: Nullable<BaseTexture>;
  35445. }
  35446. }
  35447. declare module "babylonjs/Audio/sound" {
  35448. import { Observable } from "babylonjs/Misc/observable";
  35449. import { Vector3 } from "babylonjs/Maths/math.vector";
  35450. import { Nullable } from "babylonjs/types";
  35451. import { Scene } from "babylonjs/scene";
  35452. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35453. /**
  35454. * Interface used to define options for Sound class
  35455. */
  35456. export interface ISoundOptions {
  35457. /**
  35458. * Does the sound autoplay once loaded.
  35459. */
  35460. autoplay?: boolean;
  35461. /**
  35462. * Does the sound loop after it finishes playing once.
  35463. */
  35464. loop?: boolean;
  35465. /**
  35466. * Sound's volume
  35467. */
  35468. volume?: number;
  35469. /**
  35470. * Is it a spatial sound?
  35471. */
  35472. spatialSound?: boolean;
  35473. /**
  35474. * Maximum distance to hear that sound
  35475. */
  35476. maxDistance?: number;
  35477. /**
  35478. * Uses user defined attenuation function
  35479. */
  35480. useCustomAttenuation?: boolean;
  35481. /**
  35482. * Define the roll off factor of spatial sounds.
  35483. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35484. */
  35485. rolloffFactor?: number;
  35486. /**
  35487. * Define the reference distance the sound should be heard perfectly.
  35488. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35489. */
  35490. refDistance?: number;
  35491. /**
  35492. * Define the distance attenuation model the sound will follow.
  35493. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35494. */
  35495. distanceModel?: string;
  35496. /**
  35497. * Defines the playback speed (1 by default)
  35498. */
  35499. playbackRate?: number;
  35500. /**
  35501. * Defines if the sound is from a streaming source
  35502. */
  35503. streaming?: boolean;
  35504. /**
  35505. * Defines an optional length (in seconds) inside the sound file
  35506. */
  35507. length?: number;
  35508. /**
  35509. * Defines an optional offset (in seconds) inside the sound file
  35510. */
  35511. offset?: number;
  35512. /**
  35513. * If true, URLs will not be required to state the audio file codec to use.
  35514. */
  35515. skipCodecCheck?: boolean;
  35516. }
  35517. /**
  35518. * Defines a sound that can be played in the application.
  35519. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35520. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35521. */
  35522. export class Sound {
  35523. /**
  35524. * The name of the sound in the scene.
  35525. */
  35526. name: string;
  35527. /**
  35528. * Does the sound autoplay once loaded.
  35529. */
  35530. autoplay: boolean;
  35531. /**
  35532. * Does the sound loop after it finishes playing once.
  35533. */
  35534. loop: boolean;
  35535. /**
  35536. * Does the sound use a custom attenuation curve to simulate the falloff
  35537. * happening when the source gets further away from the camera.
  35538. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35539. */
  35540. useCustomAttenuation: boolean;
  35541. /**
  35542. * The sound track id this sound belongs to.
  35543. */
  35544. soundTrackId: number;
  35545. /**
  35546. * Is this sound currently played.
  35547. */
  35548. isPlaying: boolean;
  35549. /**
  35550. * Is this sound currently paused.
  35551. */
  35552. isPaused: boolean;
  35553. /**
  35554. * Does this sound enables spatial sound.
  35555. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35556. */
  35557. spatialSound: boolean;
  35558. /**
  35559. * Define the reference distance the sound should be heard perfectly.
  35560. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35561. */
  35562. refDistance: number;
  35563. /**
  35564. * Define the roll off factor of spatial sounds.
  35565. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35566. */
  35567. rolloffFactor: number;
  35568. /**
  35569. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35570. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35571. */
  35572. maxDistance: number;
  35573. /**
  35574. * Define the distance attenuation model the sound will follow.
  35575. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35576. */
  35577. distanceModel: string;
  35578. /**
  35579. * @hidden
  35580. * Back Compat
  35581. **/
  35582. onended: () => any;
  35583. /**
  35584. * Observable event when the current playing sound finishes.
  35585. */
  35586. onEndedObservable: Observable<Sound>;
  35587. private _panningModel;
  35588. private _playbackRate;
  35589. private _streaming;
  35590. private _startTime;
  35591. private _startOffset;
  35592. private _position;
  35593. /** @hidden */
  35594. _positionInEmitterSpace: boolean;
  35595. private _localDirection;
  35596. private _volume;
  35597. private _isReadyToPlay;
  35598. private _isDirectional;
  35599. private _readyToPlayCallback;
  35600. private _audioBuffer;
  35601. private _soundSource;
  35602. private _streamingSource;
  35603. private _soundPanner;
  35604. private _soundGain;
  35605. private _inputAudioNode;
  35606. private _outputAudioNode;
  35607. private _coneInnerAngle;
  35608. private _coneOuterAngle;
  35609. private _coneOuterGain;
  35610. private _scene;
  35611. private _connectedTransformNode;
  35612. private _customAttenuationFunction;
  35613. private _registerFunc;
  35614. private _isOutputConnected;
  35615. private _htmlAudioElement;
  35616. private _urlType;
  35617. private _length?;
  35618. private _offset?;
  35619. /** @hidden */
  35620. static _SceneComponentInitialization: (scene: Scene) => void;
  35621. /**
  35622. * Create a sound and attach it to a scene
  35623. * @param name Name of your sound
  35624. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35625. * @param scene defines the scene the sound belongs to
  35626. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35627. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35628. */
  35629. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35630. /**
  35631. * Release the sound and its associated resources
  35632. */
  35633. dispose(): void;
  35634. /**
  35635. * Gets if the sounds is ready to be played or not.
  35636. * @returns true if ready, otherwise false
  35637. */
  35638. isReady(): boolean;
  35639. private _soundLoaded;
  35640. /**
  35641. * Sets the data of the sound from an audiobuffer
  35642. * @param audioBuffer The audioBuffer containing the data
  35643. */
  35644. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35645. /**
  35646. * Updates the current sounds options such as maxdistance, loop...
  35647. * @param options A JSON object containing values named as the object properties
  35648. */
  35649. updateOptions(options: ISoundOptions): void;
  35650. private _createSpatialParameters;
  35651. private _updateSpatialParameters;
  35652. /**
  35653. * Switch the panning model to HRTF:
  35654. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35655. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35656. */
  35657. switchPanningModelToHRTF(): void;
  35658. /**
  35659. * Switch the panning model to Equal Power:
  35660. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35661. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35662. */
  35663. switchPanningModelToEqualPower(): void;
  35664. private _switchPanningModel;
  35665. /**
  35666. * Connect this sound to a sound track audio node like gain...
  35667. * @param soundTrackAudioNode the sound track audio node to connect to
  35668. */
  35669. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35670. /**
  35671. * Transform this sound into a directional source
  35672. * @param coneInnerAngle Size of the inner cone in degree
  35673. * @param coneOuterAngle Size of the outer cone in degree
  35674. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35675. */
  35676. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35677. /**
  35678. * Gets or sets the inner angle for the directional cone.
  35679. */
  35680. /**
  35681. * Gets or sets the inner angle for the directional cone.
  35682. */
  35683. directionalConeInnerAngle: number;
  35684. /**
  35685. * Gets or sets the outer angle for the directional cone.
  35686. */
  35687. /**
  35688. * Gets or sets the outer angle for the directional cone.
  35689. */
  35690. directionalConeOuterAngle: number;
  35691. /**
  35692. * Sets the position of the emitter if spatial sound is enabled
  35693. * @param newPosition Defines the new posisiton
  35694. */
  35695. setPosition(newPosition: Vector3): void;
  35696. /**
  35697. * Sets the local direction of the emitter if spatial sound is enabled
  35698. * @param newLocalDirection Defines the new local direction
  35699. */
  35700. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35701. private _updateDirection;
  35702. /** @hidden */
  35703. updateDistanceFromListener(): void;
  35704. /**
  35705. * Sets a new custom attenuation function for the sound.
  35706. * @param callback Defines the function used for the attenuation
  35707. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35708. */
  35709. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35710. /**
  35711. * Play the sound
  35712. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35713. * @param offset (optional) Start the sound at a specific time in seconds
  35714. * @param length (optional) Sound duration (in seconds)
  35715. */
  35716. play(time?: number, offset?: number, length?: number): void;
  35717. private _onended;
  35718. /**
  35719. * Stop the sound
  35720. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35721. */
  35722. stop(time?: number): void;
  35723. /**
  35724. * Put the sound in pause
  35725. */
  35726. pause(): void;
  35727. /**
  35728. * Sets a dedicated volume for this sounds
  35729. * @param newVolume Define the new volume of the sound
  35730. * @param time Define time for gradual change to new volume
  35731. */
  35732. setVolume(newVolume: number, time?: number): void;
  35733. /**
  35734. * Set the sound play back rate
  35735. * @param newPlaybackRate Define the playback rate the sound should be played at
  35736. */
  35737. setPlaybackRate(newPlaybackRate: number): void;
  35738. /**
  35739. * Gets the volume of the sound.
  35740. * @returns the volume of the sound
  35741. */
  35742. getVolume(): number;
  35743. /**
  35744. * Attach the sound to a dedicated mesh
  35745. * @param transformNode The transform node to connect the sound with
  35746. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35747. */
  35748. attachToMesh(transformNode: TransformNode): void;
  35749. /**
  35750. * Detach the sound from the previously attached mesh
  35751. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35752. */
  35753. detachFromMesh(): void;
  35754. private _onRegisterAfterWorldMatrixUpdate;
  35755. /**
  35756. * Clone the current sound in the scene.
  35757. * @returns the new sound clone
  35758. */
  35759. clone(): Nullable<Sound>;
  35760. /**
  35761. * Gets the current underlying audio buffer containing the data
  35762. * @returns the audio buffer
  35763. */
  35764. getAudioBuffer(): Nullable<AudioBuffer>;
  35765. /**
  35766. * Serializes the Sound in a JSON representation
  35767. * @returns the JSON representation of the sound
  35768. */
  35769. serialize(): any;
  35770. /**
  35771. * Parse a JSON representation of a sound to innstantiate in a given scene
  35772. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35773. * @param scene Define the scene the new parsed sound should be created in
  35774. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35775. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35776. * @returns the newly parsed sound
  35777. */
  35778. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35779. }
  35780. }
  35781. declare module "babylonjs/Actions/directAudioActions" {
  35782. import { Action } from "babylonjs/Actions/action";
  35783. import { Condition } from "babylonjs/Actions/condition";
  35784. import { Sound } from "babylonjs/Audio/sound";
  35785. /**
  35786. * This defines an action helpful to play a defined sound on a triggered action.
  35787. */
  35788. export class PlaySoundAction extends Action {
  35789. private _sound;
  35790. /**
  35791. * Instantiate the action
  35792. * @param triggerOptions defines the trigger options
  35793. * @param sound defines the sound to play
  35794. * @param condition defines the trigger related conditions
  35795. */
  35796. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35797. /** @hidden */
  35798. _prepare(): void;
  35799. /**
  35800. * Execute the action and play the sound.
  35801. */
  35802. execute(): void;
  35803. /**
  35804. * Serializes the actions and its related information.
  35805. * @param parent defines the object to serialize in
  35806. * @returns the serialized object
  35807. */
  35808. serialize(parent: any): any;
  35809. }
  35810. /**
  35811. * This defines an action helpful to stop a defined sound on a triggered action.
  35812. */
  35813. export class StopSoundAction extends Action {
  35814. private _sound;
  35815. /**
  35816. * Instantiate the action
  35817. * @param triggerOptions defines the trigger options
  35818. * @param sound defines the sound to stop
  35819. * @param condition defines the trigger related conditions
  35820. */
  35821. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35822. /** @hidden */
  35823. _prepare(): void;
  35824. /**
  35825. * Execute the action and stop the sound.
  35826. */
  35827. execute(): void;
  35828. /**
  35829. * Serializes the actions and its related information.
  35830. * @param parent defines the object to serialize in
  35831. * @returns the serialized object
  35832. */
  35833. serialize(parent: any): any;
  35834. }
  35835. }
  35836. declare module "babylonjs/Actions/interpolateValueAction" {
  35837. import { Action } from "babylonjs/Actions/action";
  35838. import { Condition } from "babylonjs/Actions/condition";
  35839. import { Observable } from "babylonjs/Misc/observable";
  35840. /**
  35841. * This defines an action responsible to change the value of a property
  35842. * by interpolating between its current value and the newly set one once triggered.
  35843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35844. */
  35845. export class InterpolateValueAction extends Action {
  35846. /**
  35847. * Defines the path of the property where the value should be interpolated
  35848. */
  35849. propertyPath: string;
  35850. /**
  35851. * Defines the target value at the end of the interpolation.
  35852. */
  35853. value: any;
  35854. /**
  35855. * Defines the time it will take for the property to interpolate to the value.
  35856. */
  35857. duration: number;
  35858. /**
  35859. * Defines if the other scene animations should be stopped when the action has been triggered
  35860. */
  35861. stopOtherAnimations?: boolean;
  35862. /**
  35863. * Defines a callback raised once the interpolation animation has been done.
  35864. */
  35865. onInterpolationDone?: () => void;
  35866. /**
  35867. * Observable triggered once the interpolation animation has been done.
  35868. */
  35869. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  35870. private _target;
  35871. private _effectiveTarget;
  35872. private _property;
  35873. /**
  35874. * Instantiate the action
  35875. * @param triggerOptions defines the trigger options
  35876. * @param target defines the object containing the value to interpolate
  35877. * @param propertyPath defines the path to the property in the target object
  35878. * @param value defines the target value at the end of the interpolation
  35879. * @param duration deines the time it will take for the property to interpolate to the value.
  35880. * @param condition defines the trigger related conditions
  35881. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  35882. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  35883. */
  35884. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  35885. /** @hidden */
  35886. _prepare(): void;
  35887. /**
  35888. * Execute the action starts the value interpolation.
  35889. */
  35890. execute(): void;
  35891. /**
  35892. * Serializes the actions and its related information.
  35893. * @param parent defines the object to serialize in
  35894. * @returns the serialized object
  35895. */
  35896. serialize(parent: any): any;
  35897. }
  35898. }
  35899. declare module "babylonjs/Actions/index" {
  35900. export * from "babylonjs/Actions/action";
  35901. export * from "babylonjs/Actions/actionEvent";
  35902. export * from "babylonjs/Actions/actionManager";
  35903. export * from "babylonjs/Actions/condition";
  35904. export * from "babylonjs/Actions/directActions";
  35905. export * from "babylonjs/Actions/directAudioActions";
  35906. export * from "babylonjs/Actions/interpolateValueAction";
  35907. }
  35908. declare module "babylonjs/Animations/index" {
  35909. export * from "babylonjs/Animations/animatable";
  35910. export * from "babylonjs/Animations/animation";
  35911. export * from "babylonjs/Animations/animationGroup";
  35912. export * from "babylonjs/Animations/animationPropertiesOverride";
  35913. export * from "babylonjs/Animations/easing";
  35914. export * from "babylonjs/Animations/runtimeAnimation";
  35915. export * from "babylonjs/Animations/animationEvent";
  35916. export * from "babylonjs/Animations/animationGroup";
  35917. export * from "babylonjs/Animations/animationKey";
  35918. export * from "babylonjs/Animations/animationRange";
  35919. export * from "babylonjs/Animations/animatable.interface";
  35920. }
  35921. declare module "babylonjs/Audio/soundTrack" {
  35922. import { Sound } from "babylonjs/Audio/sound";
  35923. import { Analyser } from "babylonjs/Audio/analyser";
  35924. import { Scene } from "babylonjs/scene";
  35925. /**
  35926. * Options allowed during the creation of a sound track.
  35927. */
  35928. export interface ISoundTrackOptions {
  35929. /**
  35930. * The volume the sound track should take during creation
  35931. */
  35932. volume?: number;
  35933. /**
  35934. * Define if the sound track is the main sound track of the scene
  35935. */
  35936. mainTrack?: boolean;
  35937. }
  35938. /**
  35939. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  35940. * It will be also used in a future release to apply effects on a specific track.
  35941. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  35942. */
  35943. export class SoundTrack {
  35944. /**
  35945. * The unique identifier of the sound track in the scene.
  35946. */
  35947. id: number;
  35948. /**
  35949. * The list of sounds included in the sound track.
  35950. */
  35951. soundCollection: Array<Sound>;
  35952. private _outputAudioNode;
  35953. private _scene;
  35954. private _isMainTrack;
  35955. private _connectedAnalyser;
  35956. private _options;
  35957. private _isInitialized;
  35958. /**
  35959. * Creates a new sound track.
  35960. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  35961. * @param scene Define the scene the sound track belongs to
  35962. * @param options
  35963. */
  35964. constructor(scene: Scene, options?: ISoundTrackOptions);
  35965. private _initializeSoundTrackAudioGraph;
  35966. /**
  35967. * Release the sound track and its associated resources
  35968. */
  35969. dispose(): void;
  35970. /**
  35971. * Adds a sound to this sound track
  35972. * @param sound define the cound to add
  35973. * @ignoreNaming
  35974. */
  35975. AddSound(sound: Sound): void;
  35976. /**
  35977. * Removes a sound to this sound track
  35978. * @param sound define the cound to remove
  35979. * @ignoreNaming
  35980. */
  35981. RemoveSound(sound: Sound): void;
  35982. /**
  35983. * Set a global volume for the full sound track.
  35984. * @param newVolume Define the new volume of the sound track
  35985. */
  35986. setVolume(newVolume: number): void;
  35987. /**
  35988. * Switch the panning model to HRTF:
  35989. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35990. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35991. */
  35992. switchPanningModelToHRTF(): void;
  35993. /**
  35994. * Switch the panning model to Equal Power:
  35995. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35996. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35997. */
  35998. switchPanningModelToEqualPower(): void;
  35999. /**
  36000. * Connect the sound track to an audio analyser allowing some amazing
  36001. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36002. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36003. * @param analyser The analyser to connect to the engine
  36004. */
  36005. connectToAnalyser(analyser: Analyser): void;
  36006. }
  36007. }
  36008. declare module "babylonjs/Audio/audioSceneComponent" {
  36009. import { Sound } from "babylonjs/Audio/sound";
  36010. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36011. import { Nullable } from "babylonjs/types";
  36012. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36013. import { Scene } from "babylonjs/scene";
  36014. import { AbstractScene } from "babylonjs/abstractScene";
  36015. module "babylonjs/abstractScene" {
  36016. interface AbstractScene {
  36017. /**
  36018. * The list of sounds used in the scene.
  36019. */
  36020. sounds: Nullable<Array<Sound>>;
  36021. }
  36022. }
  36023. module "babylonjs/scene" {
  36024. interface Scene {
  36025. /**
  36026. * @hidden
  36027. * Backing field
  36028. */
  36029. _mainSoundTrack: SoundTrack;
  36030. /**
  36031. * The main sound track played by the scene.
  36032. * It cotains your primary collection of sounds.
  36033. */
  36034. mainSoundTrack: SoundTrack;
  36035. /**
  36036. * The list of sound tracks added to the scene
  36037. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36038. */
  36039. soundTracks: Nullable<Array<SoundTrack>>;
  36040. /**
  36041. * Gets a sound using a given name
  36042. * @param name defines the name to search for
  36043. * @return the found sound or null if not found at all.
  36044. */
  36045. getSoundByName(name: string): Nullable<Sound>;
  36046. /**
  36047. * Gets or sets if audio support is enabled
  36048. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36049. */
  36050. audioEnabled: boolean;
  36051. /**
  36052. * Gets or sets if audio will be output to headphones
  36053. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36054. */
  36055. headphone: boolean;
  36056. }
  36057. }
  36058. /**
  36059. * Defines the sound scene component responsible to manage any sounds
  36060. * in a given scene.
  36061. */
  36062. export class AudioSceneComponent implements ISceneSerializableComponent {
  36063. /**
  36064. * The component name helpfull to identify the component in the list of scene components.
  36065. */
  36066. readonly name: string;
  36067. /**
  36068. * The scene the component belongs to.
  36069. */
  36070. scene: Scene;
  36071. private _audioEnabled;
  36072. /**
  36073. * Gets whether audio is enabled or not.
  36074. * Please use related enable/disable method to switch state.
  36075. */
  36076. readonly audioEnabled: boolean;
  36077. private _headphone;
  36078. /**
  36079. * Gets whether audio is outputing to headphone or not.
  36080. * Please use the according Switch methods to change output.
  36081. */
  36082. readonly headphone: boolean;
  36083. /**
  36084. * Creates a new instance of the component for the given scene
  36085. * @param scene Defines the scene to register the component in
  36086. */
  36087. constructor(scene: Scene);
  36088. /**
  36089. * Registers the component in a given scene
  36090. */
  36091. register(): void;
  36092. /**
  36093. * Rebuilds the elements related to this component in case of
  36094. * context lost for instance.
  36095. */
  36096. rebuild(): void;
  36097. /**
  36098. * Serializes the component data to the specified json object
  36099. * @param serializationObject The object to serialize to
  36100. */
  36101. serialize(serializationObject: any): void;
  36102. /**
  36103. * Adds all the elements from the container to the scene
  36104. * @param container the container holding the elements
  36105. */
  36106. addFromContainer(container: AbstractScene): void;
  36107. /**
  36108. * Removes all the elements in the container from the scene
  36109. * @param container contains the elements to remove
  36110. * @param dispose if the removed element should be disposed (default: false)
  36111. */
  36112. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36113. /**
  36114. * Disposes the component and the associated ressources.
  36115. */
  36116. dispose(): void;
  36117. /**
  36118. * Disables audio in the associated scene.
  36119. */
  36120. disableAudio(): void;
  36121. /**
  36122. * Enables audio in the associated scene.
  36123. */
  36124. enableAudio(): void;
  36125. /**
  36126. * Switch audio to headphone output.
  36127. */
  36128. switchAudioModeForHeadphones(): void;
  36129. /**
  36130. * Switch audio to normal speakers.
  36131. */
  36132. switchAudioModeForNormalSpeakers(): void;
  36133. private _afterRender;
  36134. }
  36135. }
  36136. declare module "babylonjs/Audio/weightedsound" {
  36137. import { Sound } from "babylonjs/Audio/sound";
  36138. /**
  36139. * Wraps one or more Sound objects and selects one with random weight for playback.
  36140. */
  36141. export class WeightedSound {
  36142. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36143. loop: boolean;
  36144. private _coneInnerAngle;
  36145. private _coneOuterAngle;
  36146. private _volume;
  36147. /** A Sound is currently playing. */
  36148. isPlaying: boolean;
  36149. /** A Sound is currently paused. */
  36150. isPaused: boolean;
  36151. private _sounds;
  36152. private _weights;
  36153. private _currentIndex?;
  36154. /**
  36155. * Creates a new WeightedSound from the list of sounds given.
  36156. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36157. * @param sounds Array of Sounds that will be selected from.
  36158. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36159. */
  36160. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36161. /**
  36162. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36163. */
  36164. /**
  36165. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36166. */
  36167. directionalConeInnerAngle: number;
  36168. /**
  36169. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36170. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36171. */
  36172. /**
  36173. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36174. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36175. */
  36176. directionalConeOuterAngle: number;
  36177. /**
  36178. * Playback volume.
  36179. */
  36180. /**
  36181. * Playback volume.
  36182. */
  36183. volume: number;
  36184. private _onended;
  36185. /**
  36186. * Suspend playback
  36187. */
  36188. pause(): void;
  36189. /**
  36190. * Stop playback
  36191. */
  36192. stop(): void;
  36193. /**
  36194. * Start playback.
  36195. * @param startOffset Position the clip head at a specific time in seconds.
  36196. */
  36197. play(startOffset?: number): void;
  36198. }
  36199. }
  36200. declare module "babylonjs/Audio/index" {
  36201. export * from "babylonjs/Audio/analyser";
  36202. export * from "babylonjs/Audio/audioEngine";
  36203. export * from "babylonjs/Audio/audioSceneComponent";
  36204. export * from "babylonjs/Audio/sound";
  36205. export * from "babylonjs/Audio/soundTrack";
  36206. export * from "babylonjs/Audio/weightedsound";
  36207. }
  36208. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36209. import { Behavior } from "babylonjs/Behaviors/behavior";
  36210. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36211. import { BackEase } from "babylonjs/Animations/easing";
  36212. /**
  36213. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36214. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36215. */
  36216. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36217. /**
  36218. * Gets the name of the behavior.
  36219. */
  36220. readonly name: string;
  36221. /**
  36222. * The easing function used by animations
  36223. */
  36224. static EasingFunction: BackEase;
  36225. /**
  36226. * The easing mode used by animations
  36227. */
  36228. static EasingMode: number;
  36229. /**
  36230. * The duration of the animation, in milliseconds
  36231. */
  36232. transitionDuration: number;
  36233. /**
  36234. * Length of the distance animated by the transition when lower radius is reached
  36235. */
  36236. lowerRadiusTransitionRange: number;
  36237. /**
  36238. * Length of the distance animated by the transition when upper radius is reached
  36239. */
  36240. upperRadiusTransitionRange: number;
  36241. private _autoTransitionRange;
  36242. /**
  36243. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36244. */
  36245. /**
  36246. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36247. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36248. */
  36249. autoTransitionRange: boolean;
  36250. private _attachedCamera;
  36251. private _onAfterCheckInputsObserver;
  36252. private _onMeshTargetChangedObserver;
  36253. /**
  36254. * Initializes the behavior.
  36255. */
  36256. init(): void;
  36257. /**
  36258. * Attaches the behavior to its arc rotate camera.
  36259. * @param camera Defines the camera to attach the behavior to
  36260. */
  36261. attach(camera: ArcRotateCamera): void;
  36262. /**
  36263. * Detaches the behavior from its current arc rotate camera.
  36264. */
  36265. detach(): void;
  36266. private _radiusIsAnimating;
  36267. private _radiusBounceTransition;
  36268. private _animatables;
  36269. private _cachedWheelPrecision;
  36270. /**
  36271. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36272. * @param radiusLimit The limit to check against.
  36273. * @return Bool to indicate if at limit.
  36274. */
  36275. private _isRadiusAtLimit;
  36276. /**
  36277. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36278. * @param radiusDelta The delta by which to animate to. Can be negative.
  36279. */
  36280. private _applyBoundRadiusAnimation;
  36281. /**
  36282. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36283. */
  36284. protected _clearAnimationLocks(): void;
  36285. /**
  36286. * Stops and removes all animations that have been applied to the camera
  36287. */
  36288. stopAllAnimations(): void;
  36289. }
  36290. }
  36291. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36292. import { Behavior } from "babylonjs/Behaviors/behavior";
  36293. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36294. import { ExponentialEase } from "babylonjs/Animations/easing";
  36295. import { Nullable } from "babylonjs/types";
  36296. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36297. import { Vector3 } from "babylonjs/Maths/math.vector";
  36298. /**
  36299. * 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.
  36300. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36301. */
  36302. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36303. /**
  36304. * Gets the name of the behavior.
  36305. */
  36306. readonly name: string;
  36307. private _mode;
  36308. private _radiusScale;
  36309. private _positionScale;
  36310. private _defaultElevation;
  36311. private _elevationReturnTime;
  36312. private _elevationReturnWaitTime;
  36313. private _zoomStopsAnimation;
  36314. private _framingTime;
  36315. /**
  36316. * The easing function used by animations
  36317. */
  36318. static EasingFunction: ExponentialEase;
  36319. /**
  36320. * The easing mode used by animations
  36321. */
  36322. static EasingMode: number;
  36323. /**
  36324. * Sets the current mode used by the behavior
  36325. */
  36326. /**
  36327. * Gets current mode used by the behavior.
  36328. */
  36329. mode: number;
  36330. /**
  36331. * Sets the scale applied to the radius (1 by default)
  36332. */
  36333. /**
  36334. * Gets the scale applied to the radius
  36335. */
  36336. radiusScale: number;
  36337. /**
  36338. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36339. */
  36340. /**
  36341. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36342. */
  36343. positionScale: number;
  36344. /**
  36345. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36346. * behaviour is triggered, in radians.
  36347. */
  36348. /**
  36349. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36350. * behaviour is triggered, in radians.
  36351. */
  36352. defaultElevation: number;
  36353. /**
  36354. * Sets the time (in milliseconds) taken to return to the default beta position.
  36355. * Negative value indicates camera should not return to default.
  36356. */
  36357. /**
  36358. * Gets the time (in milliseconds) taken to return to the default beta position.
  36359. * Negative value indicates camera should not return to default.
  36360. */
  36361. elevationReturnTime: number;
  36362. /**
  36363. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36364. */
  36365. /**
  36366. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36367. */
  36368. elevationReturnWaitTime: number;
  36369. /**
  36370. * Sets the flag that indicates if user zooming should stop animation.
  36371. */
  36372. /**
  36373. * Gets the flag that indicates if user zooming should stop animation.
  36374. */
  36375. zoomStopsAnimation: boolean;
  36376. /**
  36377. * Sets the transition time when framing the mesh, in milliseconds
  36378. */
  36379. /**
  36380. * Gets the transition time when framing the mesh, in milliseconds
  36381. */
  36382. framingTime: number;
  36383. /**
  36384. * Define if the behavior should automatically change the configured
  36385. * camera limits and sensibilities.
  36386. */
  36387. autoCorrectCameraLimitsAndSensibility: boolean;
  36388. private _onPrePointerObservableObserver;
  36389. private _onAfterCheckInputsObserver;
  36390. private _onMeshTargetChangedObserver;
  36391. private _attachedCamera;
  36392. private _isPointerDown;
  36393. private _lastInteractionTime;
  36394. /**
  36395. * Initializes the behavior.
  36396. */
  36397. init(): void;
  36398. /**
  36399. * Attaches the behavior to its arc rotate camera.
  36400. * @param camera Defines the camera to attach the behavior to
  36401. */
  36402. attach(camera: ArcRotateCamera): void;
  36403. /**
  36404. * Detaches the behavior from its current arc rotate camera.
  36405. */
  36406. detach(): void;
  36407. private _animatables;
  36408. private _betaIsAnimating;
  36409. private _betaTransition;
  36410. private _radiusTransition;
  36411. private _vectorTransition;
  36412. /**
  36413. * Targets the given mesh and updates zoom level accordingly.
  36414. * @param mesh The mesh to target.
  36415. * @param radius Optional. If a cached radius position already exists, overrides default.
  36416. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36417. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36418. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36419. */
  36420. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36421. /**
  36422. * Targets the given mesh with its children and updates zoom level accordingly.
  36423. * @param mesh The mesh to target.
  36424. * @param radius Optional. If a cached radius position already exists, overrides default.
  36425. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36426. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36427. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36428. */
  36429. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36430. /**
  36431. * Targets the given meshes with their children and updates zoom level accordingly.
  36432. * @param meshes The mesh to target.
  36433. * @param radius Optional. If a cached radius position already exists, overrides default.
  36434. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36435. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36436. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36437. */
  36438. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36439. /**
  36440. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36441. * @param minimumWorld Determines the smaller position of the bounding box extend
  36442. * @param maximumWorld Determines the bigger position of the bounding box extend
  36443. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36444. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36445. */
  36446. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36447. /**
  36448. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36449. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36450. * frustum width.
  36451. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36452. * to fully enclose the mesh in the viewing frustum.
  36453. */
  36454. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36455. /**
  36456. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36457. * is automatically returned to its default position (expected to be above ground plane).
  36458. */
  36459. private _maintainCameraAboveGround;
  36460. /**
  36461. * Returns the frustum slope based on the canvas ratio and camera FOV
  36462. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36463. */
  36464. private _getFrustumSlope;
  36465. /**
  36466. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36467. */
  36468. private _clearAnimationLocks;
  36469. /**
  36470. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36471. */
  36472. private _applyUserInteraction;
  36473. /**
  36474. * Stops and removes all animations that have been applied to the camera
  36475. */
  36476. stopAllAnimations(): void;
  36477. /**
  36478. * Gets a value indicating if the user is moving the camera
  36479. */
  36480. readonly isUserIsMoving: boolean;
  36481. /**
  36482. * The camera can move all the way towards the mesh.
  36483. */
  36484. static IgnoreBoundsSizeMode: number;
  36485. /**
  36486. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36487. */
  36488. static FitFrustumSidesMode: number;
  36489. }
  36490. }
  36491. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36492. import { Nullable } from "babylonjs/types";
  36493. import { Camera } from "babylonjs/Cameras/camera";
  36494. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36495. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36496. /**
  36497. * Base class for Camera Pointer Inputs.
  36498. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36499. * for example usage.
  36500. */
  36501. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36502. /**
  36503. * Defines the camera the input is attached to.
  36504. */
  36505. abstract camera: Camera;
  36506. /**
  36507. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36508. */
  36509. protected _altKey: boolean;
  36510. protected _ctrlKey: boolean;
  36511. protected _metaKey: boolean;
  36512. protected _shiftKey: boolean;
  36513. /**
  36514. * Which mouse buttons were pressed at time of last mouse event.
  36515. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36516. */
  36517. protected _buttonsPressed: number;
  36518. /**
  36519. * Defines the buttons associated with the input to handle camera move.
  36520. */
  36521. buttons: number[];
  36522. /**
  36523. * Attach the input controls to a specific dom element to get the input from.
  36524. * @param element Defines the element the controls should be listened from
  36525. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36526. */
  36527. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36528. /**
  36529. * Detach the current controls from the specified dom element.
  36530. * @param element Defines the element to stop listening the inputs from
  36531. */
  36532. detachControl(element: Nullable<HTMLElement>): void;
  36533. /**
  36534. * Gets the class name of the current input.
  36535. * @returns the class name
  36536. */
  36537. getClassName(): string;
  36538. /**
  36539. * Get the friendly name associated with the input class.
  36540. * @returns the input friendly name
  36541. */
  36542. getSimpleName(): string;
  36543. /**
  36544. * Called on pointer POINTERDOUBLETAP event.
  36545. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36546. */
  36547. protected onDoubleTap(type: string): void;
  36548. /**
  36549. * Called on pointer POINTERMOVE event if only a single touch is active.
  36550. * Override this method to provide functionality.
  36551. */
  36552. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36553. /**
  36554. * Called on pointer POINTERMOVE event if multiple touches are active.
  36555. * Override this method to provide functionality.
  36556. */
  36557. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36558. /**
  36559. * Called on JS contextmenu event.
  36560. * Override this method to provide functionality.
  36561. */
  36562. protected onContextMenu(evt: PointerEvent): void;
  36563. /**
  36564. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36565. * press.
  36566. * Override this method to provide functionality.
  36567. */
  36568. protected onButtonDown(evt: PointerEvent): void;
  36569. /**
  36570. * Called each time a new POINTERUP event occurs. Ie, for each button
  36571. * release.
  36572. * Override this method to provide functionality.
  36573. */
  36574. protected onButtonUp(evt: PointerEvent): void;
  36575. /**
  36576. * Called when window becomes inactive.
  36577. * Override this method to provide functionality.
  36578. */
  36579. protected onLostFocus(): void;
  36580. private _pointerInput;
  36581. private _observer;
  36582. private _onLostFocus;
  36583. private pointA;
  36584. private pointB;
  36585. }
  36586. }
  36587. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36588. import { Nullable } from "babylonjs/types";
  36589. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36590. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36591. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36592. /**
  36593. * Manage the pointers inputs to control an arc rotate camera.
  36594. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36595. */
  36596. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36597. /**
  36598. * Defines the camera the input is attached to.
  36599. */
  36600. camera: ArcRotateCamera;
  36601. /**
  36602. * Gets the class name of the current input.
  36603. * @returns the class name
  36604. */
  36605. getClassName(): string;
  36606. /**
  36607. * Defines the buttons associated with the input to handle camera move.
  36608. */
  36609. buttons: number[];
  36610. /**
  36611. * Defines the pointer angular sensibility along the X axis or how fast is
  36612. * the camera rotating.
  36613. */
  36614. angularSensibilityX: number;
  36615. /**
  36616. * Defines the pointer angular sensibility along the Y axis or how fast is
  36617. * the camera rotating.
  36618. */
  36619. angularSensibilityY: number;
  36620. /**
  36621. * Defines the pointer pinch precision or how fast is the camera zooming.
  36622. */
  36623. pinchPrecision: number;
  36624. /**
  36625. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36626. * from 0.
  36627. * It defines the percentage of current camera.radius to use as delta when
  36628. * pinch zoom is used.
  36629. */
  36630. pinchDeltaPercentage: number;
  36631. /**
  36632. * Defines the pointer panning sensibility or how fast is the camera moving.
  36633. */
  36634. panningSensibility: number;
  36635. /**
  36636. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36637. */
  36638. multiTouchPanning: boolean;
  36639. /**
  36640. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36641. * zoom (pinch) through multitouch.
  36642. */
  36643. multiTouchPanAndZoom: boolean;
  36644. /**
  36645. * Revers pinch action direction.
  36646. */
  36647. pinchInwards: boolean;
  36648. private _isPanClick;
  36649. private _twoFingerActivityCount;
  36650. private _isPinching;
  36651. /**
  36652. * Called on pointer POINTERMOVE event if only a single touch is active.
  36653. */
  36654. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36655. /**
  36656. * Called on pointer POINTERDOUBLETAP event.
  36657. */
  36658. protected onDoubleTap(type: string): void;
  36659. /**
  36660. * Called on pointer POINTERMOVE event if multiple touches are active.
  36661. */
  36662. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36663. /**
  36664. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36665. * press.
  36666. */
  36667. protected onButtonDown(evt: PointerEvent): void;
  36668. /**
  36669. * Called each time a new POINTERUP event occurs. Ie, for each button
  36670. * release.
  36671. */
  36672. protected onButtonUp(evt: PointerEvent): void;
  36673. /**
  36674. * Called when window becomes inactive.
  36675. */
  36676. protected onLostFocus(): void;
  36677. }
  36678. }
  36679. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36680. import { Nullable } from "babylonjs/types";
  36681. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36682. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36683. /**
  36684. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36686. */
  36687. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36688. /**
  36689. * Defines the camera the input is attached to.
  36690. */
  36691. camera: ArcRotateCamera;
  36692. /**
  36693. * Defines the list of key codes associated with the up action (increase alpha)
  36694. */
  36695. keysUp: number[];
  36696. /**
  36697. * Defines the list of key codes associated with the down action (decrease alpha)
  36698. */
  36699. keysDown: number[];
  36700. /**
  36701. * Defines the list of key codes associated with the left action (increase beta)
  36702. */
  36703. keysLeft: number[];
  36704. /**
  36705. * Defines the list of key codes associated with the right action (decrease beta)
  36706. */
  36707. keysRight: number[];
  36708. /**
  36709. * Defines the list of key codes associated with the reset action.
  36710. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36711. */
  36712. keysReset: number[];
  36713. /**
  36714. * Defines the panning sensibility of the inputs.
  36715. * (How fast is the camera paning)
  36716. */
  36717. panningSensibility: number;
  36718. /**
  36719. * Defines the zooming sensibility of the inputs.
  36720. * (How fast is the camera zooming)
  36721. */
  36722. zoomingSensibility: number;
  36723. /**
  36724. * Defines wether maintaining the alt key down switch the movement mode from
  36725. * orientation to zoom.
  36726. */
  36727. useAltToZoom: boolean;
  36728. /**
  36729. * Rotation speed of the camera
  36730. */
  36731. angularSpeed: number;
  36732. private _keys;
  36733. private _ctrlPressed;
  36734. private _altPressed;
  36735. private _onCanvasBlurObserver;
  36736. private _onKeyboardObserver;
  36737. private _engine;
  36738. private _scene;
  36739. /**
  36740. * Attach the input controls to a specific dom element to get the input from.
  36741. * @param element Defines the element the controls should be listened from
  36742. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36743. */
  36744. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36745. /**
  36746. * Detach the current controls from the specified dom element.
  36747. * @param element Defines the element to stop listening the inputs from
  36748. */
  36749. detachControl(element: Nullable<HTMLElement>): void;
  36750. /**
  36751. * Update the current camera state depending on the inputs that have been used this frame.
  36752. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36753. */
  36754. checkInputs(): void;
  36755. /**
  36756. * Gets the class name of the current intput.
  36757. * @returns the class name
  36758. */
  36759. getClassName(): string;
  36760. /**
  36761. * Get the friendly name associated with the input class.
  36762. * @returns the input friendly name
  36763. */
  36764. getSimpleName(): string;
  36765. }
  36766. }
  36767. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  36768. import { Nullable } from "babylonjs/types";
  36769. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36770. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36771. /**
  36772. * Manage the mouse wheel inputs to control an arc rotate camera.
  36773. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36774. */
  36775. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  36776. /**
  36777. * Defines the camera the input is attached to.
  36778. */
  36779. camera: ArcRotateCamera;
  36780. /**
  36781. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36782. */
  36783. wheelPrecision: number;
  36784. /**
  36785. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  36786. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  36787. */
  36788. wheelDeltaPercentage: number;
  36789. private _wheel;
  36790. private _observer;
  36791. private computeDeltaFromMouseWheelLegacyEvent;
  36792. /**
  36793. * Attach the input controls to a specific dom element to get the input from.
  36794. * @param element Defines the element the controls should be listened from
  36795. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36796. */
  36797. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36798. /**
  36799. * Detach the current controls from the specified dom element.
  36800. * @param element Defines the element to stop listening the inputs from
  36801. */
  36802. detachControl(element: Nullable<HTMLElement>): void;
  36803. /**
  36804. * Gets the class name of the current intput.
  36805. * @returns the class name
  36806. */
  36807. getClassName(): string;
  36808. /**
  36809. * Get the friendly name associated with the input class.
  36810. * @returns the input friendly name
  36811. */
  36812. getSimpleName(): string;
  36813. }
  36814. }
  36815. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  36816. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36817. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  36818. /**
  36819. * Default Inputs manager for the ArcRotateCamera.
  36820. * It groups all the default supported inputs for ease of use.
  36821. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36822. */
  36823. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  36824. /**
  36825. * Instantiates a new ArcRotateCameraInputsManager.
  36826. * @param camera Defines the camera the inputs belong to
  36827. */
  36828. constructor(camera: ArcRotateCamera);
  36829. /**
  36830. * Add mouse wheel input support to the input manager.
  36831. * @returns the current input manager
  36832. */
  36833. addMouseWheel(): ArcRotateCameraInputsManager;
  36834. /**
  36835. * Add pointers input support to the input manager.
  36836. * @returns the current input manager
  36837. */
  36838. addPointers(): ArcRotateCameraInputsManager;
  36839. /**
  36840. * Add keyboard input support to the input manager.
  36841. * @returns the current input manager
  36842. */
  36843. addKeyboard(): ArcRotateCameraInputsManager;
  36844. }
  36845. }
  36846. declare module "babylonjs/Cameras/arcRotateCamera" {
  36847. import { Observable } from "babylonjs/Misc/observable";
  36848. import { Nullable } from "babylonjs/types";
  36849. import { Scene } from "babylonjs/scene";
  36850. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  36851. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36852. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  36853. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  36854. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  36855. import { Camera } from "babylonjs/Cameras/camera";
  36856. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  36857. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  36858. import { Collider } from "babylonjs/Collisions/collider";
  36859. /**
  36860. * This represents an orbital type of camera.
  36861. *
  36862. * 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.
  36863. * 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.
  36864. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  36865. */
  36866. export class ArcRotateCamera extends TargetCamera {
  36867. /**
  36868. * Defines the rotation angle of the camera along the longitudinal axis.
  36869. */
  36870. alpha: number;
  36871. /**
  36872. * Defines the rotation angle of the camera along the latitudinal axis.
  36873. */
  36874. beta: number;
  36875. /**
  36876. * Defines the radius of the camera from it s target point.
  36877. */
  36878. radius: number;
  36879. protected _target: Vector3;
  36880. protected _targetHost: Nullable<AbstractMesh>;
  36881. /**
  36882. * Defines the target point of the camera.
  36883. * The camera looks towards it form the radius distance.
  36884. */
  36885. target: Vector3;
  36886. /**
  36887. * Define the current local position of the camera in the scene
  36888. */
  36889. position: Vector3;
  36890. protected _upVector: Vector3;
  36891. protected _upToYMatrix: Matrix;
  36892. protected _YToUpMatrix: Matrix;
  36893. /**
  36894. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  36895. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  36896. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  36897. */
  36898. upVector: Vector3;
  36899. /**
  36900. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  36901. */
  36902. setMatUp(): void;
  36903. /**
  36904. * Current inertia value on the longitudinal axis.
  36905. * The bigger this number the longer it will take for the camera to stop.
  36906. */
  36907. inertialAlphaOffset: number;
  36908. /**
  36909. * Current inertia value on the latitudinal axis.
  36910. * The bigger this number the longer it will take for the camera to stop.
  36911. */
  36912. inertialBetaOffset: number;
  36913. /**
  36914. * Current inertia value on the radius axis.
  36915. * The bigger this number the longer it will take for the camera to stop.
  36916. */
  36917. inertialRadiusOffset: number;
  36918. /**
  36919. * Minimum allowed angle on the longitudinal axis.
  36920. * This can help limiting how the Camera is able to move in the scene.
  36921. */
  36922. lowerAlphaLimit: Nullable<number>;
  36923. /**
  36924. * Maximum allowed angle on the longitudinal axis.
  36925. * This can help limiting how the Camera is able to move in the scene.
  36926. */
  36927. upperAlphaLimit: Nullable<number>;
  36928. /**
  36929. * Minimum allowed angle on the latitudinal axis.
  36930. * This can help limiting how the Camera is able to move in the scene.
  36931. */
  36932. lowerBetaLimit: number;
  36933. /**
  36934. * Maximum allowed angle on the latitudinal axis.
  36935. * This can help limiting how the Camera is able to move in the scene.
  36936. */
  36937. upperBetaLimit: number;
  36938. /**
  36939. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  36940. * This can help limiting how the Camera is able to move in the scene.
  36941. */
  36942. lowerRadiusLimit: Nullable<number>;
  36943. /**
  36944. * Maximum allowed distance of the camera to the target (The camera can not get further).
  36945. * This can help limiting how the Camera is able to move in the scene.
  36946. */
  36947. upperRadiusLimit: Nullable<number>;
  36948. /**
  36949. * Defines the current inertia value used during panning of the camera along the X axis.
  36950. */
  36951. inertialPanningX: number;
  36952. /**
  36953. * Defines the current inertia value used during panning of the camera along the Y axis.
  36954. */
  36955. inertialPanningY: number;
  36956. /**
  36957. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  36958. * Basically if your fingers moves away from more than this distance you will be considered
  36959. * in pinch mode.
  36960. */
  36961. pinchToPanMaxDistance: number;
  36962. /**
  36963. * Defines the maximum distance the camera can pan.
  36964. * This could help keeping the cammera always in your scene.
  36965. */
  36966. panningDistanceLimit: Nullable<number>;
  36967. /**
  36968. * Defines the target of the camera before paning.
  36969. */
  36970. panningOriginTarget: Vector3;
  36971. /**
  36972. * Defines the value of the inertia used during panning.
  36973. * 0 would mean stop inertia and one would mean no decelleration at all.
  36974. */
  36975. panningInertia: number;
  36976. /**
  36977. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  36978. */
  36979. angularSensibilityX: number;
  36980. /**
  36981. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  36982. */
  36983. angularSensibilityY: number;
  36984. /**
  36985. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  36986. */
  36987. pinchPrecision: number;
  36988. /**
  36989. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  36990. * It will be used instead of pinchDeltaPrecision if different from 0.
  36991. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  36992. */
  36993. pinchDeltaPercentage: number;
  36994. /**
  36995. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  36996. */
  36997. panningSensibility: number;
  36998. /**
  36999. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37000. */
  37001. keysUp: number[];
  37002. /**
  37003. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37004. */
  37005. keysDown: number[];
  37006. /**
  37007. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37008. */
  37009. keysLeft: number[];
  37010. /**
  37011. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37012. */
  37013. keysRight: number[];
  37014. /**
  37015. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37016. */
  37017. wheelPrecision: number;
  37018. /**
  37019. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37020. * It will be used instead of pinchDeltaPrecision if different from 0.
  37021. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37022. */
  37023. wheelDeltaPercentage: number;
  37024. /**
  37025. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37026. */
  37027. zoomOnFactor: number;
  37028. /**
  37029. * Defines a screen offset for the camera position.
  37030. */
  37031. targetScreenOffset: Vector2;
  37032. /**
  37033. * Allows the camera to be completely reversed.
  37034. * If false the camera can not arrive upside down.
  37035. */
  37036. allowUpsideDown: boolean;
  37037. /**
  37038. * Define if double tap/click is used to restore the previously saved state of the camera.
  37039. */
  37040. useInputToRestoreState: boolean;
  37041. /** @hidden */
  37042. _viewMatrix: Matrix;
  37043. /** @hidden */
  37044. _useCtrlForPanning: boolean;
  37045. /** @hidden */
  37046. _panningMouseButton: number;
  37047. /**
  37048. * Defines the input associated to the camera.
  37049. */
  37050. inputs: ArcRotateCameraInputsManager;
  37051. /** @hidden */
  37052. _reset: () => void;
  37053. /**
  37054. * Defines the allowed panning axis.
  37055. */
  37056. panningAxis: Vector3;
  37057. protected _localDirection: Vector3;
  37058. protected _transformedDirection: Vector3;
  37059. private _bouncingBehavior;
  37060. /**
  37061. * Gets the bouncing behavior of the camera if it has been enabled.
  37062. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37063. */
  37064. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37065. /**
  37066. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37067. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37068. */
  37069. useBouncingBehavior: boolean;
  37070. private _framingBehavior;
  37071. /**
  37072. * Gets the framing behavior of the camera if it has been enabled.
  37073. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37074. */
  37075. readonly framingBehavior: Nullable<FramingBehavior>;
  37076. /**
  37077. * Defines if the framing behavior of the camera is enabled on the camera.
  37078. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37079. */
  37080. useFramingBehavior: boolean;
  37081. private _autoRotationBehavior;
  37082. /**
  37083. * Gets the auto rotation behavior of the camera if it has been enabled.
  37084. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37085. */
  37086. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37087. /**
  37088. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37089. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37090. */
  37091. useAutoRotationBehavior: boolean;
  37092. /**
  37093. * Observable triggered when the mesh target has been changed on the camera.
  37094. */
  37095. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37096. /**
  37097. * Event raised when the camera is colliding with a mesh.
  37098. */
  37099. onCollide: (collidedMesh: AbstractMesh) => void;
  37100. /**
  37101. * Defines whether the camera should check collision with the objects oh the scene.
  37102. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37103. */
  37104. checkCollisions: boolean;
  37105. /**
  37106. * Defines the collision radius of the camera.
  37107. * This simulates a sphere around the camera.
  37108. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37109. */
  37110. collisionRadius: Vector3;
  37111. protected _collider: Collider;
  37112. protected _previousPosition: Vector3;
  37113. protected _collisionVelocity: Vector3;
  37114. protected _newPosition: Vector3;
  37115. protected _previousAlpha: number;
  37116. protected _previousBeta: number;
  37117. protected _previousRadius: number;
  37118. protected _collisionTriggered: boolean;
  37119. protected _targetBoundingCenter: Nullable<Vector3>;
  37120. private _computationVector;
  37121. /**
  37122. * Instantiates a new ArcRotateCamera in a given scene
  37123. * @param name Defines the name of the camera
  37124. * @param alpha Defines the camera rotation along the logitudinal axis
  37125. * @param beta Defines the camera rotation along the latitudinal axis
  37126. * @param radius Defines the camera distance from its target
  37127. * @param target Defines the camera target
  37128. * @param scene Defines the scene the camera belongs to
  37129. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37130. */
  37131. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37132. /** @hidden */
  37133. _initCache(): void;
  37134. /** @hidden */
  37135. _updateCache(ignoreParentClass?: boolean): void;
  37136. protected _getTargetPosition(): Vector3;
  37137. private _storedAlpha;
  37138. private _storedBeta;
  37139. private _storedRadius;
  37140. private _storedTarget;
  37141. /**
  37142. * Stores the current state of the camera (alpha, beta, radius and target)
  37143. * @returns the camera itself
  37144. */
  37145. storeState(): Camera;
  37146. /**
  37147. * @hidden
  37148. * Restored camera state. You must call storeState() first
  37149. */
  37150. _restoreStateValues(): boolean;
  37151. /** @hidden */
  37152. _isSynchronizedViewMatrix(): boolean;
  37153. /**
  37154. * Attached controls to the current camera.
  37155. * @param element Defines the element the controls should be listened from
  37156. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37157. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37158. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37159. */
  37160. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37161. /**
  37162. * Detach the current controls from the camera.
  37163. * The camera will stop reacting to inputs.
  37164. * @param element Defines the element to stop listening the inputs from
  37165. */
  37166. detachControl(element: HTMLElement): void;
  37167. /** @hidden */
  37168. _checkInputs(): void;
  37169. protected _checkLimits(): void;
  37170. /**
  37171. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37172. */
  37173. rebuildAnglesAndRadius(): void;
  37174. /**
  37175. * Use a position to define the current camera related information like aplha, beta and radius
  37176. * @param position Defines the position to set the camera at
  37177. */
  37178. setPosition(position: Vector3): void;
  37179. /**
  37180. * Defines the target the camera should look at.
  37181. * This will automatically adapt alpha beta and radius to fit within the new target.
  37182. * @param target Defines the new target as a Vector or a mesh
  37183. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37184. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37185. */
  37186. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37187. /** @hidden */
  37188. _getViewMatrix(): Matrix;
  37189. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37190. /**
  37191. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37192. * @param meshes Defines the mesh to zoom on
  37193. * @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)
  37194. */
  37195. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37196. /**
  37197. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37198. * The target will be changed but the radius
  37199. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37200. * @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)
  37201. */
  37202. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37203. min: Vector3;
  37204. max: Vector3;
  37205. distance: number;
  37206. }, doNotUpdateMaxZ?: boolean): void;
  37207. /**
  37208. * @override
  37209. * Override Camera.createRigCamera
  37210. */
  37211. createRigCamera(name: string, cameraIndex: number): Camera;
  37212. /**
  37213. * @hidden
  37214. * @override
  37215. * Override Camera._updateRigCameras
  37216. */
  37217. _updateRigCameras(): void;
  37218. /**
  37219. * Destroy the camera and release the current resources hold by it.
  37220. */
  37221. dispose(): void;
  37222. /**
  37223. * Gets the current object class name.
  37224. * @return the class name
  37225. */
  37226. getClassName(): string;
  37227. }
  37228. }
  37229. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37230. import { Behavior } from "babylonjs/Behaviors/behavior";
  37231. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37232. /**
  37233. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37234. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37235. */
  37236. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37237. /**
  37238. * Gets the name of the behavior.
  37239. */
  37240. readonly name: string;
  37241. private _zoomStopsAnimation;
  37242. private _idleRotationSpeed;
  37243. private _idleRotationWaitTime;
  37244. private _idleRotationSpinupTime;
  37245. /**
  37246. * Sets the flag that indicates if user zooming should stop animation.
  37247. */
  37248. /**
  37249. * Gets the flag that indicates if user zooming should stop animation.
  37250. */
  37251. zoomStopsAnimation: boolean;
  37252. /**
  37253. * Sets the default speed at which the camera rotates around the model.
  37254. */
  37255. /**
  37256. * Gets the default speed at which the camera rotates around the model.
  37257. */
  37258. idleRotationSpeed: number;
  37259. /**
  37260. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37261. */
  37262. /**
  37263. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37264. */
  37265. idleRotationWaitTime: number;
  37266. /**
  37267. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37268. */
  37269. /**
  37270. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37271. */
  37272. idleRotationSpinupTime: number;
  37273. /**
  37274. * Gets a value indicating if the camera is currently rotating because of this behavior
  37275. */
  37276. readonly rotationInProgress: boolean;
  37277. private _onPrePointerObservableObserver;
  37278. private _onAfterCheckInputsObserver;
  37279. private _attachedCamera;
  37280. private _isPointerDown;
  37281. private _lastFrameTime;
  37282. private _lastInteractionTime;
  37283. private _cameraRotationSpeed;
  37284. /**
  37285. * Initializes the behavior.
  37286. */
  37287. init(): void;
  37288. /**
  37289. * Attaches the behavior to its arc rotate camera.
  37290. * @param camera Defines the camera to attach the behavior to
  37291. */
  37292. attach(camera: ArcRotateCamera): void;
  37293. /**
  37294. * Detaches the behavior from its current arc rotate camera.
  37295. */
  37296. detach(): void;
  37297. /**
  37298. * Returns true if user is scrolling.
  37299. * @return true if user is scrolling.
  37300. */
  37301. private _userIsZooming;
  37302. private _lastFrameRadius;
  37303. private _shouldAnimationStopForInteraction;
  37304. /**
  37305. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37306. */
  37307. private _applyUserInteraction;
  37308. private _userIsMoving;
  37309. }
  37310. }
  37311. declare module "babylonjs/Behaviors/Cameras/index" {
  37312. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37313. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37314. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37315. }
  37316. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37317. import { Mesh } from "babylonjs/Meshes/mesh";
  37318. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37319. import { Behavior } from "babylonjs/Behaviors/behavior";
  37320. /**
  37321. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37322. */
  37323. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37324. private ui;
  37325. /**
  37326. * The name of the behavior
  37327. */
  37328. name: string;
  37329. /**
  37330. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37331. */
  37332. distanceAwayFromFace: number;
  37333. /**
  37334. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37335. */
  37336. distanceAwayFromBottomOfFace: number;
  37337. private _faceVectors;
  37338. private _target;
  37339. private _scene;
  37340. private _onRenderObserver;
  37341. private _tmpMatrix;
  37342. private _tmpVector;
  37343. /**
  37344. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37345. * @param ui The transform node that should be attched to the mesh
  37346. */
  37347. constructor(ui: TransformNode);
  37348. /**
  37349. * Initializes the behavior
  37350. */
  37351. init(): void;
  37352. private _closestFace;
  37353. private _zeroVector;
  37354. private _lookAtTmpMatrix;
  37355. private _lookAtToRef;
  37356. /**
  37357. * Attaches the AttachToBoxBehavior to the passed in mesh
  37358. * @param target The mesh that the specified node will be attached to
  37359. */
  37360. attach(target: Mesh): void;
  37361. /**
  37362. * Detaches the behavior from the mesh
  37363. */
  37364. detach(): void;
  37365. }
  37366. }
  37367. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37368. import { Behavior } from "babylonjs/Behaviors/behavior";
  37369. import { Mesh } from "babylonjs/Meshes/mesh";
  37370. /**
  37371. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37372. */
  37373. export class FadeInOutBehavior implements Behavior<Mesh> {
  37374. /**
  37375. * Time in milliseconds to delay before fading in (Default: 0)
  37376. */
  37377. delay: number;
  37378. /**
  37379. * Time in milliseconds for the mesh to fade in (Default: 300)
  37380. */
  37381. fadeInTime: number;
  37382. private _millisecondsPerFrame;
  37383. private _hovered;
  37384. private _hoverValue;
  37385. private _ownerNode;
  37386. /**
  37387. * Instatiates the FadeInOutBehavior
  37388. */
  37389. constructor();
  37390. /**
  37391. * The name of the behavior
  37392. */
  37393. readonly name: string;
  37394. /**
  37395. * Initializes the behavior
  37396. */
  37397. init(): void;
  37398. /**
  37399. * Attaches the fade behavior on the passed in mesh
  37400. * @param ownerNode The mesh that will be faded in/out once attached
  37401. */
  37402. attach(ownerNode: Mesh): void;
  37403. /**
  37404. * Detaches the behavior from the mesh
  37405. */
  37406. detach(): void;
  37407. /**
  37408. * Triggers the mesh to begin fading in or out
  37409. * @param value if the object should fade in or out (true to fade in)
  37410. */
  37411. fadeIn(value: boolean): void;
  37412. private _update;
  37413. private _setAllVisibility;
  37414. }
  37415. }
  37416. declare module "babylonjs/Misc/pivotTools" {
  37417. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37418. /**
  37419. * Class containing a set of static utilities functions for managing Pivots
  37420. * @hidden
  37421. */
  37422. export class PivotTools {
  37423. private static _PivotCached;
  37424. private static _OldPivotPoint;
  37425. private static _PivotTranslation;
  37426. private static _PivotTmpVector;
  37427. /** @hidden */
  37428. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37429. /** @hidden */
  37430. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37431. }
  37432. }
  37433. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37434. import { Scene } from "babylonjs/scene";
  37435. import { Vector4 } from "babylonjs/Maths/math.vector";
  37436. import { Mesh } from "babylonjs/Meshes/mesh";
  37437. import { Nullable } from "babylonjs/types";
  37438. import { Plane } from "babylonjs/Maths/math.plane";
  37439. /**
  37440. * Class containing static functions to help procedurally build meshes
  37441. */
  37442. export class PlaneBuilder {
  37443. /**
  37444. * Creates a plane mesh
  37445. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37446. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37447. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37448. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37449. * * If you create a double-sided mesh, you can choose what parts of 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
  37450. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37451. * @param name defines the name of the mesh
  37452. * @param options defines the options used to create the mesh
  37453. * @param scene defines the hosting scene
  37454. * @returns the plane mesh
  37455. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37456. */
  37457. static CreatePlane(name: string, options: {
  37458. size?: number;
  37459. width?: number;
  37460. height?: number;
  37461. sideOrientation?: number;
  37462. frontUVs?: Vector4;
  37463. backUVs?: Vector4;
  37464. updatable?: boolean;
  37465. sourcePlane?: Plane;
  37466. }, scene?: Nullable<Scene>): Mesh;
  37467. }
  37468. }
  37469. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37470. import { Behavior } from "babylonjs/Behaviors/behavior";
  37471. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37472. import { Observable } from "babylonjs/Misc/observable";
  37473. import { Vector3 } from "babylonjs/Maths/math.vector";
  37474. import { Ray } from "babylonjs/Culling/ray";
  37475. import "babylonjs/Meshes/Builders/planeBuilder";
  37476. /**
  37477. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37478. */
  37479. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37480. private static _AnyMouseID;
  37481. /**
  37482. * Abstract mesh the behavior is set on
  37483. */
  37484. attachedNode: AbstractMesh;
  37485. private _dragPlane;
  37486. private _scene;
  37487. private _pointerObserver;
  37488. private _beforeRenderObserver;
  37489. private static _planeScene;
  37490. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37491. /**
  37492. * 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)
  37493. */
  37494. maxDragAngle: number;
  37495. /**
  37496. * @hidden
  37497. */
  37498. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37499. /**
  37500. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37501. */
  37502. currentDraggingPointerID: number;
  37503. /**
  37504. * The last position where the pointer hit the drag plane in world space
  37505. */
  37506. lastDragPosition: Vector3;
  37507. /**
  37508. * If the behavior is currently in a dragging state
  37509. */
  37510. dragging: boolean;
  37511. /**
  37512. * 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)
  37513. */
  37514. dragDeltaRatio: number;
  37515. /**
  37516. * If the drag plane orientation should be updated during the dragging (Default: true)
  37517. */
  37518. updateDragPlane: boolean;
  37519. private _debugMode;
  37520. private _moving;
  37521. /**
  37522. * Fires each time the attached mesh is dragged with the pointer
  37523. * * delta between last drag position and current drag position in world space
  37524. * * dragDistance along the drag axis
  37525. * * dragPlaneNormal normal of the current drag plane used during the drag
  37526. * * dragPlanePoint in world space where the drag intersects the drag plane
  37527. */
  37528. onDragObservable: Observable<{
  37529. delta: Vector3;
  37530. dragPlanePoint: Vector3;
  37531. dragPlaneNormal: Vector3;
  37532. dragDistance: number;
  37533. pointerId: number;
  37534. }>;
  37535. /**
  37536. * Fires each time a drag begins (eg. mouse down on mesh)
  37537. */
  37538. onDragStartObservable: Observable<{
  37539. dragPlanePoint: Vector3;
  37540. pointerId: number;
  37541. }>;
  37542. /**
  37543. * Fires each time a drag ends (eg. mouse release after drag)
  37544. */
  37545. onDragEndObservable: Observable<{
  37546. dragPlanePoint: Vector3;
  37547. pointerId: number;
  37548. }>;
  37549. /**
  37550. * If the attached mesh should be moved when dragged
  37551. */
  37552. moveAttached: boolean;
  37553. /**
  37554. * If the drag behavior will react to drag events (Default: true)
  37555. */
  37556. enabled: boolean;
  37557. /**
  37558. * If pointer events should start and release the drag (Default: true)
  37559. */
  37560. startAndReleaseDragOnPointerEvents: boolean;
  37561. /**
  37562. * If camera controls should be detached during the drag
  37563. */
  37564. detachCameraControls: boolean;
  37565. /**
  37566. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37567. */
  37568. useObjectOrienationForDragging: boolean;
  37569. private _options;
  37570. /**
  37571. * Creates a pointer drag behavior that can be attached to a mesh
  37572. * @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)
  37573. */
  37574. constructor(options?: {
  37575. dragAxis?: Vector3;
  37576. dragPlaneNormal?: Vector3;
  37577. });
  37578. /**
  37579. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37580. */
  37581. validateDrag: (targetPosition: Vector3) => boolean;
  37582. /**
  37583. * The name of the behavior
  37584. */
  37585. readonly name: string;
  37586. /**
  37587. * Initializes the behavior
  37588. */
  37589. init(): void;
  37590. private _tmpVector;
  37591. private _alternatePickedPoint;
  37592. private _worldDragAxis;
  37593. private _targetPosition;
  37594. private _attachedElement;
  37595. /**
  37596. * Attaches the drag behavior the passed in mesh
  37597. * @param ownerNode The mesh that will be dragged around once attached
  37598. */
  37599. attach(ownerNode: AbstractMesh): void;
  37600. /**
  37601. * Force relase the drag action by code.
  37602. */
  37603. releaseDrag(): void;
  37604. private _startDragRay;
  37605. private _lastPointerRay;
  37606. /**
  37607. * Simulates the start of a pointer drag event on the behavior
  37608. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37609. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37610. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37611. */
  37612. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37613. private _startDrag;
  37614. private _dragDelta;
  37615. private _moveDrag;
  37616. private _pickWithRayOnDragPlane;
  37617. private _pointA;
  37618. private _pointB;
  37619. private _pointC;
  37620. private _lineA;
  37621. private _lineB;
  37622. private _localAxis;
  37623. private _lookAt;
  37624. private _updateDragPlanePosition;
  37625. /**
  37626. * Detaches the behavior from the mesh
  37627. */
  37628. detach(): void;
  37629. }
  37630. }
  37631. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37632. import { Mesh } from "babylonjs/Meshes/mesh";
  37633. import { Behavior } from "babylonjs/Behaviors/behavior";
  37634. /**
  37635. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37636. */
  37637. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37638. private _dragBehaviorA;
  37639. private _dragBehaviorB;
  37640. private _startDistance;
  37641. private _initialScale;
  37642. private _targetScale;
  37643. private _ownerNode;
  37644. private _sceneRenderObserver;
  37645. /**
  37646. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37647. */
  37648. constructor();
  37649. /**
  37650. * The name of the behavior
  37651. */
  37652. readonly name: string;
  37653. /**
  37654. * Initializes the behavior
  37655. */
  37656. init(): void;
  37657. private _getCurrentDistance;
  37658. /**
  37659. * Attaches the scale behavior the passed in mesh
  37660. * @param ownerNode The mesh that will be scaled around once attached
  37661. */
  37662. attach(ownerNode: Mesh): void;
  37663. /**
  37664. * Detaches the behavior from the mesh
  37665. */
  37666. detach(): void;
  37667. }
  37668. }
  37669. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37670. import { Behavior } from "babylonjs/Behaviors/behavior";
  37671. import { Mesh } from "babylonjs/Meshes/mesh";
  37672. import { Observable } from "babylonjs/Misc/observable";
  37673. /**
  37674. * 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
  37675. */
  37676. export class SixDofDragBehavior implements Behavior<Mesh> {
  37677. private static _virtualScene;
  37678. private _ownerNode;
  37679. private _sceneRenderObserver;
  37680. private _scene;
  37681. private _targetPosition;
  37682. private _virtualOriginMesh;
  37683. private _virtualDragMesh;
  37684. private _pointerObserver;
  37685. private _moving;
  37686. private _startingOrientation;
  37687. /**
  37688. * 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)
  37689. */
  37690. private zDragFactor;
  37691. /**
  37692. * If the object should rotate to face the drag origin
  37693. */
  37694. rotateDraggedObject: boolean;
  37695. /**
  37696. * If the behavior is currently in a dragging state
  37697. */
  37698. dragging: boolean;
  37699. /**
  37700. * 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)
  37701. */
  37702. dragDeltaRatio: number;
  37703. /**
  37704. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37705. */
  37706. currentDraggingPointerID: number;
  37707. /**
  37708. * If camera controls should be detached during the drag
  37709. */
  37710. detachCameraControls: boolean;
  37711. /**
  37712. * Fires each time a drag starts
  37713. */
  37714. onDragStartObservable: Observable<{}>;
  37715. /**
  37716. * Fires each time a drag ends (eg. mouse release after drag)
  37717. */
  37718. onDragEndObservable: Observable<{}>;
  37719. /**
  37720. * 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
  37721. */
  37722. constructor();
  37723. /**
  37724. * The name of the behavior
  37725. */
  37726. readonly name: string;
  37727. /**
  37728. * Initializes the behavior
  37729. */
  37730. init(): void;
  37731. /**
  37732. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37733. */
  37734. private readonly _pointerCamera;
  37735. /**
  37736. * Attaches the scale behavior the passed in mesh
  37737. * @param ownerNode The mesh that will be scaled around once attached
  37738. */
  37739. attach(ownerNode: Mesh): void;
  37740. /**
  37741. * Detaches the behavior from the mesh
  37742. */
  37743. detach(): void;
  37744. }
  37745. }
  37746. declare module "babylonjs/Behaviors/Meshes/index" {
  37747. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37748. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37749. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37750. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37751. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37752. }
  37753. declare module "babylonjs/Behaviors/index" {
  37754. export * from "babylonjs/Behaviors/behavior";
  37755. export * from "babylonjs/Behaviors/Cameras/index";
  37756. export * from "babylonjs/Behaviors/Meshes/index";
  37757. }
  37758. declare module "babylonjs/Bones/boneIKController" {
  37759. import { Bone } from "babylonjs/Bones/bone";
  37760. import { Vector3 } from "babylonjs/Maths/math.vector";
  37761. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37762. import { Nullable } from "babylonjs/types";
  37763. /**
  37764. * Class used to apply inverse kinematics to bones
  37765. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  37766. */
  37767. export class BoneIKController {
  37768. private static _tmpVecs;
  37769. private static _tmpQuat;
  37770. private static _tmpMats;
  37771. /**
  37772. * Gets or sets the target mesh
  37773. */
  37774. targetMesh: AbstractMesh;
  37775. /** Gets or sets the mesh used as pole */
  37776. poleTargetMesh: AbstractMesh;
  37777. /**
  37778. * Gets or sets the bone used as pole
  37779. */
  37780. poleTargetBone: Nullable<Bone>;
  37781. /**
  37782. * Gets or sets the target position
  37783. */
  37784. targetPosition: Vector3;
  37785. /**
  37786. * Gets or sets the pole target position
  37787. */
  37788. poleTargetPosition: Vector3;
  37789. /**
  37790. * Gets or sets the pole target local offset
  37791. */
  37792. poleTargetLocalOffset: Vector3;
  37793. /**
  37794. * Gets or sets the pole angle
  37795. */
  37796. poleAngle: number;
  37797. /**
  37798. * Gets or sets the mesh associated with the controller
  37799. */
  37800. mesh: AbstractMesh;
  37801. /**
  37802. * 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)
  37803. */
  37804. slerpAmount: number;
  37805. private _bone1Quat;
  37806. private _bone1Mat;
  37807. private _bone2Ang;
  37808. private _bone1;
  37809. private _bone2;
  37810. private _bone1Length;
  37811. private _bone2Length;
  37812. private _maxAngle;
  37813. private _maxReach;
  37814. private _rightHandedSystem;
  37815. private _bendAxis;
  37816. private _slerping;
  37817. private _adjustRoll;
  37818. /**
  37819. * Gets or sets maximum allowed angle
  37820. */
  37821. maxAngle: number;
  37822. /**
  37823. * Creates a new BoneIKController
  37824. * @param mesh defines the mesh to control
  37825. * @param bone defines the bone to control
  37826. * @param options defines options to set up the controller
  37827. */
  37828. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  37829. targetMesh?: AbstractMesh;
  37830. poleTargetMesh?: AbstractMesh;
  37831. poleTargetBone?: Bone;
  37832. poleTargetLocalOffset?: Vector3;
  37833. poleAngle?: number;
  37834. bendAxis?: Vector3;
  37835. maxAngle?: number;
  37836. slerpAmount?: number;
  37837. });
  37838. private _setMaxAngle;
  37839. /**
  37840. * Force the controller to update the bones
  37841. */
  37842. update(): void;
  37843. }
  37844. }
  37845. declare module "babylonjs/Bones/boneLookController" {
  37846. import { Vector3 } from "babylonjs/Maths/math.vector";
  37847. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37848. import { Bone } from "babylonjs/Bones/bone";
  37849. import { Space } from "babylonjs/Maths/math.axis";
  37850. /**
  37851. * Class used to make a bone look toward a point in space
  37852. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  37853. */
  37854. export class BoneLookController {
  37855. private static _tmpVecs;
  37856. private static _tmpQuat;
  37857. private static _tmpMats;
  37858. /**
  37859. * The target Vector3 that the bone will look at
  37860. */
  37861. target: Vector3;
  37862. /**
  37863. * The mesh that the bone is attached to
  37864. */
  37865. mesh: AbstractMesh;
  37866. /**
  37867. * The bone that will be looking to the target
  37868. */
  37869. bone: Bone;
  37870. /**
  37871. * The up axis of the coordinate system that is used when the bone is rotated
  37872. */
  37873. upAxis: Vector3;
  37874. /**
  37875. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  37876. */
  37877. upAxisSpace: Space;
  37878. /**
  37879. * Used to make an adjustment to the yaw of the bone
  37880. */
  37881. adjustYaw: number;
  37882. /**
  37883. * Used to make an adjustment to the pitch of the bone
  37884. */
  37885. adjustPitch: number;
  37886. /**
  37887. * Used to make an adjustment to the roll of the bone
  37888. */
  37889. adjustRoll: number;
  37890. /**
  37891. * 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)
  37892. */
  37893. slerpAmount: number;
  37894. private _minYaw;
  37895. private _maxYaw;
  37896. private _minPitch;
  37897. private _maxPitch;
  37898. private _minYawSin;
  37899. private _minYawCos;
  37900. private _maxYawSin;
  37901. private _maxYawCos;
  37902. private _midYawConstraint;
  37903. private _minPitchTan;
  37904. private _maxPitchTan;
  37905. private _boneQuat;
  37906. private _slerping;
  37907. private _transformYawPitch;
  37908. private _transformYawPitchInv;
  37909. private _firstFrameSkipped;
  37910. private _yawRange;
  37911. private _fowardAxis;
  37912. /**
  37913. * Gets or sets the minimum yaw angle that the bone can look to
  37914. */
  37915. minYaw: number;
  37916. /**
  37917. * Gets or sets the maximum yaw angle that the bone can look to
  37918. */
  37919. maxYaw: number;
  37920. /**
  37921. * Gets or sets the minimum pitch angle that the bone can look to
  37922. */
  37923. minPitch: number;
  37924. /**
  37925. * Gets or sets the maximum pitch angle that the bone can look to
  37926. */
  37927. maxPitch: number;
  37928. /**
  37929. * Create a BoneLookController
  37930. * @param mesh the mesh that the bone belongs to
  37931. * @param bone the bone that will be looking to the target
  37932. * @param target the target Vector3 to look at
  37933. * @param options optional settings:
  37934. * * maxYaw: the maximum angle the bone will yaw to
  37935. * * minYaw: the minimum angle the bone will yaw to
  37936. * * maxPitch: the maximum angle the bone will pitch to
  37937. * * minPitch: the minimum angle the bone will yaw to
  37938. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  37939. * * upAxis: the up axis of the coordinate system
  37940. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  37941. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  37942. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  37943. * * adjustYaw: used to make an adjustment to the yaw of the bone
  37944. * * adjustPitch: used to make an adjustment to the pitch of the bone
  37945. * * adjustRoll: used to make an adjustment to the roll of the bone
  37946. **/
  37947. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  37948. maxYaw?: number;
  37949. minYaw?: number;
  37950. maxPitch?: number;
  37951. minPitch?: number;
  37952. slerpAmount?: number;
  37953. upAxis?: Vector3;
  37954. upAxisSpace?: Space;
  37955. yawAxis?: Vector3;
  37956. pitchAxis?: Vector3;
  37957. adjustYaw?: number;
  37958. adjustPitch?: number;
  37959. adjustRoll?: number;
  37960. });
  37961. /**
  37962. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  37963. */
  37964. update(): void;
  37965. private _getAngleDiff;
  37966. private _getAngleBetween;
  37967. private _isAngleBetween;
  37968. }
  37969. }
  37970. declare module "babylonjs/Bones/index" {
  37971. export * from "babylonjs/Bones/bone";
  37972. export * from "babylonjs/Bones/boneIKController";
  37973. export * from "babylonjs/Bones/boneLookController";
  37974. export * from "babylonjs/Bones/skeleton";
  37975. }
  37976. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  37977. import { Nullable } from "babylonjs/types";
  37978. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37979. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37980. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  37981. /**
  37982. * Manage the gamepad inputs to control an arc rotate camera.
  37983. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37984. */
  37985. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  37986. /**
  37987. * Defines the camera the input is attached to.
  37988. */
  37989. camera: ArcRotateCamera;
  37990. /**
  37991. * Defines the gamepad the input is gathering event from.
  37992. */
  37993. gamepad: Nullable<Gamepad>;
  37994. /**
  37995. * Defines the gamepad rotation sensiblity.
  37996. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  37997. */
  37998. gamepadRotationSensibility: number;
  37999. /**
  38000. * Defines the gamepad move sensiblity.
  38001. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38002. */
  38003. gamepadMoveSensibility: number;
  38004. private _onGamepadConnectedObserver;
  38005. private _onGamepadDisconnectedObserver;
  38006. /**
  38007. * Attach the input controls to a specific dom element to get the input from.
  38008. * @param element Defines the element the controls should be listened from
  38009. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38010. */
  38011. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38012. /**
  38013. * Detach the current controls from the specified dom element.
  38014. * @param element Defines the element to stop listening the inputs from
  38015. */
  38016. detachControl(element: Nullable<HTMLElement>): void;
  38017. /**
  38018. * Update the current camera state depending on the inputs that have been used this frame.
  38019. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38020. */
  38021. checkInputs(): void;
  38022. /**
  38023. * Gets the class name of the current intput.
  38024. * @returns the class name
  38025. */
  38026. getClassName(): string;
  38027. /**
  38028. * Get the friendly name associated with the input class.
  38029. * @returns the input friendly name
  38030. */
  38031. getSimpleName(): string;
  38032. }
  38033. }
  38034. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38035. import { Nullable } from "babylonjs/types";
  38036. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38037. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38038. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38039. interface ArcRotateCameraInputsManager {
  38040. /**
  38041. * Add orientation input support to the input manager.
  38042. * @returns the current input manager
  38043. */
  38044. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38045. }
  38046. }
  38047. /**
  38048. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38049. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38050. */
  38051. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38052. /**
  38053. * Defines the camera the input is attached to.
  38054. */
  38055. camera: ArcRotateCamera;
  38056. /**
  38057. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38058. */
  38059. alphaCorrection: number;
  38060. /**
  38061. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38062. */
  38063. gammaCorrection: number;
  38064. private _alpha;
  38065. private _gamma;
  38066. private _dirty;
  38067. private _deviceOrientationHandler;
  38068. /**
  38069. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38070. */
  38071. constructor();
  38072. /**
  38073. * Attach the input controls to a specific dom element to get the input from.
  38074. * @param element Defines the element the controls should be listened from
  38075. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38076. */
  38077. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38078. /** @hidden */
  38079. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38080. /**
  38081. * Update the current camera state depending on the inputs that have been used this frame.
  38082. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38083. */
  38084. checkInputs(): void;
  38085. /**
  38086. * Detach the current controls from the specified dom element.
  38087. * @param element Defines the element to stop listening the inputs from
  38088. */
  38089. detachControl(element: Nullable<HTMLElement>): void;
  38090. /**
  38091. * Gets the class name of the current intput.
  38092. * @returns the class name
  38093. */
  38094. getClassName(): string;
  38095. /**
  38096. * Get the friendly name associated with the input class.
  38097. * @returns the input friendly name
  38098. */
  38099. getSimpleName(): string;
  38100. }
  38101. }
  38102. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38103. import { Nullable } from "babylonjs/types";
  38104. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38105. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38106. /**
  38107. * Listen to mouse events to control the camera.
  38108. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38109. */
  38110. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38111. /**
  38112. * Defines the camera the input is attached to.
  38113. */
  38114. camera: FlyCamera;
  38115. /**
  38116. * Defines if touch is enabled. (Default is true.)
  38117. */
  38118. touchEnabled: boolean;
  38119. /**
  38120. * Defines the buttons associated with the input to handle camera rotation.
  38121. */
  38122. buttons: number[];
  38123. /**
  38124. * Assign buttons for Yaw control.
  38125. */
  38126. buttonsYaw: number[];
  38127. /**
  38128. * Assign buttons for Pitch control.
  38129. */
  38130. buttonsPitch: number[];
  38131. /**
  38132. * Assign buttons for Roll control.
  38133. */
  38134. buttonsRoll: number[];
  38135. /**
  38136. * Detect if any button is being pressed while mouse is moved.
  38137. * -1 = Mouse locked.
  38138. * 0 = Left button.
  38139. * 1 = Middle Button.
  38140. * 2 = Right Button.
  38141. */
  38142. activeButton: number;
  38143. /**
  38144. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38145. * Higher values reduce its sensitivity.
  38146. */
  38147. angularSensibility: number;
  38148. private _mousemoveCallback;
  38149. private _observer;
  38150. private _rollObserver;
  38151. private previousPosition;
  38152. private noPreventDefault;
  38153. private element;
  38154. /**
  38155. * Listen to mouse events to control the camera.
  38156. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38157. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38158. */
  38159. constructor(touchEnabled?: boolean);
  38160. /**
  38161. * Attach the mouse control to the HTML DOM element.
  38162. * @param element Defines the element that listens to the input events.
  38163. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38164. */
  38165. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38166. /**
  38167. * Detach the current controls from the specified dom element.
  38168. * @param element Defines the element to stop listening the inputs from
  38169. */
  38170. detachControl(element: Nullable<HTMLElement>): void;
  38171. /**
  38172. * Gets the class name of the current input.
  38173. * @returns the class name.
  38174. */
  38175. getClassName(): string;
  38176. /**
  38177. * Get the friendly name associated with the input class.
  38178. * @returns the input's friendly name.
  38179. */
  38180. getSimpleName(): string;
  38181. private _pointerInput;
  38182. private _onMouseMove;
  38183. /**
  38184. * Rotate camera by mouse offset.
  38185. */
  38186. private rotateCamera;
  38187. }
  38188. }
  38189. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38190. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38191. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38192. /**
  38193. * Default Inputs manager for the FlyCamera.
  38194. * It groups all the default supported inputs for ease of use.
  38195. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38196. */
  38197. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38198. /**
  38199. * Instantiates a new FlyCameraInputsManager.
  38200. * @param camera Defines the camera the inputs belong to.
  38201. */
  38202. constructor(camera: FlyCamera);
  38203. /**
  38204. * Add keyboard input support to the input manager.
  38205. * @returns the new FlyCameraKeyboardMoveInput().
  38206. */
  38207. addKeyboard(): FlyCameraInputsManager;
  38208. /**
  38209. * Add mouse input support to the input manager.
  38210. * @param touchEnabled Enable touch screen support.
  38211. * @returns the new FlyCameraMouseInput().
  38212. */
  38213. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38214. }
  38215. }
  38216. declare module "babylonjs/Cameras/flyCamera" {
  38217. import { Scene } from "babylonjs/scene";
  38218. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38219. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38220. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38221. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38222. /**
  38223. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38224. * such as in a 3D Space Shooter or a Flight Simulator.
  38225. */
  38226. export class FlyCamera extends TargetCamera {
  38227. /**
  38228. * Define the collision ellipsoid of the camera.
  38229. * This is helpful for simulating a camera body, like a player's body.
  38230. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38231. */
  38232. ellipsoid: Vector3;
  38233. /**
  38234. * Define an offset for the position of the ellipsoid around the camera.
  38235. * This can be helpful if the camera is attached away from the player's body center,
  38236. * such as at its head.
  38237. */
  38238. ellipsoidOffset: Vector3;
  38239. /**
  38240. * Enable or disable collisions of the camera with the rest of the scene objects.
  38241. */
  38242. checkCollisions: boolean;
  38243. /**
  38244. * Enable or disable gravity on the camera.
  38245. */
  38246. applyGravity: boolean;
  38247. /**
  38248. * Define the current direction the camera is moving to.
  38249. */
  38250. cameraDirection: Vector3;
  38251. /**
  38252. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38253. * This overrides and empties cameraRotation.
  38254. */
  38255. rotationQuaternion: Quaternion;
  38256. /**
  38257. * Track Roll to maintain the wanted Rolling when looking around.
  38258. */
  38259. _trackRoll: number;
  38260. /**
  38261. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38262. */
  38263. rollCorrect: number;
  38264. /**
  38265. * Mimic a banked turn, Rolling the camera when Yawing.
  38266. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38267. */
  38268. bankedTurn: boolean;
  38269. /**
  38270. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38271. */
  38272. bankedTurnLimit: number;
  38273. /**
  38274. * Value of 0 disables the banked Roll.
  38275. * Value of 1 is equal to the Yaw angle in radians.
  38276. */
  38277. bankedTurnMultiplier: number;
  38278. /**
  38279. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38280. */
  38281. inputs: FlyCameraInputsManager;
  38282. /**
  38283. * Gets the input sensibility for mouse input.
  38284. * Higher values reduce sensitivity.
  38285. */
  38286. /**
  38287. * Sets the input sensibility for a mouse input.
  38288. * Higher values reduce sensitivity.
  38289. */
  38290. angularSensibility: number;
  38291. /**
  38292. * Get the keys for camera movement forward.
  38293. */
  38294. /**
  38295. * Set the keys for camera movement forward.
  38296. */
  38297. keysForward: number[];
  38298. /**
  38299. * Get the keys for camera movement backward.
  38300. */
  38301. keysBackward: number[];
  38302. /**
  38303. * Get the keys for camera movement up.
  38304. */
  38305. /**
  38306. * Set the keys for camera movement up.
  38307. */
  38308. keysUp: number[];
  38309. /**
  38310. * Get the keys for camera movement down.
  38311. */
  38312. /**
  38313. * Set the keys for camera movement down.
  38314. */
  38315. keysDown: number[];
  38316. /**
  38317. * Get the keys for camera movement left.
  38318. */
  38319. /**
  38320. * Set the keys for camera movement left.
  38321. */
  38322. keysLeft: number[];
  38323. /**
  38324. * Set the keys for camera movement right.
  38325. */
  38326. /**
  38327. * Set the keys for camera movement right.
  38328. */
  38329. keysRight: number[];
  38330. /**
  38331. * Event raised when the camera collides with a mesh in the scene.
  38332. */
  38333. onCollide: (collidedMesh: AbstractMesh) => void;
  38334. private _collider;
  38335. private _needMoveForGravity;
  38336. private _oldPosition;
  38337. private _diffPosition;
  38338. private _newPosition;
  38339. /** @hidden */
  38340. _localDirection: Vector3;
  38341. /** @hidden */
  38342. _transformedDirection: Vector3;
  38343. /**
  38344. * Instantiates a FlyCamera.
  38345. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38346. * such as in a 3D Space Shooter or a Flight Simulator.
  38347. * @param name Define the name of the camera in the scene.
  38348. * @param position Define the starting position of the camera in the scene.
  38349. * @param scene Define the scene the camera belongs to.
  38350. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38351. */
  38352. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38353. /**
  38354. * Attach a control to the HTML DOM element.
  38355. * @param element Defines the element that listens to the input events.
  38356. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38357. */
  38358. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38359. /**
  38360. * Detach a control from the HTML DOM element.
  38361. * The camera will stop reacting to that input.
  38362. * @param element Defines the element that listens to the input events.
  38363. */
  38364. detachControl(element: HTMLElement): void;
  38365. private _collisionMask;
  38366. /**
  38367. * Get the mask that the camera ignores in collision events.
  38368. */
  38369. /**
  38370. * Set the mask that the camera ignores in collision events.
  38371. */
  38372. collisionMask: number;
  38373. /** @hidden */
  38374. _collideWithWorld(displacement: Vector3): void;
  38375. /** @hidden */
  38376. private _onCollisionPositionChange;
  38377. /** @hidden */
  38378. _checkInputs(): void;
  38379. /** @hidden */
  38380. _decideIfNeedsToMove(): boolean;
  38381. /** @hidden */
  38382. _updatePosition(): void;
  38383. /**
  38384. * Restore the Roll to its target value at the rate specified.
  38385. * @param rate - Higher means slower restoring.
  38386. * @hidden
  38387. */
  38388. restoreRoll(rate: number): void;
  38389. /**
  38390. * Destroy the camera and release the current resources held by it.
  38391. */
  38392. dispose(): void;
  38393. /**
  38394. * Get the current object class name.
  38395. * @returns the class name.
  38396. */
  38397. getClassName(): string;
  38398. }
  38399. }
  38400. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38401. import { Nullable } from "babylonjs/types";
  38402. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38403. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38404. /**
  38405. * Listen to keyboard events to control the camera.
  38406. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38407. */
  38408. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38409. /**
  38410. * Defines the camera the input is attached to.
  38411. */
  38412. camera: FlyCamera;
  38413. /**
  38414. * The list of keyboard keys used to control the forward move of the camera.
  38415. */
  38416. keysForward: number[];
  38417. /**
  38418. * The list of keyboard keys used to control the backward move of the camera.
  38419. */
  38420. keysBackward: number[];
  38421. /**
  38422. * The list of keyboard keys used to control the forward move of the camera.
  38423. */
  38424. keysUp: number[];
  38425. /**
  38426. * The list of keyboard keys used to control the backward move of the camera.
  38427. */
  38428. keysDown: number[];
  38429. /**
  38430. * The list of keyboard keys used to control the right strafe move of the camera.
  38431. */
  38432. keysRight: number[];
  38433. /**
  38434. * The list of keyboard keys used to control the left strafe move of the camera.
  38435. */
  38436. keysLeft: number[];
  38437. private _keys;
  38438. private _onCanvasBlurObserver;
  38439. private _onKeyboardObserver;
  38440. private _engine;
  38441. private _scene;
  38442. /**
  38443. * Attach the input controls to a specific dom element to get the input from.
  38444. * @param element Defines the element the controls should be listened from
  38445. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38446. */
  38447. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38448. /**
  38449. * Detach the current controls from the specified dom element.
  38450. * @param element Defines the element to stop listening the inputs from
  38451. */
  38452. detachControl(element: Nullable<HTMLElement>): void;
  38453. /**
  38454. * Gets the class name of the current intput.
  38455. * @returns the class name
  38456. */
  38457. getClassName(): string;
  38458. /** @hidden */
  38459. _onLostFocus(e: FocusEvent): void;
  38460. /**
  38461. * Get the friendly name associated with the input class.
  38462. * @returns the input friendly name
  38463. */
  38464. getSimpleName(): string;
  38465. /**
  38466. * Update the current camera state depending on the inputs that have been used this frame.
  38467. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38468. */
  38469. checkInputs(): void;
  38470. }
  38471. }
  38472. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38473. import { Nullable } from "babylonjs/types";
  38474. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38475. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38476. /**
  38477. * Manage the mouse wheel inputs to control a follow camera.
  38478. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38479. */
  38480. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38481. /**
  38482. * Defines the camera the input is attached to.
  38483. */
  38484. camera: FollowCamera;
  38485. /**
  38486. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38487. */
  38488. axisControlRadius: boolean;
  38489. /**
  38490. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38491. */
  38492. axisControlHeight: boolean;
  38493. /**
  38494. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38495. */
  38496. axisControlRotation: boolean;
  38497. /**
  38498. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38499. * relation to mouseWheel events.
  38500. */
  38501. wheelPrecision: number;
  38502. /**
  38503. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38504. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38505. */
  38506. wheelDeltaPercentage: number;
  38507. private _wheel;
  38508. private _observer;
  38509. /**
  38510. * Attach the input controls to a specific dom element to get the input from.
  38511. * @param element Defines the element the controls should be listened from
  38512. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38513. */
  38514. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38515. /**
  38516. * Detach the current controls from the specified dom element.
  38517. * @param element Defines the element to stop listening the inputs from
  38518. */
  38519. detachControl(element: Nullable<HTMLElement>): void;
  38520. /**
  38521. * Gets the class name of the current intput.
  38522. * @returns the class name
  38523. */
  38524. getClassName(): string;
  38525. /**
  38526. * Get the friendly name associated with the input class.
  38527. * @returns the input friendly name
  38528. */
  38529. getSimpleName(): string;
  38530. }
  38531. }
  38532. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38533. import { Nullable } from "babylonjs/types";
  38534. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38535. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38536. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38537. /**
  38538. * Manage the pointers inputs to control an follow camera.
  38539. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38540. */
  38541. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38542. /**
  38543. * Defines the camera the input is attached to.
  38544. */
  38545. camera: FollowCamera;
  38546. /**
  38547. * Gets the class name of the current input.
  38548. * @returns the class name
  38549. */
  38550. getClassName(): string;
  38551. /**
  38552. * Defines the pointer angular sensibility along the X axis or how fast is
  38553. * the camera rotating.
  38554. * A negative number will reverse the axis direction.
  38555. */
  38556. angularSensibilityX: number;
  38557. /**
  38558. * Defines the pointer angular sensibility along the Y axis or how fast is
  38559. * the camera rotating.
  38560. * A negative number will reverse the axis direction.
  38561. */
  38562. angularSensibilityY: number;
  38563. /**
  38564. * Defines the pointer pinch precision or how fast is the camera zooming.
  38565. * A negative number will reverse the axis direction.
  38566. */
  38567. pinchPrecision: number;
  38568. /**
  38569. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38570. * from 0.
  38571. * It defines the percentage of current camera.radius to use as delta when
  38572. * pinch zoom is used.
  38573. */
  38574. pinchDeltaPercentage: number;
  38575. /**
  38576. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38577. */
  38578. axisXControlRadius: boolean;
  38579. /**
  38580. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38581. */
  38582. axisXControlHeight: boolean;
  38583. /**
  38584. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38585. */
  38586. axisXControlRotation: boolean;
  38587. /**
  38588. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38589. */
  38590. axisYControlRadius: boolean;
  38591. /**
  38592. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38593. */
  38594. axisYControlHeight: boolean;
  38595. /**
  38596. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38597. */
  38598. axisYControlRotation: boolean;
  38599. /**
  38600. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38601. */
  38602. axisPinchControlRadius: boolean;
  38603. /**
  38604. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38605. */
  38606. axisPinchControlHeight: boolean;
  38607. /**
  38608. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38609. */
  38610. axisPinchControlRotation: boolean;
  38611. /**
  38612. * Log error messages if basic misconfiguration has occurred.
  38613. */
  38614. warningEnable: boolean;
  38615. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38616. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38617. private _warningCounter;
  38618. private _warning;
  38619. }
  38620. }
  38621. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38622. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38623. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38624. /**
  38625. * Default Inputs manager for the FollowCamera.
  38626. * It groups all the default supported inputs for ease of use.
  38627. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38628. */
  38629. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38630. /**
  38631. * Instantiates a new FollowCameraInputsManager.
  38632. * @param camera Defines the camera the inputs belong to
  38633. */
  38634. constructor(camera: FollowCamera);
  38635. /**
  38636. * Add keyboard input support to the input manager.
  38637. * @returns the current input manager
  38638. */
  38639. addKeyboard(): FollowCameraInputsManager;
  38640. /**
  38641. * Add mouse wheel input support to the input manager.
  38642. * @returns the current input manager
  38643. */
  38644. addMouseWheel(): FollowCameraInputsManager;
  38645. /**
  38646. * Add pointers input support to the input manager.
  38647. * @returns the current input manager
  38648. */
  38649. addPointers(): FollowCameraInputsManager;
  38650. /**
  38651. * Add orientation input support to the input manager.
  38652. * @returns the current input manager
  38653. */
  38654. addVRDeviceOrientation(): FollowCameraInputsManager;
  38655. }
  38656. }
  38657. declare module "babylonjs/Cameras/followCamera" {
  38658. import { Nullable } from "babylonjs/types";
  38659. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38660. import { Scene } from "babylonjs/scene";
  38661. import { Vector3 } from "babylonjs/Maths/math.vector";
  38662. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38663. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38664. /**
  38665. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38666. * an arc rotate version arcFollowCamera are available.
  38667. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38668. */
  38669. export class FollowCamera extends TargetCamera {
  38670. /**
  38671. * Distance the follow camera should follow an object at
  38672. */
  38673. radius: number;
  38674. /**
  38675. * Minimum allowed distance of the camera to the axis of rotation
  38676. * (The camera can not get closer).
  38677. * This can help limiting how the Camera is able to move in the scene.
  38678. */
  38679. lowerRadiusLimit: Nullable<number>;
  38680. /**
  38681. * Maximum allowed distance of the camera to the axis of rotation
  38682. * (The camera can not get further).
  38683. * This can help limiting how the Camera is able to move in the scene.
  38684. */
  38685. upperRadiusLimit: Nullable<number>;
  38686. /**
  38687. * Define a rotation offset between the camera and the object it follows
  38688. */
  38689. rotationOffset: number;
  38690. /**
  38691. * Minimum allowed angle to camera position relative to target object.
  38692. * This can help limiting how the Camera is able to move in the scene.
  38693. */
  38694. lowerRotationOffsetLimit: Nullable<number>;
  38695. /**
  38696. * Maximum allowed angle to camera position relative to target object.
  38697. * This can help limiting how the Camera is able to move in the scene.
  38698. */
  38699. upperRotationOffsetLimit: Nullable<number>;
  38700. /**
  38701. * Define a height offset between the camera and the object it follows.
  38702. * It can help following an object from the top (like a car chaing a plane)
  38703. */
  38704. heightOffset: number;
  38705. /**
  38706. * Minimum allowed height of camera position relative to target object.
  38707. * This can help limiting how the Camera is able to move in the scene.
  38708. */
  38709. lowerHeightOffsetLimit: Nullable<number>;
  38710. /**
  38711. * Maximum allowed height of camera position relative to target object.
  38712. * This can help limiting how the Camera is able to move in the scene.
  38713. */
  38714. upperHeightOffsetLimit: Nullable<number>;
  38715. /**
  38716. * Define how fast the camera can accelerate to follow it s target.
  38717. */
  38718. cameraAcceleration: number;
  38719. /**
  38720. * Define the speed limit of the camera following an object.
  38721. */
  38722. maxCameraSpeed: number;
  38723. /**
  38724. * Define the target of the camera.
  38725. */
  38726. lockedTarget: Nullable<AbstractMesh>;
  38727. /**
  38728. * Defines the input associated with the camera.
  38729. */
  38730. inputs: FollowCameraInputsManager;
  38731. /**
  38732. * Instantiates the follow camera.
  38733. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38734. * @param name Define the name of the camera in the scene
  38735. * @param position Define the position of the camera
  38736. * @param scene Define the scene the camera belong to
  38737. * @param lockedTarget Define the target of the camera
  38738. */
  38739. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38740. private _follow;
  38741. /**
  38742. * Attached controls to the current camera.
  38743. * @param element Defines the element the controls should be listened from
  38744. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38745. */
  38746. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38747. /**
  38748. * Detach the current controls from the camera.
  38749. * The camera will stop reacting to inputs.
  38750. * @param element Defines the element to stop listening the inputs from
  38751. */
  38752. detachControl(element: HTMLElement): void;
  38753. /** @hidden */
  38754. _checkInputs(): void;
  38755. private _checkLimits;
  38756. /**
  38757. * Gets the camera class name.
  38758. * @returns the class name
  38759. */
  38760. getClassName(): string;
  38761. }
  38762. /**
  38763. * Arc Rotate version of the follow camera.
  38764. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  38765. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38766. */
  38767. export class ArcFollowCamera extends TargetCamera {
  38768. /** The longitudinal angle of the camera */
  38769. alpha: number;
  38770. /** The latitudinal angle of the camera */
  38771. beta: number;
  38772. /** The radius of the camera from its target */
  38773. radius: number;
  38774. /** Define the camera target (the messh it should follow) */
  38775. target: Nullable<AbstractMesh>;
  38776. private _cartesianCoordinates;
  38777. /**
  38778. * Instantiates a new ArcFollowCamera
  38779. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38780. * @param name Define the name of the camera
  38781. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  38782. * @param beta Define the rotation angle of the camera around the elevation axis
  38783. * @param radius Define the radius of the camera from its target point
  38784. * @param target Define the target of the camera
  38785. * @param scene Define the scene the camera belongs to
  38786. */
  38787. constructor(name: string,
  38788. /** The longitudinal angle of the camera */
  38789. alpha: number,
  38790. /** The latitudinal angle of the camera */
  38791. beta: number,
  38792. /** The radius of the camera from its target */
  38793. radius: number,
  38794. /** Define the camera target (the messh it should follow) */
  38795. target: Nullable<AbstractMesh>, scene: Scene);
  38796. private _follow;
  38797. /** @hidden */
  38798. _checkInputs(): void;
  38799. /**
  38800. * Returns the class name of the object.
  38801. * It is mostly used internally for serialization purposes.
  38802. */
  38803. getClassName(): string;
  38804. }
  38805. }
  38806. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  38807. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38808. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38809. import { Nullable } from "babylonjs/types";
  38810. /**
  38811. * Manage the keyboard inputs to control the movement of a follow camera.
  38812. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38813. */
  38814. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  38815. /**
  38816. * Defines the camera the input is attached to.
  38817. */
  38818. camera: FollowCamera;
  38819. /**
  38820. * Defines the list of key codes associated with the up action (increase heightOffset)
  38821. */
  38822. keysHeightOffsetIncr: number[];
  38823. /**
  38824. * Defines the list of key codes associated with the down action (decrease heightOffset)
  38825. */
  38826. keysHeightOffsetDecr: number[];
  38827. /**
  38828. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  38829. */
  38830. keysHeightOffsetModifierAlt: boolean;
  38831. /**
  38832. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  38833. */
  38834. keysHeightOffsetModifierCtrl: boolean;
  38835. /**
  38836. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  38837. */
  38838. keysHeightOffsetModifierShift: boolean;
  38839. /**
  38840. * Defines the list of key codes associated with the left action (increase rotationOffset)
  38841. */
  38842. keysRotationOffsetIncr: number[];
  38843. /**
  38844. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  38845. */
  38846. keysRotationOffsetDecr: number[];
  38847. /**
  38848. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  38849. */
  38850. keysRotationOffsetModifierAlt: boolean;
  38851. /**
  38852. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  38853. */
  38854. keysRotationOffsetModifierCtrl: boolean;
  38855. /**
  38856. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  38857. */
  38858. keysRotationOffsetModifierShift: boolean;
  38859. /**
  38860. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  38861. */
  38862. keysRadiusIncr: number[];
  38863. /**
  38864. * Defines the list of key codes associated with the zoom-out action (increase radius)
  38865. */
  38866. keysRadiusDecr: number[];
  38867. /**
  38868. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  38869. */
  38870. keysRadiusModifierAlt: boolean;
  38871. /**
  38872. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  38873. */
  38874. keysRadiusModifierCtrl: boolean;
  38875. /**
  38876. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  38877. */
  38878. keysRadiusModifierShift: boolean;
  38879. /**
  38880. * Defines the rate of change of heightOffset.
  38881. */
  38882. heightSensibility: number;
  38883. /**
  38884. * Defines the rate of change of rotationOffset.
  38885. */
  38886. rotationSensibility: number;
  38887. /**
  38888. * Defines the rate of change of radius.
  38889. */
  38890. radiusSensibility: number;
  38891. private _keys;
  38892. private _ctrlPressed;
  38893. private _altPressed;
  38894. private _shiftPressed;
  38895. private _onCanvasBlurObserver;
  38896. private _onKeyboardObserver;
  38897. private _engine;
  38898. private _scene;
  38899. /**
  38900. * Attach the input controls to a specific dom element to get the input from.
  38901. * @param element Defines the element the controls should be listened from
  38902. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38903. */
  38904. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38905. /**
  38906. * Detach the current controls from the specified dom element.
  38907. * @param element Defines the element to stop listening the inputs from
  38908. */
  38909. detachControl(element: Nullable<HTMLElement>): void;
  38910. /**
  38911. * Update the current camera state depending on the inputs that have been used this frame.
  38912. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38913. */
  38914. checkInputs(): void;
  38915. /**
  38916. * Gets the class name of the current input.
  38917. * @returns the class name
  38918. */
  38919. getClassName(): string;
  38920. /**
  38921. * Get the friendly name associated with the input class.
  38922. * @returns the input friendly name
  38923. */
  38924. getSimpleName(): string;
  38925. /**
  38926. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38927. * allow modification of the heightOffset value.
  38928. */
  38929. private _modifierHeightOffset;
  38930. /**
  38931. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38932. * allow modification of the rotationOffset value.
  38933. */
  38934. private _modifierRotationOffset;
  38935. /**
  38936. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38937. * allow modification of the radius value.
  38938. */
  38939. private _modifierRadius;
  38940. }
  38941. }
  38942. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  38943. import { Nullable } from "babylonjs/types";
  38944. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38945. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  38946. import { Observable } from "babylonjs/Misc/observable";
  38947. module "babylonjs/Cameras/freeCameraInputsManager" {
  38948. interface FreeCameraInputsManager {
  38949. /**
  38950. * @hidden
  38951. */
  38952. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  38953. /**
  38954. * Add orientation input support to the input manager.
  38955. * @returns the current input manager
  38956. */
  38957. addDeviceOrientation(): FreeCameraInputsManager;
  38958. }
  38959. }
  38960. /**
  38961. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  38962. * Screen rotation is taken into account.
  38963. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38964. */
  38965. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  38966. private _camera;
  38967. private _screenOrientationAngle;
  38968. private _constantTranform;
  38969. private _screenQuaternion;
  38970. private _alpha;
  38971. private _beta;
  38972. private _gamma;
  38973. /**
  38974. * Can be used to detect if a device orientation sensor is availible on a device
  38975. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  38976. * @returns a promise that will resolve on orientation change
  38977. */
  38978. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  38979. /**
  38980. * @hidden
  38981. */
  38982. _onDeviceOrientationChangedObservable: Observable<void>;
  38983. /**
  38984. * Instantiates a new input
  38985. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38986. */
  38987. constructor();
  38988. /**
  38989. * Define the camera controlled by the input.
  38990. */
  38991. camera: FreeCamera;
  38992. /**
  38993. * Attach the input controls to a specific dom element to get the input from.
  38994. * @param element Defines the element the controls should be listened from
  38995. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38996. */
  38997. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38998. private _orientationChanged;
  38999. private _deviceOrientation;
  39000. /**
  39001. * Detach the current controls from the specified dom element.
  39002. * @param element Defines the element to stop listening the inputs from
  39003. */
  39004. detachControl(element: Nullable<HTMLElement>): void;
  39005. /**
  39006. * Update the current camera state depending on the inputs that have been used this frame.
  39007. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39008. */
  39009. checkInputs(): void;
  39010. /**
  39011. * Gets the class name of the current intput.
  39012. * @returns the class name
  39013. */
  39014. getClassName(): string;
  39015. /**
  39016. * Get the friendly name associated with the input class.
  39017. * @returns the input friendly name
  39018. */
  39019. getSimpleName(): string;
  39020. }
  39021. }
  39022. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39023. import { Nullable } from "babylonjs/types";
  39024. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39025. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39026. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39027. /**
  39028. * Manage the gamepad inputs to control a free camera.
  39029. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39030. */
  39031. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39032. /**
  39033. * Define the camera the input is attached to.
  39034. */
  39035. camera: FreeCamera;
  39036. /**
  39037. * Define the Gamepad controlling the input
  39038. */
  39039. gamepad: Nullable<Gamepad>;
  39040. /**
  39041. * Defines the gamepad rotation sensiblity.
  39042. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39043. */
  39044. gamepadAngularSensibility: number;
  39045. /**
  39046. * Defines the gamepad move sensiblity.
  39047. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39048. */
  39049. gamepadMoveSensibility: number;
  39050. private _onGamepadConnectedObserver;
  39051. private _onGamepadDisconnectedObserver;
  39052. private _cameraTransform;
  39053. private _deltaTransform;
  39054. private _vector3;
  39055. private _vector2;
  39056. /**
  39057. * Attach the input controls to a specific dom element to get the input from.
  39058. * @param element Defines the element the controls should be listened from
  39059. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39060. */
  39061. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39062. /**
  39063. * Detach the current controls from the specified dom element.
  39064. * @param element Defines the element to stop listening the inputs from
  39065. */
  39066. detachControl(element: Nullable<HTMLElement>): void;
  39067. /**
  39068. * Update the current camera state depending on the inputs that have been used this frame.
  39069. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39070. */
  39071. checkInputs(): void;
  39072. /**
  39073. * Gets the class name of the current intput.
  39074. * @returns the class name
  39075. */
  39076. getClassName(): string;
  39077. /**
  39078. * Get the friendly name associated with the input class.
  39079. * @returns the input friendly name
  39080. */
  39081. getSimpleName(): string;
  39082. }
  39083. }
  39084. declare module "babylonjs/Misc/virtualJoystick" {
  39085. import { Nullable } from "babylonjs/types";
  39086. import { Vector3 } from "babylonjs/Maths/math.vector";
  39087. /**
  39088. * Defines the potential axis of a Joystick
  39089. */
  39090. export enum JoystickAxis {
  39091. /** X axis */
  39092. X = 0,
  39093. /** Y axis */
  39094. Y = 1,
  39095. /** Z axis */
  39096. Z = 2
  39097. }
  39098. /**
  39099. * Class used to define virtual joystick (used in touch mode)
  39100. */
  39101. export class VirtualJoystick {
  39102. /**
  39103. * Gets or sets a boolean indicating that left and right values must be inverted
  39104. */
  39105. reverseLeftRight: boolean;
  39106. /**
  39107. * Gets or sets a boolean indicating that up and down values must be inverted
  39108. */
  39109. reverseUpDown: boolean;
  39110. /**
  39111. * Gets the offset value for the position (ie. the change of the position value)
  39112. */
  39113. deltaPosition: Vector3;
  39114. /**
  39115. * Gets a boolean indicating if the virtual joystick was pressed
  39116. */
  39117. pressed: boolean;
  39118. /**
  39119. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39120. */
  39121. static Canvas: Nullable<HTMLCanvasElement>;
  39122. private static _globalJoystickIndex;
  39123. private static vjCanvasContext;
  39124. private static vjCanvasWidth;
  39125. private static vjCanvasHeight;
  39126. private static halfWidth;
  39127. private _action;
  39128. private _axisTargetedByLeftAndRight;
  39129. private _axisTargetedByUpAndDown;
  39130. private _joystickSensibility;
  39131. private _inversedSensibility;
  39132. private _joystickPointerID;
  39133. private _joystickColor;
  39134. private _joystickPointerPos;
  39135. private _joystickPreviousPointerPos;
  39136. private _joystickPointerStartPos;
  39137. private _deltaJoystickVector;
  39138. private _leftJoystick;
  39139. private _touches;
  39140. private _onPointerDownHandlerRef;
  39141. private _onPointerMoveHandlerRef;
  39142. private _onPointerUpHandlerRef;
  39143. private _onResize;
  39144. /**
  39145. * Creates a new virtual joystick
  39146. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39147. */
  39148. constructor(leftJoystick?: boolean);
  39149. /**
  39150. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39151. * @param newJoystickSensibility defines the new sensibility
  39152. */
  39153. setJoystickSensibility(newJoystickSensibility: number): void;
  39154. private _onPointerDown;
  39155. private _onPointerMove;
  39156. private _onPointerUp;
  39157. /**
  39158. * Change the color of the virtual joystick
  39159. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39160. */
  39161. setJoystickColor(newColor: string): void;
  39162. /**
  39163. * Defines a callback to call when the joystick is touched
  39164. * @param action defines the callback
  39165. */
  39166. setActionOnTouch(action: () => any): void;
  39167. /**
  39168. * Defines which axis you'd like to control for left & right
  39169. * @param axis defines the axis to use
  39170. */
  39171. setAxisForLeftRight(axis: JoystickAxis): void;
  39172. /**
  39173. * Defines which axis you'd like to control for up & down
  39174. * @param axis defines the axis to use
  39175. */
  39176. setAxisForUpDown(axis: JoystickAxis): void;
  39177. private _drawVirtualJoystick;
  39178. /**
  39179. * Release internal HTML canvas
  39180. */
  39181. releaseCanvas(): void;
  39182. }
  39183. }
  39184. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39185. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39186. import { Nullable } from "babylonjs/types";
  39187. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39188. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39189. module "babylonjs/Cameras/freeCameraInputsManager" {
  39190. interface FreeCameraInputsManager {
  39191. /**
  39192. * Add virtual joystick input support to the input manager.
  39193. * @returns the current input manager
  39194. */
  39195. addVirtualJoystick(): FreeCameraInputsManager;
  39196. }
  39197. }
  39198. /**
  39199. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39200. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39201. */
  39202. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39203. /**
  39204. * Defines the camera the input is attached to.
  39205. */
  39206. camera: FreeCamera;
  39207. private _leftjoystick;
  39208. private _rightjoystick;
  39209. /**
  39210. * Gets the left stick of the virtual joystick.
  39211. * @returns The virtual Joystick
  39212. */
  39213. getLeftJoystick(): VirtualJoystick;
  39214. /**
  39215. * Gets the right stick of the virtual joystick.
  39216. * @returns The virtual Joystick
  39217. */
  39218. getRightJoystick(): VirtualJoystick;
  39219. /**
  39220. * Update the current camera state depending on the inputs that have been used this frame.
  39221. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39222. */
  39223. checkInputs(): void;
  39224. /**
  39225. * Attach the input controls to a specific dom element to get the input from.
  39226. * @param element Defines the element the controls should be listened from
  39227. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39228. */
  39229. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39230. /**
  39231. * Detach the current controls from the specified dom element.
  39232. * @param element Defines the element to stop listening the inputs from
  39233. */
  39234. detachControl(element: Nullable<HTMLElement>): void;
  39235. /**
  39236. * Gets the class name of the current intput.
  39237. * @returns the class name
  39238. */
  39239. getClassName(): string;
  39240. /**
  39241. * Get the friendly name associated with the input class.
  39242. * @returns the input friendly name
  39243. */
  39244. getSimpleName(): string;
  39245. }
  39246. }
  39247. declare module "babylonjs/Cameras/Inputs/index" {
  39248. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39249. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39250. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39251. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39252. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39253. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39254. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39255. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39256. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39257. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39258. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39259. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39260. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39261. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39262. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39263. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39264. }
  39265. declare module "babylonjs/Cameras/touchCamera" {
  39266. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39267. import { Scene } from "babylonjs/scene";
  39268. import { Vector3 } from "babylonjs/Maths/math.vector";
  39269. /**
  39270. * This represents a FPS type of camera controlled by touch.
  39271. * This is like a universal camera minus the Gamepad controls.
  39272. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39273. */
  39274. export class TouchCamera extends FreeCamera {
  39275. /**
  39276. * Defines the touch sensibility for rotation.
  39277. * The higher the faster.
  39278. */
  39279. touchAngularSensibility: number;
  39280. /**
  39281. * Defines the touch sensibility for move.
  39282. * The higher the faster.
  39283. */
  39284. touchMoveSensibility: number;
  39285. /**
  39286. * Instantiates a new touch camera.
  39287. * This represents a FPS type of camera controlled by touch.
  39288. * This is like a universal camera minus the Gamepad controls.
  39289. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39290. * @param name Define the name of the camera in the scene
  39291. * @param position Define the start position of the camera in the scene
  39292. * @param scene Define the scene the camera belongs to
  39293. */
  39294. constructor(name: string, position: Vector3, scene: Scene);
  39295. /**
  39296. * Gets the current object class name.
  39297. * @return the class name
  39298. */
  39299. getClassName(): string;
  39300. /** @hidden */
  39301. _setupInputs(): void;
  39302. }
  39303. }
  39304. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39305. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39306. import { Scene } from "babylonjs/scene";
  39307. import { Vector3 } from "babylonjs/Maths/math.vector";
  39308. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39309. import { Axis } from "babylonjs/Maths/math.axis";
  39310. /**
  39311. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39312. * being tilted forward or back and left or right.
  39313. */
  39314. export class DeviceOrientationCamera extends FreeCamera {
  39315. private _initialQuaternion;
  39316. private _quaternionCache;
  39317. private _tmpDragQuaternion;
  39318. /**
  39319. * Creates a new device orientation camera
  39320. * @param name The name of the camera
  39321. * @param position The start position camera
  39322. * @param scene The scene the camera belongs to
  39323. */
  39324. constructor(name: string, position: Vector3, scene: Scene);
  39325. /**
  39326. * @hidden
  39327. * Disabled pointer input on first orientation sensor update (Default: true)
  39328. */
  39329. _disablePointerInputWhenUsingDeviceOrientation: boolean;
  39330. private _dragFactor;
  39331. /**
  39332. * Enabled turning on the y axis when the orientation sensor is active
  39333. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39334. */
  39335. enableHorizontalDragging(dragFactor?: number): void;
  39336. /**
  39337. * Gets the current instance class name ("DeviceOrientationCamera").
  39338. * This helps avoiding instanceof at run time.
  39339. * @returns the class name
  39340. */
  39341. getClassName(): string;
  39342. /**
  39343. * @hidden
  39344. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39345. */
  39346. _checkInputs(): void;
  39347. /**
  39348. * Reset the camera to its default orientation on the specified axis only.
  39349. * @param axis The axis to reset
  39350. */
  39351. resetToCurrentRotation(axis?: Axis): void;
  39352. }
  39353. }
  39354. declare module "babylonjs/Gamepads/xboxGamepad" {
  39355. import { Observable } from "babylonjs/Misc/observable";
  39356. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39357. /**
  39358. * Defines supported buttons for XBox360 compatible gamepads
  39359. */
  39360. export enum Xbox360Button {
  39361. /** A */
  39362. A = 0,
  39363. /** B */
  39364. B = 1,
  39365. /** X */
  39366. X = 2,
  39367. /** Y */
  39368. Y = 3,
  39369. /** Start */
  39370. Start = 4,
  39371. /** Back */
  39372. Back = 5,
  39373. /** Left button */
  39374. LB = 6,
  39375. /** Right button */
  39376. RB = 7,
  39377. /** Left stick */
  39378. LeftStick = 8,
  39379. /** Right stick */
  39380. RightStick = 9
  39381. }
  39382. /** Defines values for XBox360 DPad */
  39383. export enum Xbox360Dpad {
  39384. /** Up */
  39385. Up = 0,
  39386. /** Down */
  39387. Down = 1,
  39388. /** Left */
  39389. Left = 2,
  39390. /** Right */
  39391. Right = 3
  39392. }
  39393. /**
  39394. * Defines a XBox360 gamepad
  39395. */
  39396. export class Xbox360Pad extends Gamepad {
  39397. private _leftTrigger;
  39398. private _rightTrigger;
  39399. private _onlefttriggerchanged;
  39400. private _onrighttriggerchanged;
  39401. private _onbuttondown;
  39402. private _onbuttonup;
  39403. private _ondpaddown;
  39404. private _ondpadup;
  39405. /** Observable raised when a button is pressed */
  39406. onButtonDownObservable: Observable<Xbox360Button>;
  39407. /** Observable raised when a button is released */
  39408. onButtonUpObservable: Observable<Xbox360Button>;
  39409. /** Observable raised when a pad is pressed */
  39410. onPadDownObservable: Observable<Xbox360Dpad>;
  39411. /** Observable raised when a pad is released */
  39412. onPadUpObservable: Observable<Xbox360Dpad>;
  39413. private _buttonA;
  39414. private _buttonB;
  39415. private _buttonX;
  39416. private _buttonY;
  39417. private _buttonBack;
  39418. private _buttonStart;
  39419. private _buttonLB;
  39420. private _buttonRB;
  39421. private _buttonLeftStick;
  39422. private _buttonRightStick;
  39423. private _dPadUp;
  39424. private _dPadDown;
  39425. private _dPadLeft;
  39426. private _dPadRight;
  39427. private _isXboxOnePad;
  39428. /**
  39429. * Creates a new XBox360 gamepad object
  39430. * @param id defines the id of this gamepad
  39431. * @param index defines its index
  39432. * @param gamepad defines the internal HTML gamepad object
  39433. * @param xboxOne defines if it is a XBox One gamepad
  39434. */
  39435. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39436. /**
  39437. * Defines the callback to call when left trigger is pressed
  39438. * @param callback defines the callback to use
  39439. */
  39440. onlefttriggerchanged(callback: (value: number) => void): void;
  39441. /**
  39442. * Defines the callback to call when right trigger is pressed
  39443. * @param callback defines the callback to use
  39444. */
  39445. onrighttriggerchanged(callback: (value: number) => void): void;
  39446. /**
  39447. * Gets the left trigger value
  39448. */
  39449. /**
  39450. * Sets the left trigger value
  39451. */
  39452. leftTrigger: number;
  39453. /**
  39454. * Gets the right trigger value
  39455. */
  39456. /**
  39457. * Sets the right trigger value
  39458. */
  39459. rightTrigger: number;
  39460. /**
  39461. * Defines the callback to call when a button is pressed
  39462. * @param callback defines the callback to use
  39463. */
  39464. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39465. /**
  39466. * Defines the callback to call when a button is released
  39467. * @param callback defines the callback to use
  39468. */
  39469. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39470. /**
  39471. * Defines the callback to call when a pad is pressed
  39472. * @param callback defines the callback to use
  39473. */
  39474. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39475. /**
  39476. * Defines the callback to call when a pad is released
  39477. * @param callback defines the callback to use
  39478. */
  39479. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39480. private _setButtonValue;
  39481. private _setDPadValue;
  39482. /**
  39483. * Gets the value of the `A` button
  39484. */
  39485. /**
  39486. * Sets the value of the `A` button
  39487. */
  39488. buttonA: number;
  39489. /**
  39490. * Gets the value of the `B` button
  39491. */
  39492. /**
  39493. * Sets the value of the `B` button
  39494. */
  39495. buttonB: number;
  39496. /**
  39497. * Gets the value of the `X` button
  39498. */
  39499. /**
  39500. * Sets the value of the `X` button
  39501. */
  39502. buttonX: number;
  39503. /**
  39504. * Gets the value of the `Y` button
  39505. */
  39506. /**
  39507. * Sets the value of the `Y` button
  39508. */
  39509. buttonY: number;
  39510. /**
  39511. * Gets the value of the `Start` button
  39512. */
  39513. /**
  39514. * Sets the value of the `Start` button
  39515. */
  39516. buttonStart: number;
  39517. /**
  39518. * Gets the value of the `Back` button
  39519. */
  39520. /**
  39521. * Sets the value of the `Back` button
  39522. */
  39523. buttonBack: number;
  39524. /**
  39525. * Gets the value of the `Left` button
  39526. */
  39527. /**
  39528. * Sets the value of the `Left` button
  39529. */
  39530. buttonLB: number;
  39531. /**
  39532. * Gets the value of the `Right` button
  39533. */
  39534. /**
  39535. * Sets the value of the `Right` button
  39536. */
  39537. buttonRB: number;
  39538. /**
  39539. * Gets the value of the Left joystick
  39540. */
  39541. /**
  39542. * Sets the value of the Left joystick
  39543. */
  39544. buttonLeftStick: number;
  39545. /**
  39546. * Gets the value of the Right joystick
  39547. */
  39548. /**
  39549. * Sets the value of the Right joystick
  39550. */
  39551. buttonRightStick: number;
  39552. /**
  39553. * Gets the value of D-pad up
  39554. */
  39555. /**
  39556. * Sets the value of D-pad up
  39557. */
  39558. dPadUp: number;
  39559. /**
  39560. * Gets the value of D-pad down
  39561. */
  39562. /**
  39563. * Sets the value of D-pad down
  39564. */
  39565. dPadDown: number;
  39566. /**
  39567. * Gets the value of D-pad left
  39568. */
  39569. /**
  39570. * Sets the value of D-pad left
  39571. */
  39572. dPadLeft: number;
  39573. /**
  39574. * Gets the value of D-pad right
  39575. */
  39576. /**
  39577. * Sets the value of D-pad right
  39578. */
  39579. dPadRight: number;
  39580. /**
  39581. * Force the gamepad to synchronize with device values
  39582. */
  39583. update(): void;
  39584. /**
  39585. * Disposes the gamepad
  39586. */
  39587. dispose(): void;
  39588. }
  39589. }
  39590. declare module "babylonjs/Gamepads/gamepadManager" {
  39591. import { Observable } from "babylonjs/Misc/observable";
  39592. import { Nullable } from "babylonjs/types";
  39593. import { Scene } from "babylonjs/scene";
  39594. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39595. /**
  39596. * Manager for handling gamepads
  39597. */
  39598. export class GamepadManager {
  39599. private _scene?;
  39600. private _babylonGamepads;
  39601. private _oneGamepadConnected;
  39602. /** @hidden */
  39603. _isMonitoring: boolean;
  39604. private _gamepadEventSupported;
  39605. private _gamepadSupport;
  39606. /**
  39607. * observable to be triggered when the gamepad controller has been connected
  39608. */
  39609. onGamepadConnectedObservable: Observable<Gamepad>;
  39610. /**
  39611. * observable to be triggered when the gamepad controller has been disconnected
  39612. */
  39613. onGamepadDisconnectedObservable: Observable<Gamepad>;
  39614. private _onGamepadConnectedEvent;
  39615. private _onGamepadDisconnectedEvent;
  39616. /**
  39617. * Initializes the gamepad manager
  39618. * @param _scene BabylonJS scene
  39619. */
  39620. constructor(_scene?: Scene | undefined);
  39621. /**
  39622. * The gamepads in the game pad manager
  39623. */
  39624. readonly gamepads: Gamepad[];
  39625. /**
  39626. * Get the gamepad controllers based on type
  39627. * @param type The type of gamepad controller
  39628. * @returns Nullable gamepad
  39629. */
  39630. getGamepadByType(type?: number): Nullable<Gamepad>;
  39631. /**
  39632. * Disposes the gamepad manager
  39633. */
  39634. dispose(): void;
  39635. private _addNewGamepad;
  39636. private _startMonitoringGamepads;
  39637. private _stopMonitoringGamepads;
  39638. /** @hidden */
  39639. _checkGamepadsStatus(): void;
  39640. private _updateGamepadObjects;
  39641. }
  39642. }
  39643. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  39644. import { Nullable } from "babylonjs/types";
  39645. import { Scene } from "babylonjs/scene";
  39646. import { ISceneComponent } from "babylonjs/sceneComponent";
  39647. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  39648. module "babylonjs/scene" {
  39649. interface Scene {
  39650. /** @hidden */
  39651. _gamepadManager: Nullable<GamepadManager>;
  39652. /**
  39653. * Gets the gamepad manager associated with the scene
  39654. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  39655. */
  39656. gamepadManager: GamepadManager;
  39657. }
  39658. }
  39659. module "babylonjs/Cameras/freeCameraInputsManager" {
  39660. /**
  39661. * Interface representing a free camera inputs manager
  39662. */
  39663. interface FreeCameraInputsManager {
  39664. /**
  39665. * Adds gamepad input support to the FreeCameraInputsManager.
  39666. * @returns the FreeCameraInputsManager
  39667. */
  39668. addGamepad(): FreeCameraInputsManager;
  39669. }
  39670. }
  39671. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  39672. /**
  39673. * Interface representing an arc rotate camera inputs manager
  39674. */
  39675. interface ArcRotateCameraInputsManager {
  39676. /**
  39677. * Adds gamepad input support to the ArcRotateCamera InputManager.
  39678. * @returns the camera inputs manager
  39679. */
  39680. addGamepad(): ArcRotateCameraInputsManager;
  39681. }
  39682. }
  39683. /**
  39684. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  39685. */
  39686. export class GamepadSystemSceneComponent implements ISceneComponent {
  39687. /**
  39688. * The component name helpfull to identify the component in the list of scene components.
  39689. */
  39690. readonly name: string;
  39691. /**
  39692. * The scene the component belongs to.
  39693. */
  39694. scene: Scene;
  39695. /**
  39696. * Creates a new instance of the component for the given scene
  39697. * @param scene Defines the scene to register the component in
  39698. */
  39699. constructor(scene: Scene);
  39700. /**
  39701. * Registers the component in a given scene
  39702. */
  39703. register(): void;
  39704. /**
  39705. * Rebuilds the elements related to this component in case of
  39706. * context lost for instance.
  39707. */
  39708. rebuild(): void;
  39709. /**
  39710. * Disposes the component and the associated ressources
  39711. */
  39712. dispose(): void;
  39713. private _beforeCameraUpdate;
  39714. }
  39715. }
  39716. declare module "babylonjs/Cameras/universalCamera" {
  39717. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  39718. import { Scene } from "babylonjs/scene";
  39719. import { Vector3 } from "babylonjs/Maths/math.vector";
  39720. import "babylonjs/Gamepads/gamepadSceneComponent";
  39721. /**
  39722. * 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,
  39723. * which still works and will still be found in many Playgrounds.
  39724. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39725. */
  39726. export class UniversalCamera extends TouchCamera {
  39727. /**
  39728. * Defines the gamepad rotation sensiblity.
  39729. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39730. */
  39731. gamepadAngularSensibility: number;
  39732. /**
  39733. * Defines the gamepad move sensiblity.
  39734. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39735. */
  39736. gamepadMoveSensibility: number;
  39737. /**
  39738. * 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,
  39739. * which still works and will still be found in many Playgrounds.
  39740. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39741. * @param name Define the name of the camera in the scene
  39742. * @param position Define the start position of the camera in the scene
  39743. * @param scene Define the scene the camera belongs to
  39744. */
  39745. constructor(name: string, position: Vector3, scene: Scene);
  39746. /**
  39747. * Gets the current object class name.
  39748. * @return the class name
  39749. */
  39750. getClassName(): string;
  39751. }
  39752. }
  39753. declare module "babylonjs/Cameras/gamepadCamera" {
  39754. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  39755. import { Scene } from "babylonjs/scene";
  39756. import { Vector3 } from "babylonjs/Maths/math.vector";
  39757. /**
  39758. * This represents a FPS type of camera. This is only here for back compat purpose.
  39759. * Please use the UniversalCamera instead as both are identical.
  39760. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39761. */
  39762. export class GamepadCamera extends UniversalCamera {
  39763. /**
  39764. * Instantiates a new Gamepad Camera
  39765. * This represents a FPS type of camera. This is only here for back compat purpose.
  39766. * Please use the UniversalCamera instead as both are identical.
  39767. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39768. * @param name Define the name of the camera in the scene
  39769. * @param position Define the start position of the camera in the scene
  39770. * @param scene Define the scene the camera belongs to
  39771. */
  39772. constructor(name: string, position: Vector3, scene: Scene);
  39773. /**
  39774. * Gets the current object class name.
  39775. * @return the class name
  39776. */
  39777. getClassName(): string;
  39778. }
  39779. }
  39780. declare module "babylonjs/Shaders/pass.fragment" {
  39781. /** @hidden */
  39782. export var passPixelShader: {
  39783. name: string;
  39784. shader: string;
  39785. };
  39786. }
  39787. declare module "babylonjs/Shaders/passCube.fragment" {
  39788. /** @hidden */
  39789. export var passCubePixelShader: {
  39790. name: string;
  39791. shader: string;
  39792. };
  39793. }
  39794. declare module "babylonjs/PostProcesses/passPostProcess" {
  39795. import { Nullable } from "babylonjs/types";
  39796. import { Camera } from "babylonjs/Cameras/camera";
  39797. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  39798. import { Engine } from "babylonjs/Engines/engine";
  39799. import "babylonjs/Shaders/pass.fragment";
  39800. import "babylonjs/Shaders/passCube.fragment";
  39801. /**
  39802. * PassPostProcess which produces an output the same as it's input
  39803. */
  39804. export class PassPostProcess extends PostProcess {
  39805. /**
  39806. * Creates the PassPostProcess
  39807. * @param name The name of the effect.
  39808. * @param options The required width/height ratio to downsize to before computing the render pass.
  39809. * @param camera The camera to apply the render pass to.
  39810. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39811. * @param engine The engine which the post process will be applied. (default: current engine)
  39812. * @param reusable If the post process can be reused on the same frame. (default: false)
  39813. * @param textureType The type of texture to be used when performing the post processing.
  39814. * @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)
  39815. */
  39816. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39817. }
  39818. /**
  39819. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  39820. */
  39821. export class PassCubePostProcess extends PostProcess {
  39822. private _face;
  39823. /**
  39824. * Gets or sets the cube face to display.
  39825. * * 0 is +X
  39826. * * 1 is -X
  39827. * * 2 is +Y
  39828. * * 3 is -Y
  39829. * * 4 is +Z
  39830. * * 5 is -Z
  39831. */
  39832. face: number;
  39833. /**
  39834. * Creates the PassCubePostProcess
  39835. * @param name The name of the effect.
  39836. * @param options The required width/height ratio to downsize to before computing the render pass.
  39837. * @param camera The camera to apply the render pass to.
  39838. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39839. * @param engine The engine which the post process will be applied. (default: current engine)
  39840. * @param reusable If the post process can be reused on the same frame. (default: false)
  39841. * @param textureType The type of texture to be used when performing the post processing.
  39842. * @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)
  39843. */
  39844. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39845. }
  39846. }
  39847. declare module "babylonjs/Shaders/anaglyph.fragment" {
  39848. /** @hidden */
  39849. export var anaglyphPixelShader: {
  39850. name: string;
  39851. shader: string;
  39852. };
  39853. }
  39854. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  39855. import { Engine } from "babylonjs/Engines/engine";
  39856. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  39857. import { Camera } from "babylonjs/Cameras/camera";
  39858. import "babylonjs/Shaders/anaglyph.fragment";
  39859. /**
  39860. * Postprocess used to generate anaglyphic rendering
  39861. */
  39862. export class AnaglyphPostProcess extends PostProcess {
  39863. private _passedProcess;
  39864. /**
  39865. * Creates a new AnaglyphPostProcess
  39866. * @param name defines postprocess name
  39867. * @param options defines creation options or target ratio scale
  39868. * @param rigCameras defines cameras using this postprocess
  39869. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  39870. * @param engine defines hosting engine
  39871. * @param reusable defines if the postprocess will be reused multiple times per frame
  39872. */
  39873. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  39874. }
  39875. }
  39876. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  39877. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  39878. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39879. import { Scene } from "babylonjs/scene";
  39880. import { Vector3 } from "babylonjs/Maths/math.vector";
  39881. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39882. /**
  39883. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  39884. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39885. */
  39886. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  39887. /**
  39888. * Creates a new AnaglyphArcRotateCamera
  39889. * @param name defines camera name
  39890. * @param alpha defines alpha angle (in radians)
  39891. * @param beta defines beta angle (in radians)
  39892. * @param radius defines radius
  39893. * @param target defines camera target
  39894. * @param interaxialDistance defines distance between each color axis
  39895. * @param scene defines the hosting scene
  39896. */
  39897. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  39898. /**
  39899. * Gets camera class name
  39900. * @returns AnaglyphArcRotateCamera
  39901. */
  39902. getClassName(): string;
  39903. }
  39904. }
  39905. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  39906. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39907. import { Scene } from "babylonjs/scene";
  39908. import { Vector3 } from "babylonjs/Maths/math.vector";
  39909. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39910. /**
  39911. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  39912. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39913. */
  39914. export class AnaglyphFreeCamera extends FreeCamera {
  39915. /**
  39916. * Creates a new AnaglyphFreeCamera
  39917. * @param name defines camera name
  39918. * @param position defines initial position
  39919. * @param interaxialDistance defines distance between each color axis
  39920. * @param scene defines the hosting scene
  39921. */
  39922. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  39923. /**
  39924. * Gets camera class name
  39925. * @returns AnaglyphFreeCamera
  39926. */
  39927. getClassName(): string;
  39928. }
  39929. }
  39930. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  39931. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  39932. import { Scene } from "babylonjs/scene";
  39933. import { Vector3 } from "babylonjs/Maths/math.vector";
  39934. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39935. /**
  39936. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  39937. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39938. */
  39939. export class AnaglyphGamepadCamera extends GamepadCamera {
  39940. /**
  39941. * Creates a new AnaglyphGamepadCamera
  39942. * @param name defines camera name
  39943. * @param position defines initial position
  39944. * @param interaxialDistance defines distance between each color axis
  39945. * @param scene defines the hosting scene
  39946. */
  39947. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  39948. /**
  39949. * Gets camera class name
  39950. * @returns AnaglyphGamepadCamera
  39951. */
  39952. getClassName(): string;
  39953. }
  39954. }
  39955. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  39956. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  39957. import { Scene } from "babylonjs/scene";
  39958. import { Vector3 } from "babylonjs/Maths/math.vector";
  39959. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39960. /**
  39961. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  39962. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39963. */
  39964. export class AnaglyphUniversalCamera extends UniversalCamera {
  39965. /**
  39966. * Creates a new AnaglyphUniversalCamera
  39967. * @param name defines camera name
  39968. * @param position defines initial position
  39969. * @param interaxialDistance defines distance between each color axis
  39970. * @param scene defines the hosting scene
  39971. */
  39972. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  39973. /**
  39974. * Gets camera class name
  39975. * @returns AnaglyphUniversalCamera
  39976. */
  39977. getClassName(): string;
  39978. }
  39979. }
  39980. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  39981. /** @hidden */
  39982. export var stereoscopicInterlacePixelShader: {
  39983. name: string;
  39984. shader: string;
  39985. };
  39986. }
  39987. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  39988. import { Camera } from "babylonjs/Cameras/camera";
  39989. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  39990. import { Engine } from "babylonjs/Engines/engine";
  39991. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  39992. /**
  39993. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  39994. */
  39995. export class StereoscopicInterlacePostProcess extends PostProcess {
  39996. private _stepSize;
  39997. private _passedProcess;
  39998. /**
  39999. * Initializes a StereoscopicInterlacePostProcess
  40000. * @param name The name of the effect.
  40001. * @param rigCameras The rig cameras to be appled to the post process
  40002. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40003. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40004. * @param engine The engine which the post process will be applied. (default: current engine)
  40005. * @param reusable If the post process can be reused on the same frame. (default: false)
  40006. */
  40007. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40008. }
  40009. }
  40010. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40011. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40012. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40013. import { Scene } from "babylonjs/scene";
  40014. import { Vector3 } from "babylonjs/Maths/math.vector";
  40015. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40016. /**
  40017. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40018. * @see http://doc.babylonjs.com/features/cameras
  40019. */
  40020. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40021. /**
  40022. * Creates a new StereoscopicArcRotateCamera
  40023. * @param name defines camera name
  40024. * @param alpha defines alpha angle (in radians)
  40025. * @param beta defines beta angle (in radians)
  40026. * @param radius defines radius
  40027. * @param target defines camera target
  40028. * @param interaxialDistance defines distance between each color axis
  40029. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40030. * @param scene defines the hosting scene
  40031. */
  40032. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40033. /**
  40034. * Gets camera class name
  40035. * @returns StereoscopicArcRotateCamera
  40036. */
  40037. getClassName(): string;
  40038. }
  40039. }
  40040. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40041. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40042. import { Scene } from "babylonjs/scene";
  40043. import { Vector3 } from "babylonjs/Maths/math.vector";
  40044. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40045. /**
  40046. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40047. * @see http://doc.babylonjs.com/features/cameras
  40048. */
  40049. export class StereoscopicFreeCamera extends FreeCamera {
  40050. /**
  40051. * Creates a new StereoscopicFreeCamera
  40052. * @param name defines camera name
  40053. * @param position defines initial position
  40054. * @param interaxialDistance defines distance between each color axis
  40055. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40056. * @param scene defines the hosting scene
  40057. */
  40058. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40059. /**
  40060. * Gets camera class name
  40061. * @returns StereoscopicFreeCamera
  40062. */
  40063. getClassName(): string;
  40064. }
  40065. }
  40066. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40067. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40068. import { Scene } from "babylonjs/scene";
  40069. import { Vector3 } from "babylonjs/Maths/math.vector";
  40070. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40071. /**
  40072. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40073. * @see http://doc.babylonjs.com/features/cameras
  40074. */
  40075. export class StereoscopicGamepadCamera extends GamepadCamera {
  40076. /**
  40077. * Creates a new StereoscopicGamepadCamera
  40078. * @param name defines camera name
  40079. * @param position defines initial position
  40080. * @param interaxialDistance defines distance between each color axis
  40081. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40082. * @param scene defines the hosting scene
  40083. */
  40084. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40085. /**
  40086. * Gets camera class name
  40087. * @returns StereoscopicGamepadCamera
  40088. */
  40089. getClassName(): string;
  40090. }
  40091. }
  40092. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40093. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40094. import { Scene } from "babylonjs/scene";
  40095. import { Vector3 } from "babylonjs/Maths/math.vector";
  40096. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40097. /**
  40098. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40099. * @see http://doc.babylonjs.com/features/cameras
  40100. */
  40101. export class StereoscopicUniversalCamera extends UniversalCamera {
  40102. /**
  40103. * Creates a new StereoscopicUniversalCamera
  40104. * @param name defines camera name
  40105. * @param position defines initial position
  40106. * @param interaxialDistance defines distance between each color axis
  40107. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40108. * @param scene defines the hosting scene
  40109. */
  40110. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40111. /**
  40112. * Gets camera class name
  40113. * @returns StereoscopicUniversalCamera
  40114. */
  40115. getClassName(): string;
  40116. }
  40117. }
  40118. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40119. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40120. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40121. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40122. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40123. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40124. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40125. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40126. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40127. }
  40128. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40129. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40130. import { Scene } from "babylonjs/scene";
  40131. import { Vector3 } from "babylonjs/Maths/math.vector";
  40132. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40133. /**
  40134. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40135. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40136. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40137. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40138. */
  40139. export class VirtualJoysticksCamera extends FreeCamera {
  40140. /**
  40141. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40142. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40143. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40144. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40145. * @param name Define the name of the camera in the scene
  40146. * @param position Define the start position of the camera in the scene
  40147. * @param scene Define the scene the camera belongs to
  40148. */
  40149. constructor(name: string, position: Vector3, scene: Scene);
  40150. /**
  40151. * Gets the current object class name.
  40152. * @return the class name
  40153. */
  40154. getClassName(): string;
  40155. }
  40156. }
  40157. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40158. import { Matrix } from "babylonjs/Maths/math.vector";
  40159. /**
  40160. * This represents all the required metrics to create a VR camera.
  40161. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40162. */
  40163. export class VRCameraMetrics {
  40164. /**
  40165. * Define the horizontal resolution off the screen.
  40166. */
  40167. hResolution: number;
  40168. /**
  40169. * Define the vertical resolution off the screen.
  40170. */
  40171. vResolution: number;
  40172. /**
  40173. * Define the horizontal screen size.
  40174. */
  40175. hScreenSize: number;
  40176. /**
  40177. * Define the vertical screen size.
  40178. */
  40179. vScreenSize: number;
  40180. /**
  40181. * Define the vertical screen center position.
  40182. */
  40183. vScreenCenter: number;
  40184. /**
  40185. * Define the distance of the eyes to the screen.
  40186. */
  40187. eyeToScreenDistance: number;
  40188. /**
  40189. * Define the distance between both lenses
  40190. */
  40191. lensSeparationDistance: number;
  40192. /**
  40193. * Define the distance between both viewer's eyes.
  40194. */
  40195. interpupillaryDistance: number;
  40196. /**
  40197. * Define the distortion factor of the VR postprocess.
  40198. * Please, touch with care.
  40199. */
  40200. distortionK: number[];
  40201. /**
  40202. * Define the chromatic aberration correction factors for the VR post process.
  40203. */
  40204. chromaAbCorrection: number[];
  40205. /**
  40206. * Define the scale factor of the post process.
  40207. * The smaller the better but the slower.
  40208. */
  40209. postProcessScaleFactor: number;
  40210. /**
  40211. * Define an offset for the lens center.
  40212. */
  40213. lensCenterOffset: number;
  40214. /**
  40215. * Define if the current vr camera should compensate the distortion of the lense or not.
  40216. */
  40217. compensateDistortion: boolean;
  40218. /**
  40219. * Defines if multiview should be enabled when rendering (Default: false)
  40220. */
  40221. multiviewEnabled: boolean;
  40222. /**
  40223. * Gets the rendering aspect ratio based on the provided resolutions.
  40224. */
  40225. readonly aspectRatio: number;
  40226. /**
  40227. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40228. */
  40229. readonly aspectRatioFov: number;
  40230. /**
  40231. * @hidden
  40232. */
  40233. readonly leftHMatrix: Matrix;
  40234. /**
  40235. * @hidden
  40236. */
  40237. readonly rightHMatrix: Matrix;
  40238. /**
  40239. * @hidden
  40240. */
  40241. readonly leftPreViewMatrix: Matrix;
  40242. /**
  40243. * @hidden
  40244. */
  40245. readonly rightPreViewMatrix: Matrix;
  40246. /**
  40247. * Get the default VRMetrics based on the most generic setup.
  40248. * @returns the default vr metrics
  40249. */
  40250. static GetDefault(): VRCameraMetrics;
  40251. }
  40252. }
  40253. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40254. /** @hidden */
  40255. export var vrDistortionCorrectionPixelShader: {
  40256. name: string;
  40257. shader: string;
  40258. };
  40259. }
  40260. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40261. import { Camera } from "babylonjs/Cameras/camera";
  40262. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40263. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40264. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40265. /**
  40266. * VRDistortionCorrectionPostProcess used for mobile VR
  40267. */
  40268. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40269. private _isRightEye;
  40270. private _distortionFactors;
  40271. private _postProcessScaleFactor;
  40272. private _lensCenterOffset;
  40273. private _scaleIn;
  40274. private _scaleFactor;
  40275. private _lensCenter;
  40276. /**
  40277. * Initializes the VRDistortionCorrectionPostProcess
  40278. * @param name The name of the effect.
  40279. * @param camera The camera to apply the render pass to.
  40280. * @param isRightEye If this is for the right eye distortion
  40281. * @param vrMetrics All the required metrics for the VR camera
  40282. */
  40283. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40284. }
  40285. }
  40286. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40287. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40288. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40289. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40290. import { Scene } from "babylonjs/scene";
  40291. import { Vector3 } from "babylonjs/Maths/math.vector";
  40292. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40293. import "babylonjs/Cameras/RigModes/vrRigMode";
  40294. /**
  40295. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40296. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40297. */
  40298. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40299. /**
  40300. * Creates a new VRDeviceOrientationArcRotateCamera
  40301. * @param name defines camera name
  40302. * @param alpha defines the camera rotation along the logitudinal axis
  40303. * @param beta defines the camera rotation along the latitudinal axis
  40304. * @param radius defines the camera distance from its target
  40305. * @param target defines the camera target
  40306. * @param scene defines the scene the camera belongs to
  40307. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40308. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40309. */
  40310. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40311. /**
  40312. * Gets camera class name
  40313. * @returns VRDeviceOrientationArcRotateCamera
  40314. */
  40315. getClassName(): string;
  40316. }
  40317. }
  40318. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40319. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40320. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40321. import { Scene } from "babylonjs/scene";
  40322. import { Vector3 } from "babylonjs/Maths/math.vector";
  40323. import "babylonjs/Cameras/RigModes/vrRigMode";
  40324. /**
  40325. * Camera used to simulate VR rendering (based on FreeCamera)
  40326. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40327. */
  40328. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40329. /**
  40330. * Creates a new VRDeviceOrientationFreeCamera
  40331. * @param name defines camera name
  40332. * @param position defines the start position of the camera
  40333. * @param scene defines the scene the camera belongs to
  40334. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40335. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40336. */
  40337. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40338. /**
  40339. * Gets camera class name
  40340. * @returns VRDeviceOrientationFreeCamera
  40341. */
  40342. getClassName(): string;
  40343. }
  40344. }
  40345. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40346. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40347. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40348. import { Scene } from "babylonjs/scene";
  40349. import { Vector3 } from "babylonjs/Maths/math.vector";
  40350. import "babylonjs/Gamepads/gamepadSceneComponent";
  40351. /**
  40352. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40353. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40354. */
  40355. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40356. /**
  40357. * Creates a new VRDeviceOrientationGamepadCamera
  40358. * @param name defines camera name
  40359. * @param position defines the start position of the camera
  40360. * @param scene defines the scene the camera belongs to
  40361. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40362. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40363. */
  40364. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40365. /**
  40366. * Gets camera class name
  40367. * @returns VRDeviceOrientationGamepadCamera
  40368. */
  40369. getClassName(): string;
  40370. }
  40371. }
  40372. declare module "babylonjs/Materials/pushMaterial" {
  40373. import { Nullable } from "babylonjs/types";
  40374. import { Scene } from "babylonjs/scene";
  40375. import { Matrix } from "babylonjs/Maths/math.vector";
  40376. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40377. import { Mesh } from "babylonjs/Meshes/mesh";
  40378. import { Material } from "babylonjs/Materials/material";
  40379. import { Effect } from "babylonjs/Materials/effect";
  40380. /**
  40381. * Base class of materials working in push mode in babylon JS
  40382. * @hidden
  40383. */
  40384. export class PushMaterial extends Material {
  40385. protected _activeEffect: Effect;
  40386. protected _normalMatrix: Matrix;
  40387. /**
  40388. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40389. * This means that the material can keep using a previous shader while a new one is being compiled.
  40390. * This is mostly used when shader parallel compilation is supported (true by default)
  40391. */
  40392. allowShaderHotSwapping: boolean;
  40393. constructor(name: string, scene: Scene);
  40394. getEffect(): Effect;
  40395. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40396. /**
  40397. * Binds the given world matrix to the active effect
  40398. *
  40399. * @param world the matrix to bind
  40400. */
  40401. bindOnlyWorldMatrix(world: Matrix): void;
  40402. /**
  40403. * Binds the given normal matrix to the active effect
  40404. *
  40405. * @param normalMatrix the matrix to bind
  40406. */
  40407. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40408. bind(world: Matrix, mesh?: Mesh): void;
  40409. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40410. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40411. }
  40412. }
  40413. declare module "babylonjs/Materials/materialFlags" {
  40414. /**
  40415. * This groups all the flags used to control the materials channel.
  40416. */
  40417. export class MaterialFlags {
  40418. private static _DiffuseTextureEnabled;
  40419. /**
  40420. * Are diffuse textures enabled in the application.
  40421. */
  40422. static DiffuseTextureEnabled: boolean;
  40423. private static _AmbientTextureEnabled;
  40424. /**
  40425. * Are ambient textures enabled in the application.
  40426. */
  40427. static AmbientTextureEnabled: boolean;
  40428. private static _OpacityTextureEnabled;
  40429. /**
  40430. * Are opacity textures enabled in the application.
  40431. */
  40432. static OpacityTextureEnabled: boolean;
  40433. private static _ReflectionTextureEnabled;
  40434. /**
  40435. * Are reflection textures enabled in the application.
  40436. */
  40437. static ReflectionTextureEnabled: boolean;
  40438. private static _EmissiveTextureEnabled;
  40439. /**
  40440. * Are emissive textures enabled in the application.
  40441. */
  40442. static EmissiveTextureEnabled: boolean;
  40443. private static _SpecularTextureEnabled;
  40444. /**
  40445. * Are specular textures enabled in the application.
  40446. */
  40447. static SpecularTextureEnabled: boolean;
  40448. private static _BumpTextureEnabled;
  40449. /**
  40450. * Are bump textures enabled in the application.
  40451. */
  40452. static BumpTextureEnabled: boolean;
  40453. private static _LightmapTextureEnabled;
  40454. /**
  40455. * Are lightmap textures enabled in the application.
  40456. */
  40457. static LightmapTextureEnabled: boolean;
  40458. private static _RefractionTextureEnabled;
  40459. /**
  40460. * Are refraction textures enabled in the application.
  40461. */
  40462. static RefractionTextureEnabled: boolean;
  40463. private static _ColorGradingTextureEnabled;
  40464. /**
  40465. * Are color grading textures enabled in the application.
  40466. */
  40467. static ColorGradingTextureEnabled: boolean;
  40468. private static _FresnelEnabled;
  40469. /**
  40470. * Are fresnels enabled in the application.
  40471. */
  40472. static FresnelEnabled: boolean;
  40473. private static _ClearCoatTextureEnabled;
  40474. /**
  40475. * Are clear coat textures enabled in the application.
  40476. */
  40477. static ClearCoatTextureEnabled: boolean;
  40478. private static _ClearCoatBumpTextureEnabled;
  40479. /**
  40480. * Are clear coat bump textures enabled in the application.
  40481. */
  40482. static ClearCoatBumpTextureEnabled: boolean;
  40483. private static _ClearCoatTintTextureEnabled;
  40484. /**
  40485. * Are clear coat tint textures enabled in the application.
  40486. */
  40487. static ClearCoatTintTextureEnabled: boolean;
  40488. private static _SheenTextureEnabled;
  40489. /**
  40490. * Are sheen textures enabled in the application.
  40491. */
  40492. static SheenTextureEnabled: boolean;
  40493. private static _AnisotropicTextureEnabled;
  40494. /**
  40495. * Are anisotropic textures enabled in the application.
  40496. */
  40497. static AnisotropicTextureEnabled: boolean;
  40498. private static _ThicknessTextureEnabled;
  40499. /**
  40500. * Are thickness textures enabled in the application.
  40501. */
  40502. static ThicknessTextureEnabled: boolean;
  40503. }
  40504. }
  40505. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40506. /** @hidden */
  40507. export var defaultFragmentDeclaration: {
  40508. name: string;
  40509. shader: string;
  40510. };
  40511. }
  40512. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40513. /** @hidden */
  40514. export var defaultUboDeclaration: {
  40515. name: string;
  40516. shader: string;
  40517. };
  40518. }
  40519. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40520. /** @hidden */
  40521. export var lightFragmentDeclaration: {
  40522. name: string;
  40523. shader: string;
  40524. };
  40525. }
  40526. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40527. /** @hidden */
  40528. export var lightUboDeclaration: {
  40529. name: string;
  40530. shader: string;
  40531. };
  40532. }
  40533. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  40534. /** @hidden */
  40535. export var lightsFragmentFunctions: {
  40536. name: string;
  40537. shader: string;
  40538. };
  40539. }
  40540. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  40541. /** @hidden */
  40542. export var shadowsFragmentFunctions: {
  40543. name: string;
  40544. shader: string;
  40545. };
  40546. }
  40547. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  40548. /** @hidden */
  40549. export var fresnelFunction: {
  40550. name: string;
  40551. shader: string;
  40552. };
  40553. }
  40554. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  40555. /** @hidden */
  40556. export var reflectionFunction: {
  40557. name: string;
  40558. shader: string;
  40559. };
  40560. }
  40561. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  40562. /** @hidden */
  40563. export var bumpFragmentFunctions: {
  40564. name: string;
  40565. shader: string;
  40566. };
  40567. }
  40568. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  40569. /** @hidden */
  40570. export var logDepthDeclaration: {
  40571. name: string;
  40572. shader: string;
  40573. };
  40574. }
  40575. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  40576. /** @hidden */
  40577. export var bumpFragment: {
  40578. name: string;
  40579. shader: string;
  40580. };
  40581. }
  40582. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  40583. /** @hidden */
  40584. export var depthPrePass: {
  40585. name: string;
  40586. shader: string;
  40587. };
  40588. }
  40589. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  40590. /** @hidden */
  40591. export var lightFragment: {
  40592. name: string;
  40593. shader: string;
  40594. };
  40595. }
  40596. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  40597. /** @hidden */
  40598. export var logDepthFragment: {
  40599. name: string;
  40600. shader: string;
  40601. };
  40602. }
  40603. declare module "babylonjs/Shaders/default.fragment" {
  40604. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  40605. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40606. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40607. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40608. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40609. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  40610. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  40611. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  40612. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  40613. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  40614. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  40615. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  40616. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  40617. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40618. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  40619. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  40620. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  40621. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  40622. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  40623. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  40624. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  40625. /** @hidden */
  40626. export var defaultPixelShader: {
  40627. name: string;
  40628. shader: string;
  40629. };
  40630. }
  40631. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  40632. /** @hidden */
  40633. export var defaultVertexDeclaration: {
  40634. name: string;
  40635. shader: string;
  40636. };
  40637. }
  40638. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  40639. /** @hidden */
  40640. export var bumpVertexDeclaration: {
  40641. name: string;
  40642. shader: string;
  40643. };
  40644. }
  40645. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  40646. /** @hidden */
  40647. export var bumpVertex: {
  40648. name: string;
  40649. shader: string;
  40650. };
  40651. }
  40652. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  40653. /** @hidden */
  40654. export var fogVertex: {
  40655. name: string;
  40656. shader: string;
  40657. };
  40658. }
  40659. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  40660. /** @hidden */
  40661. export var shadowsVertex: {
  40662. name: string;
  40663. shader: string;
  40664. };
  40665. }
  40666. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  40667. /** @hidden */
  40668. export var pointCloudVertex: {
  40669. name: string;
  40670. shader: string;
  40671. };
  40672. }
  40673. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  40674. /** @hidden */
  40675. export var logDepthVertex: {
  40676. name: string;
  40677. shader: string;
  40678. };
  40679. }
  40680. declare module "babylonjs/Shaders/default.vertex" {
  40681. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  40682. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40683. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40684. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  40685. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  40686. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  40687. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  40688. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  40689. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40690. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40691. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  40692. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  40693. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40694. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  40695. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  40696. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  40697. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  40698. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  40699. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  40700. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  40701. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  40702. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  40703. /** @hidden */
  40704. export var defaultVertexShader: {
  40705. name: string;
  40706. shader: string;
  40707. };
  40708. }
  40709. declare module "babylonjs/Materials/standardMaterial" {
  40710. import { SmartArray } from "babylonjs/Misc/smartArray";
  40711. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  40712. import { Nullable } from "babylonjs/types";
  40713. import { Scene } from "babylonjs/scene";
  40714. import { Matrix } from "babylonjs/Maths/math.vector";
  40715. import { Color3 } from "babylonjs/Maths/math.color";
  40716. import { SubMesh } from "babylonjs/Meshes/subMesh";
  40717. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40718. import { Mesh } from "babylonjs/Meshes/mesh";
  40719. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  40720. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  40721. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  40722. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  40723. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  40724. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  40725. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  40726. import "babylonjs/Shaders/default.fragment";
  40727. import "babylonjs/Shaders/default.vertex";
  40728. /** @hidden */
  40729. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  40730. MAINUV1: boolean;
  40731. MAINUV2: boolean;
  40732. DIFFUSE: boolean;
  40733. DIFFUSEDIRECTUV: number;
  40734. AMBIENT: boolean;
  40735. AMBIENTDIRECTUV: number;
  40736. OPACITY: boolean;
  40737. OPACITYDIRECTUV: number;
  40738. OPACITYRGB: boolean;
  40739. REFLECTION: boolean;
  40740. EMISSIVE: boolean;
  40741. EMISSIVEDIRECTUV: number;
  40742. SPECULAR: boolean;
  40743. SPECULARDIRECTUV: number;
  40744. BUMP: boolean;
  40745. BUMPDIRECTUV: number;
  40746. PARALLAX: boolean;
  40747. PARALLAXOCCLUSION: boolean;
  40748. SPECULAROVERALPHA: boolean;
  40749. CLIPPLANE: boolean;
  40750. CLIPPLANE2: boolean;
  40751. CLIPPLANE3: boolean;
  40752. CLIPPLANE4: boolean;
  40753. ALPHATEST: boolean;
  40754. DEPTHPREPASS: boolean;
  40755. ALPHAFROMDIFFUSE: boolean;
  40756. POINTSIZE: boolean;
  40757. FOG: boolean;
  40758. SPECULARTERM: boolean;
  40759. DIFFUSEFRESNEL: boolean;
  40760. OPACITYFRESNEL: boolean;
  40761. REFLECTIONFRESNEL: boolean;
  40762. REFRACTIONFRESNEL: boolean;
  40763. EMISSIVEFRESNEL: boolean;
  40764. FRESNEL: boolean;
  40765. NORMAL: boolean;
  40766. UV1: boolean;
  40767. UV2: boolean;
  40768. VERTEXCOLOR: boolean;
  40769. VERTEXALPHA: boolean;
  40770. NUM_BONE_INFLUENCERS: number;
  40771. BonesPerMesh: number;
  40772. BONETEXTURE: boolean;
  40773. INSTANCES: boolean;
  40774. GLOSSINESS: boolean;
  40775. ROUGHNESS: boolean;
  40776. EMISSIVEASILLUMINATION: boolean;
  40777. LINKEMISSIVEWITHDIFFUSE: boolean;
  40778. REFLECTIONFRESNELFROMSPECULAR: boolean;
  40779. LIGHTMAP: boolean;
  40780. LIGHTMAPDIRECTUV: number;
  40781. OBJECTSPACE_NORMALMAP: boolean;
  40782. USELIGHTMAPASSHADOWMAP: boolean;
  40783. REFLECTIONMAP_3D: boolean;
  40784. REFLECTIONMAP_SPHERICAL: boolean;
  40785. REFLECTIONMAP_PLANAR: boolean;
  40786. REFLECTIONMAP_CUBIC: boolean;
  40787. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  40788. REFLECTIONMAP_PROJECTION: boolean;
  40789. REFLECTIONMAP_SKYBOX: boolean;
  40790. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  40791. REFLECTIONMAP_EXPLICIT: boolean;
  40792. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  40793. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  40794. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  40795. INVERTCUBICMAP: boolean;
  40796. LOGARITHMICDEPTH: boolean;
  40797. REFRACTION: boolean;
  40798. REFRACTIONMAP_3D: boolean;
  40799. REFLECTIONOVERALPHA: boolean;
  40800. TWOSIDEDLIGHTING: boolean;
  40801. SHADOWFLOAT: boolean;
  40802. MORPHTARGETS: boolean;
  40803. MORPHTARGETS_NORMAL: boolean;
  40804. MORPHTARGETS_TANGENT: boolean;
  40805. MORPHTARGETS_UV: boolean;
  40806. NUM_MORPH_INFLUENCERS: number;
  40807. NONUNIFORMSCALING: boolean;
  40808. PREMULTIPLYALPHA: boolean;
  40809. IMAGEPROCESSING: boolean;
  40810. VIGNETTE: boolean;
  40811. VIGNETTEBLENDMODEMULTIPLY: boolean;
  40812. VIGNETTEBLENDMODEOPAQUE: boolean;
  40813. TONEMAPPING: boolean;
  40814. TONEMAPPING_ACES: boolean;
  40815. CONTRAST: boolean;
  40816. COLORCURVES: boolean;
  40817. COLORGRADING: boolean;
  40818. COLORGRADING3D: boolean;
  40819. SAMPLER3DGREENDEPTH: boolean;
  40820. SAMPLER3DBGRMAP: boolean;
  40821. IMAGEPROCESSINGPOSTPROCESS: boolean;
  40822. MULTIVIEW: boolean;
  40823. /**
  40824. * If the reflection texture on this material is in linear color space
  40825. * @hidden
  40826. */
  40827. IS_REFLECTION_LINEAR: boolean;
  40828. /**
  40829. * If the refraction texture on this material is in linear color space
  40830. * @hidden
  40831. */
  40832. IS_REFRACTION_LINEAR: boolean;
  40833. EXPOSURE: boolean;
  40834. constructor();
  40835. setReflectionMode(modeToEnable: string): void;
  40836. }
  40837. /**
  40838. * This is the default material used in Babylon. It is the best trade off between quality
  40839. * and performances.
  40840. * @see http://doc.babylonjs.com/babylon101/materials
  40841. */
  40842. export class StandardMaterial extends PushMaterial {
  40843. private _diffuseTexture;
  40844. /**
  40845. * The basic texture of the material as viewed under a light.
  40846. */
  40847. diffuseTexture: Nullable<BaseTexture>;
  40848. private _ambientTexture;
  40849. /**
  40850. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  40851. */
  40852. ambientTexture: Nullable<BaseTexture>;
  40853. private _opacityTexture;
  40854. /**
  40855. * Define the transparency of the material from a texture.
  40856. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  40857. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  40858. */
  40859. opacityTexture: Nullable<BaseTexture>;
  40860. private _reflectionTexture;
  40861. /**
  40862. * Define the texture used to display the reflection.
  40863. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40864. */
  40865. reflectionTexture: Nullable<BaseTexture>;
  40866. private _emissiveTexture;
  40867. /**
  40868. * Define texture of the material as if self lit.
  40869. * This will be mixed in the final result even in the absence of light.
  40870. */
  40871. emissiveTexture: Nullable<BaseTexture>;
  40872. private _specularTexture;
  40873. /**
  40874. * Define how the color and intensity of the highlight given by the light in the material.
  40875. */
  40876. specularTexture: Nullable<BaseTexture>;
  40877. private _bumpTexture;
  40878. /**
  40879. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  40880. * 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.
  40881. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  40882. */
  40883. bumpTexture: Nullable<BaseTexture>;
  40884. private _lightmapTexture;
  40885. /**
  40886. * Complex lighting can be computationally expensive to compute at runtime.
  40887. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  40888. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  40889. */
  40890. lightmapTexture: Nullable<BaseTexture>;
  40891. private _refractionTexture;
  40892. /**
  40893. * Define the texture used to display the refraction.
  40894. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40895. */
  40896. refractionTexture: Nullable<BaseTexture>;
  40897. /**
  40898. * The color of the material lit by the environmental background lighting.
  40899. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  40900. */
  40901. ambientColor: Color3;
  40902. /**
  40903. * The basic color of the material as viewed under a light.
  40904. */
  40905. diffuseColor: Color3;
  40906. /**
  40907. * Define how the color and intensity of the highlight given by the light in the material.
  40908. */
  40909. specularColor: Color3;
  40910. /**
  40911. * Define the color of the material as if self lit.
  40912. * This will be mixed in the final result even in the absence of light.
  40913. */
  40914. emissiveColor: Color3;
  40915. /**
  40916. * Defines how sharp are the highlights in the material.
  40917. * The bigger the value the sharper giving a more glossy feeling to the result.
  40918. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  40919. */
  40920. specularPower: number;
  40921. private _useAlphaFromDiffuseTexture;
  40922. /**
  40923. * Does the transparency come from the diffuse texture alpha channel.
  40924. */
  40925. useAlphaFromDiffuseTexture: boolean;
  40926. private _useEmissiveAsIllumination;
  40927. /**
  40928. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  40929. */
  40930. useEmissiveAsIllumination: boolean;
  40931. private _linkEmissiveWithDiffuse;
  40932. /**
  40933. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  40934. * the emissive level when the final color is close to one.
  40935. */
  40936. linkEmissiveWithDiffuse: boolean;
  40937. private _useSpecularOverAlpha;
  40938. /**
  40939. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  40940. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  40941. */
  40942. useSpecularOverAlpha: boolean;
  40943. private _useReflectionOverAlpha;
  40944. /**
  40945. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  40946. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  40947. */
  40948. useReflectionOverAlpha: boolean;
  40949. private _disableLighting;
  40950. /**
  40951. * Does lights from the scene impacts this material.
  40952. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  40953. */
  40954. disableLighting: boolean;
  40955. private _useObjectSpaceNormalMap;
  40956. /**
  40957. * Allows using an object space normal map (instead of tangent space).
  40958. */
  40959. useObjectSpaceNormalMap: boolean;
  40960. private _useParallax;
  40961. /**
  40962. * Is parallax enabled or not.
  40963. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  40964. */
  40965. useParallax: boolean;
  40966. private _useParallaxOcclusion;
  40967. /**
  40968. * Is parallax occlusion enabled or not.
  40969. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  40970. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  40971. */
  40972. useParallaxOcclusion: boolean;
  40973. /**
  40974. * 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.
  40975. */
  40976. parallaxScaleBias: number;
  40977. private _roughness;
  40978. /**
  40979. * Helps to define how blurry the reflections should appears in the material.
  40980. */
  40981. roughness: number;
  40982. /**
  40983. * In case of refraction, define the value of the index of refraction.
  40984. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40985. */
  40986. indexOfRefraction: number;
  40987. /**
  40988. * Invert the refraction texture alongside the y axis.
  40989. * It can be useful with procedural textures or probe for instance.
  40990. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40991. */
  40992. invertRefractionY: boolean;
  40993. /**
  40994. * Defines the alpha limits in alpha test mode.
  40995. */
  40996. alphaCutOff: number;
  40997. private _useLightmapAsShadowmap;
  40998. /**
  40999. * In case of light mapping, define whether the map contains light or shadow informations.
  41000. */
  41001. useLightmapAsShadowmap: boolean;
  41002. private _diffuseFresnelParameters;
  41003. /**
  41004. * Define the diffuse fresnel parameters of the material.
  41005. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41006. */
  41007. diffuseFresnelParameters: FresnelParameters;
  41008. private _opacityFresnelParameters;
  41009. /**
  41010. * Define the opacity fresnel parameters of the material.
  41011. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41012. */
  41013. opacityFresnelParameters: FresnelParameters;
  41014. private _reflectionFresnelParameters;
  41015. /**
  41016. * Define the reflection fresnel parameters of the material.
  41017. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41018. */
  41019. reflectionFresnelParameters: FresnelParameters;
  41020. private _refractionFresnelParameters;
  41021. /**
  41022. * Define the refraction fresnel parameters of the material.
  41023. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41024. */
  41025. refractionFresnelParameters: FresnelParameters;
  41026. private _emissiveFresnelParameters;
  41027. /**
  41028. * Define the emissive fresnel parameters of the material.
  41029. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41030. */
  41031. emissiveFresnelParameters: FresnelParameters;
  41032. private _useReflectionFresnelFromSpecular;
  41033. /**
  41034. * If true automatically deducts the fresnels values from the material specularity.
  41035. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41036. */
  41037. useReflectionFresnelFromSpecular: boolean;
  41038. private _useGlossinessFromSpecularMapAlpha;
  41039. /**
  41040. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41041. */
  41042. useGlossinessFromSpecularMapAlpha: boolean;
  41043. private _maxSimultaneousLights;
  41044. /**
  41045. * Defines the maximum number of lights that can be used in the material
  41046. */
  41047. maxSimultaneousLights: number;
  41048. private _invertNormalMapX;
  41049. /**
  41050. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41051. */
  41052. invertNormalMapX: boolean;
  41053. private _invertNormalMapY;
  41054. /**
  41055. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41056. */
  41057. invertNormalMapY: boolean;
  41058. private _twoSidedLighting;
  41059. /**
  41060. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41061. */
  41062. twoSidedLighting: boolean;
  41063. /**
  41064. * Default configuration related to image processing available in the standard Material.
  41065. */
  41066. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41067. /**
  41068. * Gets the image processing configuration used either in this material.
  41069. */
  41070. /**
  41071. * Sets the Default image processing configuration used either in the this material.
  41072. *
  41073. * If sets to null, the scene one is in use.
  41074. */
  41075. imageProcessingConfiguration: ImageProcessingConfiguration;
  41076. /**
  41077. * Keep track of the image processing observer to allow dispose and replace.
  41078. */
  41079. private _imageProcessingObserver;
  41080. /**
  41081. * Attaches a new image processing configuration to the Standard Material.
  41082. * @param configuration
  41083. */
  41084. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41085. /**
  41086. * Gets wether the color curves effect is enabled.
  41087. */
  41088. /**
  41089. * Sets wether the color curves effect is enabled.
  41090. */
  41091. cameraColorCurvesEnabled: boolean;
  41092. /**
  41093. * Gets wether the color grading effect is enabled.
  41094. */
  41095. /**
  41096. * Gets wether the color grading effect is enabled.
  41097. */
  41098. cameraColorGradingEnabled: boolean;
  41099. /**
  41100. * Gets wether tonemapping is enabled or not.
  41101. */
  41102. /**
  41103. * Sets wether tonemapping is enabled or not
  41104. */
  41105. cameraToneMappingEnabled: boolean;
  41106. /**
  41107. * The camera exposure used on this material.
  41108. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41109. * This corresponds to a photographic exposure.
  41110. */
  41111. /**
  41112. * The camera exposure used on this material.
  41113. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41114. * This corresponds to a photographic exposure.
  41115. */
  41116. cameraExposure: number;
  41117. /**
  41118. * Gets The camera contrast used on this material.
  41119. */
  41120. /**
  41121. * Sets The camera contrast used on this material.
  41122. */
  41123. cameraContrast: number;
  41124. /**
  41125. * Gets the Color Grading 2D Lookup Texture.
  41126. */
  41127. /**
  41128. * Sets the Color Grading 2D Lookup Texture.
  41129. */
  41130. cameraColorGradingTexture: Nullable<BaseTexture>;
  41131. /**
  41132. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41133. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41134. * 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;
  41135. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41136. */
  41137. /**
  41138. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41139. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41140. * 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;
  41141. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41142. */
  41143. cameraColorCurves: Nullable<ColorCurves>;
  41144. /**
  41145. * Custom callback helping to override the default shader used in the material.
  41146. */
  41147. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41148. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41149. protected _worldViewProjectionMatrix: Matrix;
  41150. protected _globalAmbientColor: Color3;
  41151. protected _useLogarithmicDepth: boolean;
  41152. /**
  41153. * Instantiates a new standard material.
  41154. * This is the default material used in Babylon. It is the best trade off between quality
  41155. * and performances.
  41156. * @see http://doc.babylonjs.com/babylon101/materials
  41157. * @param name Define the name of the material in the scene
  41158. * @param scene Define the scene the material belong to
  41159. */
  41160. constructor(name: string, scene: Scene);
  41161. /**
  41162. * Gets a boolean indicating that current material needs to register RTT
  41163. */
  41164. readonly hasRenderTargetTextures: boolean;
  41165. /**
  41166. * Gets the current class name of the material e.g. "StandardMaterial"
  41167. * Mainly use in serialization.
  41168. * @returns the class name
  41169. */
  41170. getClassName(): string;
  41171. /**
  41172. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41173. * You can try switching to logarithmic depth.
  41174. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41175. */
  41176. useLogarithmicDepth: boolean;
  41177. /**
  41178. * Specifies if the material will require alpha blending
  41179. * @returns a boolean specifying if alpha blending is needed
  41180. */
  41181. needAlphaBlending(): boolean;
  41182. /**
  41183. * Specifies if this material should be rendered in alpha test mode
  41184. * @returns a boolean specifying if an alpha test is needed.
  41185. */
  41186. needAlphaTesting(): boolean;
  41187. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41188. /**
  41189. * Get the texture used for alpha test purpose.
  41190. * @returns the diffuse texture in case of the standard material.
  41191. */
  41192. getAlphaTestTexture(): Nullable<BaseTexture>;
  41193. /**
  41194. * Get if the submesh is ready to be used and all its information available.
  41195. * Child classes can use it to update shaders
  41196. * @param mesh defines the mesh to check
  41197. * @param subMesh defines which submesh to check
  41198. * @param useInstances specifies that instances should be used
  41199. * @returns a boolean indicating that the submesh is ready or not
  41200. */
  41201. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41202. /**
  41203. * Builds the material UBO layouts.
  41204. * Used internally during the effect preparation.
  41205. */
  41206. buildUniformLayout(): void;
  41207. /**
  41208. * Unbinds the material from the mesh
  41209. */
  41210. unbind(): void;
  41211. /**
  41212. * Binds the submesh to this material by preparing the effect and shader to draw
  41213. * @param world defines the world transformation matrix
  41214. * @param mesh defines the mesh containing the submesh
  41215. * @param subMesh defines the submesh to bind the material to
  41216. */
  41217. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41218. /**
  41219. * Get the list of animatables in the material.
  41220. * @returns the list of animatables object used in the material
  41221. */
  41222. getAnimatables(): IAnimatable[];
  41223. /**
  41224. * Gets the active textures from the material
  41225. * @returns an array of textures
  41226. */
  41227. getActiveTextures(): BaseTexture[];
  41228. /**
  41229. * Specifies if the material uses a texture
  41230. * @param texture defines the texture to check against the material
  41231. * @returns a boolean specifying if the material uses the texture
  41232. */
  41233. hasTexture(texture: BaseTexture): boolean;
  41234. /**
  41235. * Disposes the material
  41236. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41237. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41238. */
  41239. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41240. /**
  41241. * Makes a duplicate of the material, and gives it a new name
  41242. * @param name defines the new name for the duplicated material
  41243. * @returns the cloned material
  41244. */
  41245. clone(name: string): StandardMaterial;
  41246. /**
  41247. * Serializes this material in a JSON representation
  41248. * @returns the serialized material object
  41249. */
  41250. serialize(): any;
  41251. /**
  41252. * Creates a standard material from parsed material data
  41253. * @param source defines the JSON representation of the material
  41254. * @param scene defines the hosting scene
  41255. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41256. * @returns a new standard material
  41257. */
  41258. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41259. /**
  41260. * Are diffuse textures enabled in the application.
  41261. */
  41262. static DiffuseTextureEnabled: boolean;
  41263. /**
  41264. * Are ambient textures enabled in the application.
  41265. */
  41266. static AmbientTextureEnabled: boolean;
  41267. /**
  41268. * Are opacity textures enabled in the application.
  41269. */
  41270. static OpacityTextureEnabled: boolean;
  41271. /**
  41272. * Are reflection textures enabled in the application.
  41273. */
  41274. static ReflectionTextureEnabled: boolean;
  41275. /**
  41276. * Are emissive textures enabled in the application.
  41277. */
  41278. static EmissiveTextureEnabled: boolean;
  41279. /**
  41280. * Are specular textures enabled in the application.
  41281. */
  41282. static SpecularTextureEnabled: boolean;
  41283. /**
  41284. * Are bump textures enabled in the application.
  41285. */
  41286. static BumpTextureEnabled: boolean;
  41287. /**
  41288. * Are lightmap textures enabled in the application.
  41289. */
  41290. static LightmapTextureEnabled: boolean;
  41291. /**
  41292. * Are refraction textures enabled in the application.
  41293. */
  41294. static RefractionTextureEnabled: boolean;
  41295. /**
  41296. * Are color grading textures enabled in the application.
  41297. */
  41298. static ColorGradingTextureEnabled: boolean;
  41299. /**
  41300. * Are fresnels enabled in the application.
  41301. */
  41302. static FresnelEnabled: boolean;
  41303. }
  41304. }
  41305. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41306. import { Scene } from "babylonjs/scene";
  41307. import { Texture } from "babylonjs/Materials/Textures/texture";
  41308. /**
  41309. * A class extending Texture allowing drawing on a texture
  41310. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41311. */
  41312. export class DynamicTexture extends Texture {
  41313. private _generateMipMaps;
  41314. private _canvas;
  41315. private _context;
  41316. private _engine;
  41317. /**
  41318. * Creates a DynamicTexture
  41319. * @param name defines the name of the texture
  41320. * @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
  41321. * @param scene defines the scene where you want the texture
  41322. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41323. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41324. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41325. */
  41326. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41327. /**
  41328. * Get the current class name of the texture useful for serialization or dynamic coding.
  41329. * @returns "DynamicTexture"
  41330. */
  41331. getClassName(): string;
  41332. /**
  41333. * Gets the current state of canRescale
  41334. */
  41335. readonly canRescale: boolean;
  41336. private _recreate;
  41337. /**
  41338. * Scales the texture
  41339. * @param ratio the scale factor to apply to both width and height
  41340. */
  41341. scale(ratio: number): void;
  41342. /**
  41343. * Resizes the texture
  41344. * @param width the new width
  41345. * @param height the new height
  41346. */
  41347. scaleTo(width: number, height: number): void;
  41348. /**
  41349. * Gets the context of the canvas used by the texture
  41350. * @returns the canvas context of the dynamic texture
  41351. */
  41352. getContext(): CanvasRenderingContext2D;
  41353. /**
  41354. * Clears the texture
  41355. */
  41356. clear(): void;
  41357. /**
  41358. * Updates the texture
  41359. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41360. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41361. */
  41362. update(invertY?: boolean, premulAlpha?: boolean): void;
  41363. /**
  41364. * Draws text onto the texture
  41365. * @param text defines the text to be drawn
  41366. * @param x defines the placement of the text from the left
  41367. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41368. * @param font defines the font to be used with font-style, font-size, font-name
  41369. * @param color defines the color used for the text
  41370. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41371. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41372. * @param update defines whether texture is immediately update (default is true)
  41373. */
  41374. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41375. /**
  41376. * Clones the texture
  41377. * @returns the clone of the texture.
  41378. */
  41379. clone(): DynamicTexture;
  41380. /**
  41381. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41382. * @returns a serialized dynamic texture object
  41383. */
  41384. serialize(): any;
  41385. /** @hidden */
  41386. _rebuild(): void;
  41387. }
  41388. }
  41389. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41390. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41391. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41392. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41393. /** @hidden */
  41394. export var imageProcessingPixelShader: {
  41395. name: string;
  41396. shader: string;
  41397. };
  41398. }
  41399. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41400. import { Nullable } from "babylonjs/types";
  41401. import { Color4 } from "babylonjs/Maths/math.color";
  41402. import { Camera } from "babylonjs/Cameras/camera";
  41403. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41404. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41405. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41406. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41407. import { Engine } from "babylonjs/Engines/engine";
  41408. import "babylonjs/Shaders/imageProcessing.fragment";
  41409. import "babylonjs/Shaders/postprocess.vertex";
  41410. /**
  41411. * ImageProcessingPostProcess
  41412. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41413. */
  41414. export class ImageProcessingPostProcess extends PostProcess {
  41415. /**
  41416. * Default configuration related to image processing available in the PBR Material.
  41417. */
  41418. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41419. /**
  41420. * Gets the image processing configuration used either in this material.
  41421. */
  41422. /**
  41423. * Sets the Default image processing configuration used either in the this material.
  41424. *
  41425. * If sets to null, the scene one is in use.
  41426. */
  41427. imageProcessingConfiguration: ImageProcessingConfiguration;
  41428. /**
  41429. * Keep track of the image processing observer to allow dispose and replace.
  41430. */
  41431. private _imageProcessingObserver;
  41432. /**
  41433. * Attaches a new image processing configuration to the PBR Material.
  41434. * @param configuration
  41435. */
  41436. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41437. /**
  41438. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41439. */
  41440. /**
  41441. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41442. */
  41443. colorCurves: Nullable<ColorCurves>;
  41444. /**
  41445. * Gets wether the color curves effect is enabled.
  41446. */
  41447. /**
  41448. * Sets wether the color curves effect is enabled.
  41449. */
  41450. colorCurvesEnabled: boolean;
  41451. /**
  41452. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41453. */
  41454. /**
  41455. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41456. */
  41457. colorGradingTexture: Nullable<BaseTexture>;
  41458. /**
  41459. * Gets wether the color grading effect is enabled.
  41460. */
  41461. /**
  41462. * Gets wether the color grading effect is enabled.
  41463. */
  41464. colorGradingEnabled: boolean;
  41465. /**
  41466. * Gets exposure used in the effect.
  41467. */
  41468. /**
  41469. * Sets exposure used in the effect.
  41470. */
  41471. exposure: number;
  41472. /**
  41473. * Gets wether tonemapping is enabled or not.
  41474. */
  41475. /**
  41476. * Sets wether tonemapping is enabled or not
  41477. */
  41478. toneMappingEnabled: boolean;
  41479. /**
  41480. * Gets the type of tone mapping effect.
  41481. */
  41482. /**
  41483. * Sets the type of tone mapping effect.
  41484. */
  41485. toneMappingType: number;
  41486. /**
  41487. * Gets contrast used in the effect.
  41488. */
  41489. /**
  41490. * Sets contrast used in the effect.
  41491. */
  41492. contrast: number;
  41493. /**
  41494. * Gets Vignette stretch size.
  41495. */
  41496. /**
  41497. * Sets Vignette stretch size.
  41498. */
  41499. vignetteStretch: number;
  41500. /**
  41501. * Gets Vignette centre X Offset.
  41502. */
  41503. /**
  41504. * Sets Vignette centre X Offset.
  41505. */
  41506. vignetteCentreX: number;
  41507. /**
  41508. * Gets Vignette centre Y Offset.
  41509. */
  41510. /**
  41511. * Sets Vignette centre Y Offset.
  41512. */
  41513. vignetteCentreY: number;
  41514. /**
  41515. * Gets Vignette weight or intensity of the vignette effect.
  41516. */
  41517. /**
  41518. * Sets Vignette weight or intensity of the vignette effect.
  41519. */
  41520. vignetteWeight: number;
  41521. /**
  41522. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41523. * if vignetteEnabled is set to true.
  41524. */
  41525. /**
  41526. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41527. * if vignetteEnabled is set to true.
  41528. */
  41529. vignetteColor: Color4;
  41530. /**
  41531. * Gets Camera field of view used by the Vignette effect.
  41532. */
  41533. /**
  41534. * Sets Camera field of view used by the Vignette effect.
  41535. */
  41536. vignetteCameraFov: number;
  41537. /**
  41538. * Gets the vignette blend mode allowing different kind of effect.
  41539. */
  41540. /**
  41541. * Sets the vignette blend mode allowing different kind of effect.
  41542. */
  41543. vignetteBlendMode: number;
  41544. /**
  41545. * Gets wether the vignette effect is enabled.
  41546. */
  41547. /**
  41548. * Sets wether the vignette effect is enabled.
  41549. */
  41550. vignetteEnabled: boolean;
  41551. private _fromLinearSpace;
  41552. /**
  41553. * Gets wether the input of the processing is in Gamma or Linear Space.
  41554. */
  41555. /**
  41556. * Sets wether the input of the processing is in Gamma or Linear Space.
  41557. */
  41558. fromLinearSpace: boolean;
  41559. /**
  41560. * Defines cache preventing GC.
  41561. */
  41562. private _defines;
  41563. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  41564. /**
  41565. * "ImageProcessingPostProcess"
  41566. * @returns "ImageProcessingPostProcess"
  41567. */
  41568. getClassName(): string;
  41569. protected _updateParameters(): void;
  41570. dispose(camera?: Camera): void;
  41571. }
  41572. }
  41573. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  41574. import { Scene } from "babylonjs/scene";
  41575. import { Color3 } from "babylonjs/Maths/math.color";
  41576. import { Mesh } from "babylonjs/Meshes/mesh";
  41577. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  41578. import { Nullable } from "babylonjs/types";
  41579. /**
  41580. * Class containing static functions to help procedurally build meshes
  41581. */
  41582. export class GroundBuilder {
  41583. /**
  41584. * Creates a ground mesh
  41585. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  41586. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  41587. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  41588. * @param name defines the name of the mesh
  41589. * @param options defines the options used to create the mesh
  41590. * @param scene defines the hosting scene
  41591. * @returns the ground mesh
  41592. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  41593. */
  41594. static CreateGround(name: string, options: {
  41595. width?: number;
  41596. height?: number;
  41597. subdivisions?: number;
  41598. subdivisionsX?: number;
  41599. subdivisionsY?: number;
  41600. updatable?: boolean;
  41601. }, scene: any): Mesh;
  41602. /**
  41603. * Creates a tiled ground mesh
  41604. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  41605. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  41606. * * 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
  41607. * * 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
  41608. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41609. * @param name defines the name of the mesh
  41610. * @param options defines the options used to create the mesh
  41611. * @param scene defines the hosting scene
  41612. * @returns the tiled ground mesh
  41613. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  41614. */
  41615. static CreateTiledGround(name: string, options: {
  41616. xmin: number;
  41617. zmin: number;
  41618. xmax: number;
  41619. zmax: number;
  41620. subdivisions?: {
  41621. w: number;
  41622. h: number;
  41623. };
  41624. precision?: {
  41625. w: number;
  41626. h: number;
  41627. };
  41628. updatable?: boolean;
  41629. }, scene?: Nullable<Scene>): Mesh;
  41630. /**
  41631. * Creates a ground mesh from a height map
  41632. * * The parameter `url` sets the URL of the height map image resource.
  41633. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  41634. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  41635. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  41636. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  41637. * * 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.
  41638. * * 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).
  41639. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  41640. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41641. * @param name defines the name of the mesh
  41642. * @param url defines the url to the height map
  41643. * @param options defines the options used to create the mesh
  41644. * @param scene defines the hosting scene
  41645. * @returns the ground mesh
  41646. * @see https://doc.babylonjs.com/babylon101/height_map
  41647. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  41648. */
  41649. static CreateGroundFromHeightMap(name: string, url: string, options: {
  41650. width?: number;
  41651. height?: number;
  41652. subdivisions?: number;
  41653. minHeight?: number;
  41654. maxHeight?: number;
  41655. colorFilter?: Color3;
  41656. alphaFilter?: number;
  41657. updatable?: boolean;
  41658. onReady?: (mesh: GroundMesh) => void;
  41659. }, scene?: Nullable<Scene>): GroundMesh;
  41660. }
  41661. }
  41662. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  41663. import { Vector4 } from "babylonjs/Maths/math.vector";
  41664. import { Mesh } from "babylonjs/Meshes/mesh";
  41665. /**
  41666. * Class containing static functions to help procedurally build meshes
  41667. */
  41668. export class TorusBuilder {
  41669. /**
  41670. * Creates a torus mesh
  41671. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  41672. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  41673. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  41674. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  41675. * * If you create a double-sided mesh, you can choose what parts of 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
  41676. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41677. * @param name defines the name of the mesh
  41678. * @param options defines the options used to create the mesh
  41679. * @param scene defines the hosting scene
  41680. * @returns the torus mesh
  41681. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  41682. */
  41683. static CreateTorus(name: string, options: {
  41684. diameter?: number;
  41685. thickness?: number;
  41686. tessellation?: number;
  41687. updatable?: boolean;
  41688. sideOrientation?: number;
  41689. frontUVs?: Vector4;
  41690. backUVs?: Vector4;
  41691. }, scene: any): Mesh;
  41692. }
  41693. }
  41694. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  41695. import { Vector4 } from "babylonjs/Maths/math.vector";
  41696. import { Color4 } from "babylonjs/Maths/math.color";
  41697. import { Mesh } from "babylonjs/Meshes/mesh";
  41698. /**
  41699. * Class containing static functions to help procedurally build meshes
  41700. */
  41701. export class CylinderBuilder {
  41702. /**
  41703. * Creates a cylinder or a cone mesh
  41704. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  41705. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  41706. * * 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.
  41707. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  41708. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  41709. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  41710. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  41711. * * 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).
  41712. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  41713. * * 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).
  41714. * * 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
  41715. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  41716. * * 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
  41717. * * 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.
  41718. * * If `enclose` is false, a ring surface is one element.
  41719. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  41720. * * 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
  41721. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  41722. * * If you create a double-sided mesh, you can choose what parts of 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
  41723. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41724. * @param name defines the name of the mesh
  41725. * @param options defines the options used to create the mesh
  41726. * @param scene defines the hosting scene
  41727. * @returns the cylinder mesh
  41728. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  41729. */
  41730. static CreateCylinder(name: string, options: {
  41731. height?: number;
  41732. diameterTop?: number;
  41733. diameterBottom?: number;
  41734. diameter?: number;
  41735. tessellation?: number;
  41736. subdivisions?: number;
  41737. arc?: number;
  41738. faceColors?: Color4[];
  41739. faceUV?: Vector4[];
  41740. updatable?: boolean;
  41741. hasRings?: boolean;
  41742. enclose?: boolean;
  41743. cap?: number;
  41744. sideOrientation?: number;
  41745. frontUVs?: Vector4;
  41746. backUVs?: Vector4;
  41747. }, scene: any): Mesh;
  41748. }
  41749. }
  41750. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  41751. import { Observable } from "babylonjs/Misc/observable";
  41752. import { Nullable } from "babylonjs/types";
  41753. import { Camera } from "babylonjs/Cameras/camera";
  41754. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41755. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41756. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  41757. import { Scene } from "babylonjs/scene";
  41758. import { Vector3 } from "babylonjs/Maths/math.vector";
  41759. import { Color3 } from "babylonjs/Maths/math.color";
  41760. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  41761. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41762. import { Mesh } from "babylonjs/Meshes/mesh";
  41763. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  41764. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41765. import "babylonjs/Meshes/Builders/groundBuilder";
  41766. import "babylonjs/Meshes/Builders/torusBuilder";
  41767. import "babylonjs/Meshes/Builders/cylinderBuilder";
  41768. import "babylonjs/Gamepads/gamepadSceneComponent";
  41769. import "babylonjs/Animations/animatable";
  41770. /**
  41771. * Options to modify the vr teleportation behavior.
  41772. */
  41773. export interface VRTeleportationOptions {
  41774. /**
  41775. * The name of the mesh which should be used as the teleportation floor. (default: null)
  41776. */
  41777. floorMeshName?: string;
  41778. /**
  41779. * A list of meshes to be used as the teleportation floor. (default: empty)
  41780. */
  41781. floorMeshes?: Mesh[];
  41782. }
  41783. /**
  41784. * Options to modify the vr experience helper's behavior.
  41785. */
  41786. export interface VRExperienceHelperOptions extends WebVROptions {
  41787. /**
  41788. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  41789. */
  41790. createDeviceOrientationCamera?: boolean;
  41791. /**
  41792. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  41793. */
  41794. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  41795. /**
  41796. * Uses the main button on the controller to toggle the laser casted. (default: true)
  41797. */
  41798. laserToggle?: boolean;
  41799. /**
  41800. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  41801. */
  41802. floorMeshes?: Mesh[];
  41803. /**
  41804. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  41805. */
  41806. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  41807. }
  41808. /**
  41809. * Event containing information after VR has been entered
  41810. */
  41811. export class OnAfterEnteringVRObservableEvent {
  41812. /**
  41813. * If entering vr was successful
  41814. */
  41815. success: boolean;
  41816. }
  41817. /**
  41818. * Helps to quickly add VR support to an existing scene.
  41819. * See http://doc.babylonjs.com/how_to/webvr_helper
  41820. */
  41821. export class VRExperienceHelper {
  41822. /** Options to modify the vr experience helper's behavior. */
  41823. webVROptions: VRExperienceHelperOptions;
  41824. private _scene;
  41825. private _position;
  41826. private _btnVR;
  41827. private _btnVRDisplayed;
  41828. private _webVRsupported;
  41829. private _webVRready;
  41830. private _webVRrequesting;
  41831. private _webVRpresenting;
  41832. private _hasEnteredVR;
  41833. private _fullscreenVRpresenting;
  41834. private _canvas;
  41835. private _webVRCamera;
  41836. private _vrDeviceOrientationCamera;
  41837. private _deviceOrientationCamera;
  41838. private _existingCamera;
  41839. private _onKeyDown;
  41840. private _onVrDisplayPresentChange;
  41841. private _onVRDisplayChanged;
  41842. private _onVRRequestPresentStart;
  41843. private _onVRRequestPresentComplete;
  41844. /**
  41845. * Observable raised right before entering VR.
  41846. */
  41847. onEnteringVRObservable: Observable<VRExperienceHelper>;
  41848. /**
  41849. * Observable raised when entering VR has completed.
  41850. */
  41851. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  41852. /**
  41853. * Observable raised when exiting VR.
  41854. */
  41855. onExitingVRObservable: Observable<VRExperienceHelper>;
  41856. /**
  41857. * Observable raised when controller mesh is loaded.
  41858. */
  41859. onControllerMeshLoadedObservable: Observable<WebVRController>;
  41860. /** Return this.onEnteringVRObservable
  41861. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  41862. */
  41863. readonly onEnteringVR: Observable<VRExperienceHelper>;
  41864. /** Return this.onExitingVRObservable
  41865. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  41866. */
  41867. readonly onExitingVR: Observable<VRExperienceHelper>;
  41868. /** Return this.onControllerMeshLoadedObservable
  41869. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  41870. */
  41871. readonly onControllerMeshLoaded: Observable<WebVRController>;
  41872. private _rayLength;
  41873. private _useCustomVRButton;
  41874. private _teleportationRequested;
  41875. private _teleportActive;
  41876. private _floorMeshName;
  41877. private _floorMeshesCollection;
  41878. private _rotationAllowed;
  41879. private _teleportBackwardsVector;
  41880. private _teleportationTarget;
  41881. private _isDefaultTeleportationTarget;
  41882. private _postProcessMove;
  41883. private _teleportationFillColor;
  41884. private _teleportationBorderColor;
  41885. private _rotationAngle;
  41886. private _haloCenter;
  41887. private _cameraGazer;
  41888. private _padSensibilityUp;
  41889. private _padSensibilityDown;
  41890. private _leftController;
  41891. private _rightController;
  41892. /**
  41893. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  41894. */
  41895. onNewMeshSelected: Observable<AbstractMesh>;
  41896. /**
  41897. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  41898. */
  41899. onNewMeshPicked: Observable<PickingInfo>;
  41900. private _circleEase;
  41901. /**
  41902. * Observable raised before camera teleportation
  41903. */
  41904. onBeforeCameraTeleport: Observable<Vector3>;
  41905. /**
  41906. * Observable raised after camera teleportation
  41907. */
  41908. onAfterCameraTeleport: Observable<Vector3>;
  41909. /**
  41910. * Observable raised when current selected mesh gets unselected
  41911. */
  41912. onSelectedMeshUnselected: Observable<AbstractMesh>;
  41913. private _raySelectionPredicate;
  41914. /**
  41915. * To be optionaly changed by user to define custom ray selection
  41916. */
  41917. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  41918. /**
  41919. * To be optionaly changed by user to define custom selection logic (after ray selection)
  41920. */
  41921. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  41922. /**
  41923. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  41924. */
  41925. teleportationEnabled: boolean;
  41926. private _defaultHeight;
  41927. private _teleportationInitialized;
  41928. private _interactionsEnabled;
  41929. private _interactionsRequested;
  41930. private _displayGaze;
  41931. private _displayLaserPointer;
  41932. /**
  41933. * The mesh used to display where the user is going to teleport.
  41934. */
  41935. /**
  41936. * Sets the mesh to be used to display where the user is going to teleport.
  41937. */
  41938. teleportationTarget: Mesh;
  41939. /**
  41940. * 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
  41941. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  41942. * See http://doc.babylonjs.com/resources/baking_transformations
  41943. */
  41944. gazeTrackerMesh: Mesh;
  41945. /**
  41946. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  41947. */
  41948. updateGazeTrackerScale: boolean;
  41949. /**
  41950. * If the gaze trackers color should be updated when selecting meshes
  41951. */
  41952. updateGazeTrackerColor: boolean;
  41953. /**
  41954. * The gaze tracking mesh corresponding to the left controller
  41955. */
  41956. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  41957. /**
  41958. * The gaze tracking mesh corresponding to the right controller
  41959. */
  41960. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  41961. /**
  41962. * If the ray of the gaze should be displayed.
  41963. */
  41964. /**
  41965. * Sets if the ray of the gaze should be displayed.
  41966. */
  41967. displayGaze: boolean;
  41968. /**
  41969. * If the ray of the LaserPointer should be displayed.
  41970. */
  41971. /**
  41972. * Sets if the ray of the LaserPointer should be displayed.
  41973. */
  41974. displayLaserPointer: boolean;
  41975. /**
  41976. * The deviceOrientationCamera used as the camera when not in VR.
  41977. */
  41978. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  41979. /**
  41980. * Based on the current WebVR support, returns the current VR camera used.
  41981. */
  41982. readonly currentVRCamera: Nullable<Camera>;
  41983. /**
  41984. * The webVRCamera which is used when in VR.
  41985. */
  41986. readonly webVRCamera: WebVRFreeCamera;
  41987. /**
  41988. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  41989. */
  41990. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  41991. private readonly _teleportationRequestInitiated;
  41992. /**
  41993. * Defines wether or not Pointer lock should be requested when switching to
  41994. * full screen.
  41995. */
  41996. requestPointerLockOnFullScreen: boolean;
  41997. /**
  41998. * Instantiates a VRExperienceHelper.
  41999. * Helps to quickly add VR support to an existing scene.
  42000. * @param scene The scene the VRExperienceHelper belongs to.
  42001. * @param webVROptions Options to modify the vr experience helper's behavior.
  42002. */
  42003. constructor(scene: Scene,
  42004. /** Options to modify the vr experience helper's behavior. */
  42005. webVROptions?: VRExperienceHelperOptions);
  42006. private _onDefaultMeshLoaded;
  42007. private _onResize;
  42008. private _onFullscreenChange;
  42009. /**
  42010. * Gets a value indicating if we are currently in VR mode.
  42011. */
  42012. readonly isInVRMode: boolean;
  42013. private onVrDisplayPresentChange;
  42014. private onVRDisplayChanged;
  42015. private moveButtonToBottomRight;
  42016. private displayVRButton;
  42017. private updateButtonVisibility;
  42018. private _cachedAngularSensibility;
  42019. /**
  42020. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42021. * Otherwise, will use the fullscreen API.
  42022. */
  42023. enterVR(): void;
  42024. /**
  42025. * Attempt to exit VR, or fullscreen.
  42026. */
  42027. exitVR(): void;
  42028. /**
  42029. * The position of the vr experience helper.
  42030. */
  42031. /**
  42032. * Sets the position of the vr experience helper.
  42033. */
  42034. position: Vector3;
  42035. /**
  42036. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42037. */
  42038. enableInteractions(): void;
  42039. private readonly _noControllerIsActive;
  42040. private beforeRender;
  42041. private _isTeleportationFloor;
  42042. /**
  42043. * Adds a floor mesh to be used for teleportation.
  42044. * @param floorMesh the mesh to be used for teleportation.
  42045. */
  42046. addFloorMesh(floorMesh: Mesh): void;
  42047. /**
  42048. * Removes a floor mesh from being used for teleportation.
  42049. * @param floorMesh the mesh to be removed.
  42050. */
  42051. removeFloorMesh(floorMesh: Mesh): void;
  42052. /**
  42053. * Enables interactions and teleportation using the VR controllers and gaze.
  42054. * @param vrTeleportationOptions options to modify teleportation behavior.
  42055. */
  42056. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42057. private _onNewGamepadConnected;
  42058. private _tryEnableInteractionOnController;
  42059. private _onNewGamepadDisconnected;
  42060. private _enableInteractionOnController;
  42061. private _checkTeleportWithRay;
  42062. private _checkRotate;
  42063. private _checkTeleportBackwards;
  42064. private _enableTeleportationOnController;
  42065. private _createTeleportationCircles;
  42066. private _displayTeleportationTarget;
  42067. private _hideTeleportationTarget;
  42068. private _rotateCamera;
  42069. private _moveTeleportationSelectorTo;
  42070. private _workingVector;
  42071. private _workingQuaternion;
  42072. private _workingMatrix;
  42073. /**
  42074. * Teleports the users feet to the desired location
  42075. * @param location The location where the user's feet should be placed
  42076. */
  42077. teleportCamera(location: Vector3): void;
  42078. private _convertNormalToDirectionOfRay;
  42079. private _castRayAndSelectObject;
  42080. private _notifySelectedMeshUnselected;
  42081. /**
  42082. * Sets the color of the laser ray from the vr controllers.
  42083. * @param color new color for the ray.
  42084. */
  42085. changeLaserColor(color: Color3): void;
  42086. /**
  42087. * Sets the color of the ray from the vr headsets gaze.
  42088. * @param color new color for the ray.
  42089. */
  42090. changeGazeColor(color: Color3): void;
  42091. /**
  42092. * Exits VR and disposes of the vr experience helper
  42093. */
  42094. dispose(): void;
  42095. /**
  42096. * Gets the name of the VRExperienceHelper class
  42097. * @returns "VRExperienceHelper"
  42098. */
  42099. getClassName(): string;
  42100. }
  42101. }
  42102. declare module "babylonjs/Cameras/VR/index" {
  42103. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42104. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42105. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42106. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42107. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42108. export * from "babylonjs/Cameras/VR/webVRCamera";
  42109. }
  42110. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42111. import { Observable } from "babylonjs/Misc/observable";
  42112. import { Nullable } from "babylonjs/types";
  42113. import { IDisposable, Scene } from "babylonjs/scene";
  42114. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42115. /**
  42116. * Manages an XRSession to work with Babylon's engine
  42117. * @see https://doc.babylonjs.com/how_to/webxr
  42118. */
  42119. export class WebXRSessionManager implements IDisposable {
  42120. private scene;
  42121. /**
  42122. * Fires every time a new xrFrame arrives which can be used to update the camera
  42123. */
  42124. onXRFrameObservable: Observable<any>;
  42125. /**
  42126. * Fires when the xr session is ended either by the device or manually done
  42127. */
  42128. onXRSessionEnded: Observable<any>;
  42129. /**
  42130. * Underlying xr session
  42131. */
  42132. session: XRSession;
  42133. /**
  42134. * Type of reference space used when creating the session
  42135. */
  42136. referenceSpace: XRReferenceSpace;
  42137. /** @hidden */
  42138. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42139. /**
  42140. * Current XR frame
  42141. */
  42142. currentFrame: Nullable<XRFrame>;
  42143. private _xrNavigator;
  42144. private baseLayer;
  42145. /**
  42146. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42147. * @param scene The scene which the session should be created for
  42148. */
  42149. constructor(scene: Scene);
  42150. /**
  42151. * Initializes the manager
  42152. * After initialization enterXR can be called to start an XR session
  42153. * @returns Promise which resolves after it is initialized
  42154. */
  42155. initializeAsync(): Promise<void>;
  42156. /**
  42157. * Initializes an xr session
  42158. * @param xrSessionMode mode to initialize
  42159. * @returns a promise which will resolve once the session has been initialized
  42160. */
  42161. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42162. /**
  42163. * Sets the reference space on the xr session
  42164. * @param referenceSpace space to set
  42165. * @returns a promise that will resolve once the reference space has been set
  42166. */
  42167. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42168. /**
  42169. * Updates the render state of the session
  42170. * @param state state to set
  42171. * @returns a promise that resolves once the render state has been updated
  42172. */
  42173. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42174. /**
  42175. * Starts rendering to the xr layer
  42176. * @returns a promise that will resolve once rendering has started
  42177. */
  42178. startRenderingToXRAsync(): Promise<void>;
  42179. /**
  42180. * Stops the xrSession and restores the renderloop
  42181. * @returns Promise which resolves after it exits XR
  42182. */
  42183. exitXRAsync(): Promise<unknown>;
  42184. /**
  42185. * Checks if a session would be supported for the creation options specified
  42186. * @param sessionMode session mode to check if supported eg. immersive-vr
  42187. * @returns true if supported
  42188. */
  42189. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42190. /**
  42191. * @hidden
  42192. * Converts the render layer of xrSession to a render target
  42193. * @param session session to create render target for
  42194. * @param scene scene the new render target should be created for
  42195. */
  42196. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42197. /**
  42198. * Disposes of the session manager
  42199. */
  42200. dispose(): void;
  42201. }
  42202. }
  42203. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42204. import { Scene } from "babylonjs/scene";
  42205. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42206. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42207. /**
  42208. * WebXR Camera which holds the views for the xrSession
  42209. * @see https://doc.babylonjs.com/how_to/webxr
  42210. */
  42211. export class WebXRCamera extends FreeCamera {
  42212. private static _TmpMatrix;
  42213. /**
  42214. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42215. * @param name the name of the camera
  42216. * @param scene the scene to add the camera to
  42217. */
  42218. constructor(name: string, scene: Scene);
  42219. private _updateNumberOfRigCameras;
  42220. /** @hidden */
  42221. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42222. /**
  42223. * Updates the cameras position from the current pose information of the XR session
  42224. * @param xrSessionManager the session containing pose information
  42225. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42226. */
  42227. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42228. }
  42229. }
  42230. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42231. import { Nullable } from "babylonjs/types";
  42232. import { IDisposable } from "babylonjs/scene";
  42233. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42234. /**
  42235. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42236. */
  42237. export class WebXRManagedOutputCanvas implements IDisposable {
  42238. private helper;
  42239. private _canvas;
  42240. /**
  42241. * xrpresent context of the canvas which can be used to display/mirror xr content
  42242. */
  42243. canvasContext: WebGLRenderingContext;
  42244. /**
  42245. * xr layer for the canvas
  42246. */
  42247. xrLayer: Nullable<XRWebGLLayer>;
  42248. /**
  42249. * Initializes the xr layer for the session
  42250. * @param xrSession xr session
  42251. * @returns a promise that will resolve once the XR Layer has been created
  42252. */
  42253. initializeXRLayerAsync(xrSession: any): any;
  42254. /**
  42255. * Initializes the canvas to be added/removed upon entering/exiting xr
  42256. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42257. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42258. */
  42259. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42260. /**
  42261. * Disposes of the object
  42262. */
  42263. dispose(): void;
  42264. private _setManagedOutputCanvas;
  42265. private _addCanvas;
  42266. private _removeCanvas;
  42267. }
  42268. }
  42269. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42270. import { Observable } from "babylonjs/Misc/observable";
  42271. import { IDisposable, Scene } from "babylonjs/scene";
  42272. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42273. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42274. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42275. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42276. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42277. /**
  42278. * States of the webXR experience
  42279. */
  42280. export enum WebXRState {
  42281. /**
  42282. * Transitioning to being in XR mode
  42283. */
  42284. ENTERING_XR = 0,
  42285. /**
  42286. * Transitioning to non XR mode
  42287. */
  42288. EXITING_XR = 1,
  42289. /**
  42290. * In XR mode and presenting
  42291. */
  42292. IN_XR = 2,
  42293. /**
  42294. * Not entered XR mode
  42295. */
  42296. NOT_IN_XR = 3
  42297. }
  42298. /**
  42299. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42300. * @see https://doc.babylonjs.com/how_to/webxr
  42301. */
  42302. export class WebXRExperienceHelper implements IDisposable {
  42303. private scene;
  42304. /**
  42305. * 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
  42306. */
  42307. container: AbstractMesh;
  42308. /**
  42309. * Camera used to render xr content
  42310. */
  42311. camera: WebXRCamera;
  42312. /**
  42313. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42314. */
  42315. state: WebXRState;
  42316. private _setState;
  42317. private static _TmpVector;
  42318. /**
  42319. * Fires when the state of the experience helper has changed
  42320. */
  42321. onStateChangedObservable: Observable<WebXRState>;
  42322. /** Session manager used to keep track of xr session */
  42323. sessionManager: WebXRSessionManager;
  42324. private _nonVRCamera;
  42325. private _originalSceneAutoClear;
  42326. private _supported;
  42327. /**
  42328. * Creates the experience helper
  42329. * @param scene the scene to attach the experience helper to
  42330. * @returns a promise for the experience helper
  42331. */
  42332. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42333. /**
  42334. * Creates a WebXRExperienceHelper
  42335. * @param scene The scene the helper should be created in
  42336. */
  42337. private constructor();
  42338. /**
  42339. * Exits XR mode and returns the scene to its original state
  42340. * @returns promise that resolves after xr mode has exited
  42341. */
  42342. exitXRAsync(): Promise<unknown>;
  42343. /**
  42344. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42345. * @param sessionCreationOptions options for the XR session
  42346. * @param referenceSpaceType frame of reference of the XR session
  42347. * @param outputCanvas the output canvas that will be used to enter XR mode
  42348. * @returns promise that resolves after xr mode has entered
  42349. */
  42350. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42351. /**
  42352. * Updates the global position of the camera by moving the camera's container
  42353. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42354. * @param position The desired global position of the camera
  42355. */
  42356. setPositionOfCameraUsingContainer(position: Vector3): void;
  42357. /**
  42358. * Rotates the xr camera by rotating the camera's container around the camera's position
  42359. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42360. * @param rotation the desired quaternion rotation to apply to the camera
  42361. */
  42362. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42363. /**
  42364. * Disposes of the experience helper
  42365. */
  42366. dispose(): void;
  42367. }
  42368. }
  42369. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42370. import { Nullable } from "babylonjs/types";
  42371. import { Observable } from "babylonjs/Misc/observable";
  42372. import { IDisposable, Scene } from "babylonjs/scene";
  42373. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42374. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42375. /**
  42376. * Button which can be used to enter a different mode of XR
  42377. */
  42378. export class WebXREnterExitUIButton {
  42379. /** button element */
  42380. element: HTMLElement;
  42381. /** XR initialization options for the button */
  42382. sessionMode: XRSessionMode;
  42383. /** Reference space type */
  42384. referenceSpaceType: XRReferenceSpaceType;
  42385. /**
  42386. * Creates a WebXREnterExitUIButton
  42387. * @param element button element
  42388. * @param sessionMode XR initialization session mode
  42389. * @param referenceSpaceType the type of reference space to be used
  42390. */
  42391. constructor(
  42392. /** button element */
  42393. element: HTMLElement,
  42394. /** XR initialization options for the button */
  42395. sessionMode: XRSessionMode,
  42396. /** Reference space type */
  42397. referenceSpaceType: XRReferenceSpaceType);
  42398. /**
  42399. * Overwritable function which can be used to update the button's visuals when the state changes
  42400. * @param activeButton the current active button in the UI
  42401. */
  42402. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42403. }
  42404. /**
  42405. * Options to create the webXR UI
  42406. */
  42407. export class WebXREnterExitUIOptions {
  42408. /**
  42409. * Context to enter xr with
  42410. */
  42411. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42412. /**
  42413. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42414. */
  42415. customButtons?: Array<WebXREnterExitUIButton>;
  42416. }
  42417. /**
  42418. * UI to allow the user to enter/exit XR mode
  42419. */
  42420. export class WebXREnterExitUI implements IDisposable {
  42421. private scene;
  42422. private _overlay;
  42423. private _buttons;
  42424. private _activeButton;
  42425. /**
  42426. * Fired every time the active button is changed.
  42427. *
  42428. * When xr is entered via a button that launches xr that button will be the callback parameter
  42429. *
  42430. * When exiting xr the callback parameter will be null)
  42431. */
  42432. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42433. /**
  42434. * Creates UI to allow the user to enter/exit XR mode
  42435. * @param scene the scene to add the ui to
  42436. * @param helper the xr experience helper to enter/exit xr with
  42437. * @param options options to configure the UI
  42438. * @returns the created ui
  42439. */
  42440. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42441. private constructor();
  42442. private _updateButtons;
  42443. /**
  42444. * Disposes of the object
  42445. */
  42446. dispose(): void;
  42447. }
  42448. }
  42449. declare module "babylonjs/Cameras/XR/webXRController" {
  42450. import { Nullable } from "babylonjs/types";
  42451. import { Observable } from "babylonjs/Misc/observable";
  42452. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42453. import { Ray } from "babylonjs/Culling/ray";
  42454. import { Scene } from "babylonjs/scene";
  42455. /**
  42456. * Represents an XR input
  42457. */
  42458. export class WebXRController {
  42459. private scene;
  42460. /** The underlying input source for the controller */
  42461. inputSource: XRInputSource;
  42462. private parentContainer;
  42463. /**
  42464. * 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
  42465. */
  42466. grip?: AbstractMesh;
  42467. /**
  42468. * Pointer which can be used to select objects or attach a visible laser to
  42469. */
  42470. pointer: AbstractMesh;
  42471. /**
  42472. * Event that fires when the controller is removed/disposed
  42473. */
  42474. onDisposeObservable: Observable<{}>;
  42475. private _tmpMatrix;
  42476. private _tmpQuaternion;
  42477. private _tmpVector;
  42478. /**
  42479. * Creates the controller
  42480. * @see https://doc.babylonjs.com/how_to/webxr
  42481. * @param scene the scene which the controller should be associated to
  42482. * @param inputSource the underlying input source for the controller
  42483. * @param parentContainer parent that the controller meshes should be children of
  42484. */
  42485. constructor(scene: Scene,
  42486. /** The underlying input source for the controller */
  42487. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42488. /**
  42489. * Updates the controller pose based on the given XRFrame
  42490. * @param xrFrame xr frame to update the pose with
  42491. * @param referenceSpace reference space to use
  42492. */
  42493. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42494. /**
  42495. * Gets a world space ray coming from the controller
  42496. * @param result the resulting ray
  42497. */
  42498. getWorldPointerRayToRef(result: Ray): void;
  42499. /**
  42500. * Disposes of the object
  42501. */
  42502. dispose(): void;
  42503. }
  42504. }
  42505. declare module "babylonjs/Cameras/XR/webXRInput" {
  42506. import { Observable } from "babylonjs/Misc/observable";
  42507. import { IDisposable } from "babylonjs/scene";
  42508. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42509. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  42510. /**
  42511. * XR input used to track XR inputs such as controllers/rays
  42512. */
  42513. export class WebXRInput implements IDisposable {
  42514. /**
  42515. * Base experience the input listens to
  42516. */
  42517. baseExperience: WebXRExperienceHelper;
  42518. /**
  42519. * XR controllers being tracked
  42520. */
  42521. controllers: Array<WebXRController>;
  42522. private _frameObserver;
  42523. private _stateObserver;
  42524. /**
  42525. * Event when a controller has been connected/added
  42526. */
  42527. onControllerAddedObservable: Observable<WebXRController>;
  42528. /**
  42529. * Event when a controller has been removed/disconnected
  42530. */
  42531. onControllerRemovedObservable: Observable<WebXRController>;
  42532. /**
  42533. * Initializes the WebXRInput
  42534. * @param baseExperience experience helper which the input should be created for
  42535. */
  42536. constructor(
  42537. /**
  42538. * Base experience the input listens to
  42539. */
  42540. baseExperience: WebXRExperienceHelper);
  42541. private _onInputSourcesChange;
  42542. private _addAndRemoveControllers;
  42543. /**
  42544. * Disposes of the object
  42545. */
  42546. dispose(): void;
  42547. }
  42548. }
  42549. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  42550. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42551. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42552. /**
  42553. * Enables teleportation
  42554. */
  42555. export class WebXRControllerTeleportation {
  42556. private _teleportationFillColor;
  42557. private _teleportationBorderColor;
  42558. private _tmpRay;
  42559. private _tmpVector;
  42560. /**
  42561. * Creates a WebXRControllerTeleportation
  42562. * @param input input manager to add teleportation to
  42563. * @param floorMeshes floormeshes which can be teleported to
  42564. */
  42565. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  42566. }
  42567. }
  42568. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  42569. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42570. /**
  42571. * Handles pointer input automatically for the pointer of XR controllers
  42572. */
  42573. export class WebXRControllerPointerSelection {
  42574. private static _idCounter;
  42575. private _tmpRay;
  42576. /**
  42577. * Creates a WebXRControllerPointerSelection
  42578. * @param input input manager to setup pointer selection
  42579. */
  42580. constructor(input: WebXRInput);
  42581. private _convertNormalToDirectionOfRay;
  42582. private _updatePointerDistance;
  42583. }
  42584. }
  42585. declare module "babylonjs/Loading/sceneLoader" {
  42586. import { Observable } from "babylonjs/Misc/observable";
  42587. import { Nullable } from "babylonjs/types";
  42588. import { Scene } from "babylonjs/scene";
  42589. import { Engine } from "babylonjs/Engines/engine";
  42590. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42591. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  42592. import { AssetContainer } from "babylonjs/assetContainer";
  42593. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  42594. import { Skeleton } from "babylonjs/Bones/skeleton";
  42595. /**
  42596. * Class used to represent data loading progression
  42597. */
  42598. export class SceneLoaderProgressEvent {
  42599. /** defines if data length to load can be evaluated */
  42600. readonly lengthComputable: boolean;
  42601. /** defines the loaded data length */
  42602. readonly loaded: number;
  42603. /** defines the data length to load */
  42604. readonly total: number;
  42605. /**
  42606. * Create a new progress event
  42607. * @param lengthComputable defines if data length to load can be evaluated
  42608. * @param loaded defines the loaded data length
  42609. * @param total defines the data length to load
  42610. */
  42611. constructor(
  42612. /** defines if data length to load can be evaluated */
  42613. lengthComputable: boolean,
  42614. /** defines the loaded data length */
  42615. loaded: number,
  42616. /** defines the data length to load */
  42617. total: number);
  42618. /**
  42619. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  42620. * @param event defines the source event
  42621. * @returns a new SceneLoaderProgressEvent
  42622. */
  42623. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  42624. }
  42625. /**
  42626. * Interface used by SceneLoader plugins to define supported file extensions
  42627. */
  42628. export interface ISceneLoaderPluginExtensions {
  42629. /**
  42630. * Defines the list of supported extensions
  42631. */
  42632. [extension: string]: {
  42633. isBinary: boolean;
  42634. };
  42635. }
  42636. /**
  42637. * Interface used by SceneLoader plugin factory
  42638. */
  42639. export interface ISceneLoaderPluginFactory {
  42640. /**
  42641. * Defines the name of the factory
  42642. */
  42643. name: string;
  42644. /**
  42645. * Function called to create a new plugin
  42646. * @return the new plugin
  42647. */
  42648. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  42649. /**
  42650. * Boolean indicating if the plugin can direct load specific data
  42651. */
  42652. canDirectLoad?: (data: string) => boolean;
  42653. }
  42654. /**
  42655. * Interface used to define a SceneLoader plugin
  42656. */
  42657. export interface ISceneLoaderPlugin {
  42658. /**
  42659. * The friendly name of this plugin.
  42660. */
  42661. name: string;
  42662. /**
  42663. * The file extensions supported by this plugin.
  42664. */
  42665. extensions: string | ISceneLoaderPluginExtensions;
  42666. /**
  42667. * Import meshes into a scene.
  42668. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42669. * @param scene The scene to import into
  42670. * @param data The data to import
  42671. * @param rootUrl The root url for scene and resources
  42672. * @param meshes The meshes array to import into
  42673. * @param particleSystems The particle systems array to import into
  42674. * @param skeletons The skeletons array to import into
  42675. * @param onError The callback when import fails
  42676. * @returns True if successful or false otherwise
  42677. */
  42678. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  42679. /**
  42680. * Load into a scene.
  42681. * @param scene The scene to load into
  42682. * @param data The data to import
  42683. * @param rootUrl The root url for scene and resources
  42684. * @param onError The callback when import fails
  42685. * @returns true if successful or false otherwise
  42686. */
  42687. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  42688. /**
  42689. * The callback that returns true if the data can be directly loaded.
  42690. */
  42691. canDirectLoad?: (data: string) => boolean;
  42692. /**
  42693. * The callback that allows custom handling of the root url based on the response url.
  42694. */
  42695. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  42696. /**
  42697. * Load into an asset container.
  42698. * @param scene The scene to load into
  42699. * @param data The data to import
  42700. * @param rootUrl The root url for scene and resources
  42701. * @param onError The callback when import fails
  42702. * @returns The loaded asset container
  42703. */
  42704. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  42705. }
  42706. /**
  42707. * Interface used to define an async SceneLoader plugin
  42708. */
  42709. export interface ISceneLoaderPluginAsync {
  42710. /**
  42711. * The friendly name of this plugin.
  42712. */
  42713. name: string;
  42714. /**
  42715. * The file extensions supported by this plugin.
  42716. */
  42717. extensions: string | ISceneLoaderPluginExtensions;
  42718. /**
  42719. * Import meshes into a scene.
  42720. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42721. * @param scene The scene to import into
  42722. * @param data The data to import
  42723. * @param rootUrl The root url for scene and resources
  42724. * @param onProgress The callback when the load progresses
  42725. * @param fileName Defines the name of the file to load
  42726. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  42727. */
  42728. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  42729. meshes: AbstractMesh[];
  42730. particleSystems: IParticleSystem[];
  42731. skeletons: Skeleton[];
  42732. animationGroups: AnimationGroup[];
  42733. }>;
  42734. /**
  42735. * Load into a scene.
  42736. * @param scene The scene to load into
  42737. * @param data The data to import
  42738. * @param rootUrl The root url for scene and resources
  42739. * @param onProgress The callback when the load progresses
  42740. * @param fileName Defines the name of the file to load
  42741. * @returns Nothing
  42742. */
  42743. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  42744. /**
  42745. * The callback that returns true if the data can be directly loaded.
  42746. */
  42747. canDirectLoad?: (data: string) => boolean;
  42748. /**
  42749. * The callback that allows custom handling of the root url based on the response url.
  42750. */
  42751. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  42752. /**
  42753. * Load into an asset container.
  42754. * @param scene The scene to load into
  42755. * @param data The data to import
  42756. * @param rootUrl The root url for scene and resources
  42757. * @param onProgress The callback when the load progresses
  42758. * @param fileName Defines the name of the file to load
  42759. * @returns The loaded asset container
  42760. */
  42761. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  42762. }
  42763. /**
  42764. * Class used to load scene from various file formats using registered plugins
  42765. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  42766. */
  42767. export class SceneLoader {
  42768. /**
  42769. * No logging while loading
  42770. */
  42771. static readonly NO_LOGGING: number;
  42772. /**
  42773. * Minimal logging while loading
  42774. */
  42775. static readonly MINIMAL_LOGGING: number;
  42776. /**
  42777. * Summary logging while loading
  42778. */
  42779. static readonly SUMMARY_LOGGING: number;
  42780. /**
  42781. * Detailled logging while loading
  42782. */
  42783. static readonly DETAILED_LOGGING: number;
  42784. /**
  42785. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  42786. */
  42787. static ForceFullSceneLoadingForIncremental: boolean;
  42788. /**
  42789. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  42790. */
  42791. static ShowLoadingScreen: boolean;
  42792. /**
  42793. * Defines the current logging level (while loading the scene)
  42794. * @ignorenaming
  42795. */
  42796. static loggingLevel: number;
  42797. /**
  42798. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  42799. */
  42800. static CleanBoneMatrixWeights: boolean;
  42801. /**
  42802. * Event raised when a plugin is used to load a scene
  42803. */
  42804. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42805. private static _registeredPlugins;
  42806. private static _getDefaultPlugin;
  42807. private static _getPluginForExtension;
  42808. private static _getPluginForDirectLoad;
  42809. private static _getPluginForFilename;
  42810. private static _getDirectLoad;
  42811. private static _loadData;
  42812. private static _getFileInfo;
  42813. /**
  42814. * Gets a plugin that can load the given extension
  42815. * @param extension defines the extension to load
  42816. * @returns a plugin or null if none works
  42817. */
  42818. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  42819. /**
  42820. * Gets a boolean indicating that the given extension can be loaded
  42821. * @param extension defines the extension to load
  42822. * @returns true if the extension is supported
  42823. */
  42824. static IsPluginForExtensionAvailable(extension: string): boolean;
  42825. /**
  42826. * Adds a new plugin to the list of registered plugins
  42827. * @param plugin defines the plugin to add
  42828. */
  42829. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  42830. /**
  42831. * Import meshes into a scene
  42832. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42833. * @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)
  42834. * @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)
  42835. * @param scene the instance of BABYLON.Scene to append to
  42836. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  42837. * @param onProgress a callback with a progress event for each file being loaded
  42838. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42839. * @param pluginExtension the extension used to determine the plugin
  42840. * @returns The loaded plugin
  42841. */
  42842. 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>;
  42843. /**
  42844. * Import meshes into a scene
  42845. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42846. * @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)
  42847. * @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)
  42848. * @param scene the instance of BABYLON.Scene to append to
  42849. * @param onProgress a callback with a progress event for each file being loaded
  42850. * @param pluginExtension the extension used to determine the plugin
  42851. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  42852. */
  42853. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  42854. meshes: AbstractMesh[];
  42855. particleSystems: IParticleSystem[];
  42856. skeletons: Skeleton[];
  42857. animationGroups: AnimationGroup[];
  42858. }>;
  42859. /**
  42860. * Load a scene
  42861. * @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)
  42862. * @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)
  42863. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42864. * @param onSuccess a callback with the scene when import succeeds
  42865. * @param onProgress a callback with a progress event for each file being loaded
  42866. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42867. * @param pluginExtension the extension used to determine the plugin
  42868. * @returns The loaded plugin
  42869. */
  42870. 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>;
  42871. /**
  42872. * Load a scene
  42873. * @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)
  42874. * @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)
  42875. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42876. * @param onProgress a callback with a progress event for each file being loaded
  42877. * @param pluginExtension the extension used to determine the plugin
  42878. * @returns The loaded scene
  42879. */
  42880. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  42881. /**
  42882. * Append a scene
  42883. * @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)
  42884. * @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)
  42885. * @param scene is the instance of BABYLON.Scene to append to
  42886. * @param onSuccess a callback with the scene when import succeeds
  42887. * @param onProgress a callback with a progress event for each file being loaded
  42888. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42889. * @param pluginExtension the extension used to determine the plugin
  42890. * @returns The loaded plugin
  42891. */
  42892. 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>;
  42893. /**
  42894. * Append a scene
  42895. * @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)
  42896. * @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)
  42897. * @param scene is the instance of BABYLON.Scene to append to
  42898. * @param onProgress a callback with a progress event for each file being loaded
  42899. * @param pluginExtension the extension used to determine the plugin
  42900. * @returns The given scene
  42901. */
  42902. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  42903. /**
  42904. * Load a scene into an asset container
  42905. * @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)
  42906. * @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)
  42907. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  42908. * @param onSuccess a callback with the scene when import succeeds
  42909. * @param onProgress a callback with a progress event for each file being loaded
  42910. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42911. * @param pluginExtension the extension used to determine the plugin
  42912. * @returns The loaded plugin
  42913. */
  42914. 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>;
  42915. /**
  42916. * Load a scene into an asset container
  42917. * @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)
  42918. * @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)
  42919. * @param scene is the instance of Scene to append to
  42920. * @param onProgress a callback with a progress event for each file being loaded
  42921. * @param pluginExtension the extension used to determine the plugin
  42922. * @returns The loaded asset container
  42923. */
  42924. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  42925. }
  42926. }
  42927. declare module "babylonjs/Gamepads/Controllers/genericController" {
  42928. import { Scene } from "babylonjs/scene";
  42929. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42930. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42931. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  42932. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  42933. /**
  42934. * Generic Controller
  42935. */
  42936. export class GenericController extends WebVRController {
  42937. /**
  42938. * Base Url for the controller model.
  42939. */
  42940. static readonly MODEL_BASE_URL: string;
  42941. /**
  42942. * File name for the controller model.
  42943. */
  42944. static readonly MODEL_FILENAME: string;
  42945. /**
  42946. * Creates a new GenericController from a gamepad
  42947. * @param vrGamepad the gamepad that the controller should be created from
  42948. */
  42949. constructor(vrGamepad: any);
  42950. /**
  42951. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  42952. * @param scene scene in which to add meshes
  42953. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  42954. */
  42955. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  42956. /**
  42957. * Called once for each button that changed state since the last frame
  42958. * @param buttonIdx Which button index changed
  42959. * @param state New state of the button
  42960. * @param changes Which properties on the state changed since last frame
  42961. */
  42962. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  42963. }
  42964. }
  42965. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  42966. import { Observable } from "babylonjs/Misc/observable";
  42967. import { Scene } from "babylonjs/scene";
  42968. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42969. import { Ray } from "babylonjs/Culling/ray";
  42970. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42971. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  42972. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  42973. /**
  42974. * Defines the WindowsMotionController object that the state of the windows motion controller
  42975. */
  42976. export class WindowsMotionController extends WebVRController {
  42977. /**
  42978. * The base url used to load the left and right controller models
  42979. */
  42980. static MODEL_BASE_URL: string;
  42981. /**
  42982. * The name of the left controller model file
  42983. */
  42984. static MODEL_LEFT_FILENAME: string;
  42985. /**
  42986. * The name of the right controller model file
  42987. */
  42988. static MODEL_RIGHT_FILENAME: string;
  42989. /**
  42990. * The controller name prefix for this controller type
  42991. */
  42992. static readonly GAMEPAD_ID_PREFIX: string;
  42993. /**
  42994. * The controller id pattern for this controller type
  42995. */
  42996. private static readonly GAMEPAD_ID_PATTERN;
  42997. private _loadedMeshInfo;
  42998. private readonly _mapping;
  42999. /**
  43000. * Fired when the trackpad on this controller is clicked
  43001. */
  43002. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43003. /**
  43004. * Fired when the trackpad on this controller is modified
  43005. */
  43006. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43007. /**
  43008. * The current x and y values of this controller's trackpad
  43009. */
  43010. trackpad: StickValues;
  43011. /**
  43012. * Creates a new WindowsMotionController from a gamepad
  43013. * @param vrGamepad the gamepad that the controller should be created from
  43014. */
  43015. constructor(vrGamepad: any);
  43016. /**
  43017. * Fired when the trigger on this controller is modified
  43018. */
  43019. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43020. /**
  43021. * Fired when the menu button on this controller is modified
  43022. */
  43023. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43024. /**
  43025. * Fired when the grip button on this controller is modified
  43026. */
  43027. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43028. /**
  43029. * Fired when the thumbstick button on this controller is modified
  43030. */
  43031. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43032. /**
  43033. * Fired when the touchpad button on this controller is modified
  43034. */
  43035. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43036. /**
  43037. * Fired when the touchpad values on this controller are modified
  43038. */
  43039. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43040. private _updateTrackpad;
  43041. /**
  43042. * Called once per frame by the engine.
  43043. */
  43044. update(): void;
  43045. /**
  43046. * Called once for each button that changed state since the last frame
  43047. * @param buttonIdx Which button index changed
  43048. * @param state New state of the button
  43049. * @param changes Which properties on the state changed since last frame
  43050. */
  43051. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43052. /**
  43053. * Moves the buttons on the controller mesh based on their current state
  43054. * @param buttonName the name of the button to move
  43055. * @param buttonValue the value of the button which determines the buttons new position
  43056. */
  43057. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43058. /**
  43059. * Moves the axis on the controller mesh based on its current state
  43060. * @param axis the index of the axis
  43061. * @param axisValue the value of the axis which determines the meshes new position
  43062. * @hidden
  43063. */
  43064. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43065. /**
  43066. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43067. * @param scene scene in which to add meshes
  43068. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43069. */
  43070. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43071. /**
  43072. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43073. * can be transformed by button presses and axes values, based on this._mapping.
  43074. *
  43075. * @param scene scene in which the meshes exist
  43076. * @param meshes list of meshes that make up the controller model to process
  43077. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43078. */
  43079. private processModel;
  43080. private createMeshInfo;
  43081. /**
  43082. * Gets the ray of the controller in the direction the controller is pointing
  43083. * @param length the length the resulting ray should be
  43084. * @returns a ray in the direction the controller is pointing
  43085. */
  43086. getForwardRay(length?: number): Ray;
  43087. /**
  43088. * Disposes of the controller
  43089. */
  43090. dispose(): void;
  43091. }
  43092. }
  43093. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43094. import { Observable } from "babylonjs/Misc/observable";
  43095. import { Scene } from "babylonjs/scene";
  43096. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43097. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43098. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43099. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43100. /**
  43101. * Oculus Touch Controller
  43102. */
  43103. export class OculusTouchController extends WebVRController {
  43104. /**
  43105. * Base Url for the controller model.
  43106. */
  43107. static MODEL_BASE_URL: string;
  43108. /**
  43109. * File name for the left controller model.
  43110. */
  43111. static MODEL_LEFT_FILENAME: string;
  43112. /**
  43113. * File name for the right controller model.
  43114. */
  43115. static MODEL_RIGHT_FILENAME: string;
  43116. /**
  43117. * Base Url for the Quest controller model.
  43118. */
  43119. static QUEST_MODEL_BASE_URL: string;
  43120. /**
  43121. * @hidden
  43122. * If the controllers are running on a device that needs the updated Quest controller models
  43123. */
  43124. static _IsQuest: boolean;
  43125. /**
  43126. * Fired when the secondary trigger on this controller is modified
  43127. */
  43128. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43129. /**
  43130. * Fired when the thumb rest on this controller is modified
  43131. */
  43132. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43133. /**
  43134. * Creates a new OculusTouchController from a gamepad
  43135. * @param vrGamepad the gamepad that the controller should be created from
  43136. */
  43137. constructor(vrGamepad: any);
  43138. /**
  43139. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43140. * @param scene scene in which to add meshes
  43141. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43142. */
  43143. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43144. /**
  43145. * Fired when the A button on this controller is modified
  43146. */
  43147. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43148. /**
  43149. * Fired when the B button on this controller is modified
  43150. */
  43151. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43152. /**
  43153. * Fired when the X button on this controller is modified
  43154. */
  43155. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43156. /**
  43157. * Fired when the Y button on this controller is modified
  43158. */
  43159. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43160. /**
  43161. * Called once for each button that changed state since the last frame
  43162. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43163. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43164. * 2) secondary trigger (same)
  43165. * 3) A (right) X (left), touch, pressed = value
  43166. * 4) B / Y
  43167. * 5) thumb rest
  43168. * @param buttonIdx Which button index changed
  43169. * @param state New state of the button
  43170. * @param changes Which properties on the state changed since last frame
  43171. */
  43172. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43173. }
  43174. }
  43175. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43176. import { Scene } from "babylonjs/scene";
  43177. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43178. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43179. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43180. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43181. import { Observable } from "babylonjs/Misc/observable";
  43182. /**
  43183. * Vive Controller
  43184. */
  43185. export class ViveController extends WebVRController {
  43186. /**
  43187. * Base Url for the controller model.
  43188. */
  43189. static MODEL_BASE_URL: string;
  43190. /**
  43191. * File name for the controller model.
  43192. */
  43193. static MODEL_FILENAME: string;
  43194. /**
  43195. * Creates a new ViveController from a gamepad
  43196. * @param vrGamepad the gamepad that the controller should be created from
  43197. */
  43198. constructor(vrGamepad: any);
  43199. /**
  43200. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43201. * @param scene scene in which to add meshes
  43202. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43203. */
  43204. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43205. /**
  43206. * Fired when the left button on this controller is modified
  43207. */
  43208. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43209. /**
  43210. * Fired when the right button on this controller is modified
  43211. */
  43212. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43213. /**
  43214. * Fired when the menu button on this controller is modified
  43215. */
  43216. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43217. /**
  43218. * Called once for each button that changed state since the last frame
  43219. * Vive mapping:
  43220. * 0: touchpad
  43221. * 1: trigger
  43222. * 2: left AND right buttons
  43223. * 3: menu button
  43224. * @param buttonIdx Which button index changed
  43225. * @param state New state of the button
  43226. * @param changes Which properties on the state changed since last frame
  43227. */
  43228. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43229. }
  43230. }
  43231. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43232. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43233. /**
  43234. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43235. */
  43236. export class WebXRControllerModelLoader {
  43237. /**
  43238. * Creates the WebXRControllerModelLoader
  43239. * @param input xr input that creates the controllers
  43240. */
  43241. constructor(input: WebXRInput);
  43242. }
  43243. }
  43244. declare module "babylonjs/Cameras/XR/index" {
  43245. export * from "babylonjs/Cameras/XR/webXRCamera";
  43246. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43247. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43248. export * from "babylonjs/Cameras/XR/webXRInput";
  43249. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43250. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43251. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43252. export * from "babylonjs/Cameras/XR/webXRController";
  43253. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43254. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43255. }
  43256. declare module "babylonjs/Cameras/RigModes/index" {
  43257. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43258. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43259. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43260. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43261. }
  43262. declare module "babylonjs/Cameras/index" {
  43263. export * from "babylonjs/Cameras/Inputs/index";
  43264. export * from "babylonjs/Cameras/cameraInputsManager";
  43265. export * from "babylonjs/Cameras/camera";
  43266. export * from "babylonjs/Cameras/targetCamera";
  43267. export * from "babylonjs/Cameras/freeCamera";
  43268. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43269. export * from "babylonjs/Cameras/touchCamera";
  43270. export * from "babylonjs/Cameras/arcRotateCamera";
  43271. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43272. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43273. export * from "babylonjs/Cameras/flyCamera";
  43274. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43275. export * from "babylonjs/Cameras/followCamera";
  43276. export * from "babylonjs/Cameras/gamepadCamera";
  43277. export * from "babylonjs/Cameras/Stereoscopic/index";
  43278. export * from "babylonjs/Cameras/universalCamera";
  43279. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43280. export * from "babylonjs/Cameras/VR/index";
  43281. export * from "babylonjs/Cameras/XR/index";
  43282. export * from "babylonjs/Cameras/RigModes/index";
  43283. }
  43284. declare module "babylonjs/Collisions/index" {
  43285. export * from "babylonjs/Collisions/collider";
  43286. export * from "babylonjs/Collisions/collisionCoordinator";
  43287. export * from "babylonjs/Collisions/pickingInfo";
  43288. export * from "babylonjs/Collisions/intersectionInfo";
  43289. export * from "babylonjs/Collisions/meshCollisionData";
  43290. }
  43291. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43292. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43293. import { Vector3 } from "babylonjs/Maths/math.vector";
  43294. import { Ray } from "babylonjs/Culling/ray";
  43295. import { Plane } from "babylonjs/Maths/math.plane";
  43296. /**
  43297. * Contains an array of blocks representing the octree
  43298. */
  43299. export interface IOctreeContainer<T> {
  43300. /**
  43301. * Blocks within the octree
  43302. */
  43303. blocks: Array<OctreeBlock<T>>;
  43304. }
  43305. /**
  43306. * Class used to store a cell in an octree
  43307. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43308. */
  43309. export class OctreeBlock<T> {
  43310. /**
  43311. * Gets the content of the current block
  43312. */
  43313. entries: T[];
  43314. /**
  43315. * Gets the list of block children
  43316. */
  43317. blocks: Array<OctreeBlock<T>>;
  43318. private _depth;
  43319. private _maxDepth;
  43320. private _capacity;
  43321. private _minPoint;
  43322. private _maxPoint;
  43323. private _boundingVectors;
  43324. private _creationFunc;
  43325. /**
  43326. * Creates a new block
  43327. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43328. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43329. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43330. * @param depth defines the current depth of this block in the octree
  43331. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43332. * @param creationFunc defines a callback to call when an element is added to the block
  43333. */
  43334. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43335. /**
  43336. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43337. */
  43338. readonly capacity: number;
  43339. /**
  43340. * Gets the minimum vector (in world space) of the block's bounding box
  43341. */
  43342. readonly minPoint: Vector3;
  43343. /**
  43344. * Gets the maximum vector (in world space) of the block's bounding box
  43345. */
  43346. readonly maxPoint: Vector3;
  43347. /**
  43348. * Add a new element to this block
  43349. * @param entry defines the element to add
  43350. */
  43351. addEntry(entry: T): void;
  43352. /**
  43353. * Remove an element from this block
  43354. * @param entry defines the element to remove
  43355. */
  43356. removeEntry(entry: T): void;
  43357. /**
  43358. * Add an array of elements to this block
  43359. * @param entries defines the array of elements to add
  43360. */
  43361. addEntries(entries: T[]): void;
  43362. /**
  43363. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43364. * @param frustumPlanes defines the frustum planes to test
  43365. * @param selection defines the array to store current content if selection is positive
  43366. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43367. */
  43368. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43369. /**
  43370. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43371. * @param sphereCenter defines the bounding sphere center
  43372. * @param sphereRadius defines the bounding sphere radius
  43373. * @param selection defines the array to store current content if selection is positive
  43374. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43375. */
  43376. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43377. /**
  43378. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43379. * @param ray defines the ray to test with
  43380. * @param selection defines the array to store current content if selection is positive
  43381. */
  43382. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43383. /**
  43384. * Subdivide the content into child blocks (this block will then be empty)
  43385. */
  43386. createInnerBlocks(): void;
  43387. /**
  43388. * @hidden
  43389. */
  43390. 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;
  43391. }
  43392. }
  43393. declare module "babylonjs/Culling/Octrees/octree" {
  43394. import { SmartArray } from "babylonjs/Misc/smartArray";
  43395. import { Vector3 } from "babylonjs/Maths/math.vector";
  43396. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43397. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43398. import { Ray } from "babylonjs/Culling/ray";
  43399. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43400. import { Plane } from "babylonjs/Maths/math.plane";
  43401. /**
  43402. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43403. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43404. */
  43405. export class Octree<T> {
  43406. /** 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.) */
  43407. maxDepth: number;
  43408. /**
  43409. * Blocks within the octree containing objects
  43410. */
  43411. blocks: Array<OctreeBlock<T>>;
  43412. /**
  43413. * Content stored in the octree
  43414. */
  43415. dynamicContent: T[];
  43416. private _maxBlockCapacity;
  43417. private _selectionContent;
  43418. private _creationFunc;
  43419. /**
  43420. * Creates a octree
  43421. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43422. * @param creationFunc function to be used to instatiate the octree
  43423. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43424. * @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.)
  43425. */
  43426. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43427. /** 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.) */
  43428. maxDepth?: number);
  43429. /**
  43430. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43431. * @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);
  43432. * @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);
  43433. * @param entries meshes to be added to the octree blocks
  43434. */
  43435. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43436. /**
  43437. * Adds a mesh to the octree
  43438. * @param entry Mesh to add to the octree
  43439. */
  43440. addMesh(entry: T): void;
  43441. /**
  43442. * Remove an element from the octree
  43443. * @param entry defines the element to remove
  43444. */
  43445. removeMesh(entry: T): void;
  43446. /**
  43447. * Selects an array of meshes within the frustum
  43448. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43449. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43450. * @returns array of meshes within the frustum
  43451. */
  43452. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43453. /**
  43454. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43455. * @param sphereCenter defines the bounding sphere center
  43456. * @param sphereRadius defines the bounding sphere radius
  43457. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43458. * @returns an array of objects that intersect the sphere
  43459. */
  43460. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43461. /**
  43462. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43463. * @param ray defines the ray to test with
  43464. * @returns array of intersected objects
  43465. */
  43466. intersectsRay(ray: Ray): SmartArray<T>;
  43467. /**
  43468. * Adds a mesh into the octree block if it intersects the block
  43469. */
  43470. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43471. /**
  43472. * Adds a submesh into the octree block if it intersects the block
  43473. */
  43474. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43475. }
  43476. }
  43477. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43478. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43479. import { Scene } from "babylonjs/scene";
  43480. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43481. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43482. import { Ray } from "babylonjs/Culling/ray";
  43483. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43484. import { Collider } from "babylonjs/Collisions/collider";
  43485. module "babylonjs/scene" {
  43486. interface Scene {
  43487. /**
  43488. * @hidden
  43489. * Backing Filed
  43490. */
  43491. _selectionOctree: Octree<AbstractMesh>;
  43492. /**
  43493. * Gets the octree used to boost mesh selection (picking)
  43494. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43495. */
  43496. selectionOctree: Octree<AbstractMesh>;
  43497. /**
  43498. * Creates or updates the octree used to boost selection (picking)
  43499. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43500. * @param maxCapacity defines the maximum capacity per leaf
  43501. * @param maxDepth defines the maximum depth of the octree
  43502. * @returns an octree of AbstractMesh
  43503. */
  43504. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43505. }
  43506. }
  43507. module "babylonjs/Meshes/abstractMesh" {
  43508. interface AbstractMesh {
  43509. /**
  43510. * @hidden
  43511. * Backing Field
  43512. */
  43513. _submeshesOctree: Octree<SubMesh>;
  43514. /**
  43515. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  43516. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  43517. * @param maxCapacity defines the maximum size of each block (64 by default)
  43518. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  43519. * @returns the new octree
  43520. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  43521. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43522. */
  43523. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  43524. }
  43525. }
  43526. /**
  43527. * Defines the octree scene component responsible to manage any octrees
  43528. * in a given scene.
  43529. */
  43530. export class OctreeSceneComponent {
  43531. /**
  43532. * The component name help to identify the component in the list of scene components.
  43533. */
  43534. readonly name: string;
  43535. /**
  43536. * The scene the component belongs to.
  43537. */
  43538. scene: Scene;
  43539. /**
  43540. * Indicates if the meshes have been checked to make sure they are isEnabled()
  43541. */
  43542. readonly checksIsEnabled: boolean;
  43543. /**
  43544. * Creates a new instance of the component for the given scene
  43545. * @param scene Defines the scene to register the component in
  43546. */
  43547. constructor(scene: Scene);
  43548. /**
  43549. * Registers the component in a given scene
  43550. */
  43551. register(): void;
  43552. /**
  43553. * Return the list of active meshes
  43554. * @returns the list of active meshes
  43555. */
  43556. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  43557. /**
  43558. * Return the list of active sub meshes
  43559. * @param mesh The mesh to get the candidates sub meshes from
  43560. * @returns the list of active sub meshes
  43561. */
  43562. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  43563. private _tempRay;
  43564. /**
  43565. * Return the list of sub meshes intersecting with a given local ray
  43566. * @param mesh defines the mesh to find the submesh for
  43567. * @param localRay defines the ray in local space
  43568. * @returns the list of intersecting sub meshes
  43569. */
  43570. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  43571. /**
  43572. * Return the list of sub meshes colliding with a collider
  43573. * @param mesh defines the mesh to find the submesh for
  43574. * @param collider defines the collider to evaluate the collision against
  43575. * @returns the list of colliding sub meshes
  43576. */
  43577. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  43578. /**
  43579. * Rebuilds the elements related to this component in case of
  43580. * context lost for instance.
  43581. */
  43582. rebuild(): void;
  43583. /**
  43584. * Disposes the component and the associated ressources.
  43585. */
  43586. dispose(): void;
  43587. }
  43588. }
  43589. declare module "babylonjs/Culling/Octrees/index" {
  43590. export * from "babylonjs/Culling/Octrees/octree";
  43591. export * from "babylonjs/Culling/Octrees/octreeBlock";
  43592. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  43593. }
  43594. declare module "babylonjs/Culling/index" {
  43595. export * from "babylonjs/Culling/boundingBox";
  43596. export * from "babylonjs/Culling/boundingInfo";
  43597. export * from "babylonjs/Culling/boundingSphere";
  43598. export * from "babylonjs/Culling/Octrees/index";
  43599. export * from "babylonjs/Culling/ray";
  43600. }
  43601. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  43602. import { IDisposable, Scene } from "babylonjs/scene";
  43603. import { Nullable } from "babylonjs/types";
  43604. import { Observable } from "babylonjs/Misc/observable";
  43605. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43606. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  43607. import { Camera } from "babylonjs/Cameras/camera";
  43608. /**
  43609. * Renders a layer on top of an existing scene
  43610. */
  43611. export class UtilityLayerRenderer implements IDisposable {
  43612. /** the original scene that will be rendered on top of */
  43613. originalScene: Scene;
  43614. private _pointerCaptures;
  43615. private _lastPointerEvents;
  43616. private static _DefaultUtilityLayer;
  43617. private static _DefaultKeepDepthUtilityLayer;
  43618. private _sharedGizmoLight;
  43619. private _renderCamera;
  43620. /**
  43621. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  43622. * @returns the camera that is used when rendering the utility layer
  43623. */
  43624. getRenderCamera(): Nullable<Camera>;
  43625. /**
  43626. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  43627. * @param cam the camera that should be used when rendering the utility layer
  43628. */
  43629. setRenderCamera(cam: Nullable<Camera>): void;
  43630. /**
  43631. * @hidden
  43632. * Light which used by gizmos to get light shading
  43633. */
  43634. _getSharedGizmoLight(): HemisphericLight;
  43635. /**
  43636. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  43637. */
  43638. pickUtilitySceneFirst: boolean;
  43639. /**
  43640. * 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)
  43641. */
  43642. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  43643. /**
  43644. * 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)
  43645. */
  43646. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  43647. /**
  43648. * The scene that is rendered on top of the original scene
  43649. */
  43650. utilityLayerScene: Scene;
  43651. /**
  43652. * If the utility layer should automatically be rendered on top of existing scene
  43653. */
  43654. shouldRender: boolean;
  43655. /**
  43656. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  43657. */
  43658. onlyCheckPointerDownEvents: boolean;
  43659. /**
  43660. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  43661. */
  43662. processAllEvents: boolean;
  43663. /**
  43664. * Observable raised when the pointer move from the utility layer scene to the main scene
  43665. */
  43666. onPointerOutObservable: Observable<number>;
  43667. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  43668. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  43669. private _afterRenderObserver;
  43670. private _sceneDisposeObserver;
  43671. private _originalPointerObserver;
  43672. /**
  43673. * Instantiates a UtilityLayerRenderer
  43674. * @param originalScene the original scene that will be rendered on top of
  43675. * @param handleEvents boolean indicating if the utility layer should handle events
  43676. */
  43677. constructor(
  43678. /** the original scene that will be rendered on top of */
  43679. originalScene: Scene, handleEvents?: boolean);
  43680. private _notifyObservers;
  43681. /**
  43682. * Renders the utility layers scene on top of the original scene
  43683. */
  43684. render(): void;
  43685. /**
  43686. * Disposes of the renderer
  43687. */
  43688. dispose(): void;
  43689. private _updateCamera;
  43690. }
  43691. }
  43692. declare module "babylonjs/Gizmos/gizmo" {
  43693. import { Nullable } from "babylonjs/types";
  43694. import { IDisposable } from "babylonjs/scene";
  43695. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43696. import { Mesh } from "babylonjs/Meshes/mesh";
  43697. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43698. /**
  43699. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  43700. */
  43701. export class Gizmo implements IDisposable {
  43702. /** The utility layer the gizmo will be added to */
  43703. gizmoLayer: UtilityLayerRenderer;
  43704. /**
  43705. * The root mesh of the gizmo
  43706. */
  43707. _rootMesh: Mesh;
  43708. private _attachedMesh;
  43709. /**
  43710. * Ratio for the scale of the gizmo (Default: 1)
  43711. */
  43712. scaleRatio: number;
  43713. /**
  43714. * If a custom mesh has been set (Default: false)
  43715. */
  43716. protected _customMeshSet: boolean;
  43717. /**
  43718. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  43719. * * When set, interactions will be enabled
  43720. */
  43721. attachedMesh: Nullable<AbstractMesh>;
  43722. /**
  43723. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  43724. * @param mesh The mesh to replace the default mesh of the gizmo
  43725. */
  43726. setCustomMesh(mesh: Mesh): void;
  43727. /**
  43728. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  43729. */
  43730. updateGizmoRotationToMatchAttachedMesh: boolean;
  43731. /**
  43732. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  43733. */
  43734. updateGizmoPositionToMatchAttachedMesh: boolean;
  43735. /**
  43736. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  43737. */
  43738. updateScale: boolean;
  43739. protected _interactionsEnabled: boolean;
  43740. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43741. private _beforeRenderObserver;
  43742. private _tempVector;
  43743. /**
  43744. * Creates a gizmo
  43745. * @param gizmoLayer The utility layer the gizmo will be added to
  43746. */
  43747. constructor(
  43748. /** The utility layer the gizmo will be added to */
  43749. gizmoLayer?: UtilityLayerRenderer);
  43750. /**
  43751. * Updates the gizmo to match the attached mesh's position/rotation
  43752. */
  43753. protected _update(): void;
  43754. /**
  43755. * Disposes of the gizmo
  43756. */
  43757. dispose(): void;
  43758. }
  43759. }
  43760. declare module "babylonjs/Gizmos/planeDragGizmo" {
  43761. import { Observable } from "babylonjs/Misc/observable";
  43762. import { Nullable } from "babylonjs/types";
  43763. import { Vector3 } from "babylonjs/Maths/math.vector";
  43764. import { Color3 } from "babylonjs/Maths/math.color";
  43765. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43766. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43767. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  43768. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43769. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43770. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  43771. import { Scene } from "babylonjs/scene";
  43772. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  43773. /**
  43774. * Single plane drag gizmo
  43775. */
  43776. export class PlaneDragGizmo extends Gizmo {
  43777. /**
  43778. * Drag behavior responsible for the gizmos dragging interactions
  43779. */
  43780. dragBehavior: PointerDragBehavior;
  43781. private _pointerObserver;
  43782. /**
  43783. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43784. */
  43785. snapDistance: number;
  43786. /**
  43787. * Event that fires each time the gizmo snaps to a new location.
  43788. * * snapDistance is the the change in distance
  43789. */
  43790. onSnapObservable: Observable<{
  43791. snapDistance: number;
  43792. }>;
  43793. private _plane;
  43794. private _coloredMaterial;
  43795. private _hoverMaterial;
  43796. private _isEnabled;
  43797. private _parent;
  43798. /** @hidden */
  43799. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  43800. /** @hidden */
  43801. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  43802. /**
  43803. * Creates a PlaneDragGizmo
  43804. * @param gizmoLayer The utility layer the gizmo will be added to
  43805. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  43806. * @param color The color of the gizmo
  43807. */
  43808. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  43809. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43810. /**
  43811. * If the gizmo is enabled
  43812. */
  43813. isEnabled: boolean;
  43814. /**
  43815. * Disposes of the gizmo
  43816. */
  43817. dispose(): void;
  43818. }
  43819. }
  43820. declare module "babylonjs/Gizmos/positionGizmo" {
  43821. import { Observable } from "babylonjs/Misc/observable";
  43822. import { Nullable } from "babylonjs/types";
  43823. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43824. import { Mesh } from "babylonjs/Meshes/mesh";
  43825. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43826. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  43827. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  43828. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43829. /**
  43830. * Gizmo that enables dragging a mesh along 3 axis
  43831. */
  43832. export class PositionGizmo extends Gizmo {
  43833. /**
  43834. * Internal gizmo used for interactions on the x axis
  43835. */
  43836. xGizmo: AxisDragGizmo;
  43837. /**
  43838. * Internal gizmo used for interactions on the y axis
  43839. */
  43840. yGizmo: AxisDragGizmo;
  43841. /**
  43842. * Internal gizmo used for interactions on the z axis
  43843. */
  43844. zGizmo: AxisDragGizmo;
  43845. /**
  43846. * Internal gizmo used for interactions on the yz plane
  43847. */
  43848. xPlaneGizmo: PlaneDragGizmo;
  43849. /**
  43850. * Internal gizmo used for interactions on the xz plane
  43851. */
  43852. yPlaneGizmo: PlaneDragGizmo;
  43853. /**
  43854. * Internal gizmo used for interactions on the xy plane
  43855. */
  43856. zPlaneGizmo: PlaneDragGizmo;
  43857. /**
  43858. * private variables
  43859. */
  43860. private _meshAttached;
  43861. private _updateGizmoRotationToMatchAttachedMesh;
  43862. private _snapDistance;
  43863. private _scaleRatio;
  43864. /** Fires an event when any of it's sub gizmos are dragged */
  43865. onDragStartObservable: Observable<unknown>;
  43866. /** Fires an event when any of it's sub gizmos are released from dragging */
  43867. onDragEndObservable: Observable<unknown>;
  43868. /**
  43869. * If set to true, planar drag is enabled
  43870. */
  43871. private _planarGizmoEnabled;
  43872. attachedMesh: Nullable<AbstractMesh>;
  43873. /**
  43874. * Creates a PositionGizmo
  43875. * @param gizmoLayer The utility layer the gizmo will be added to
  43876. */
  43877. constructor(gizmoLayer?: UtilityLayerRenderer);
  43878. /**
  43879. * If the planar drag gizmo is enabled
  43880. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  43881. */
  43882. planarGizmoEnabled: boolean;
  43883. updateGizmoRotationToMatchAttachedMesh: boolean;
  43884. /**
  43885. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43886. */
  43887. snapDistance: number;
  43888. /**
  43889. * Ratio for the scale of the gizmo (Default: 1)
  43890. */
  43891. scaleRatio: number;
  43892. /**
  43893. * Disposes of the gizmo
  43894. */
  43895. dispose(): void;
  43896. /**
  43897. * CustomMeshes are not supported by this gizmo
  43898. * @param mesh The mesh to replace the default mesh of the gizmo
  43899. */
  43900. setCustomMesh(mesh: Mesh): void;
  43901. }
  43902. }
  43903. declare module "babylonjs/Gizmos/axisDragGizmo" {
  43904. import { Observable } from "babylonjs/Misc/observable";
  43905. import { Nullable } from "babylonjs/types";
  43906. import { Vector3 } from "babylonjs/Maths/math.vector";
  43907. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43908. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43909. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  43910. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43911. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43912. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  43913. import { Scene } from "babylonjs/scene";
  43914. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  43915. import { Color3 } from "babylonjs/Maths/math.color";
  43916. /**
  43917. * Single axis drag gizmo
  43918. */
  43919. export class AxisDragGizmo extends Gizmo {
  43920. /**
  43921. * Drag behavior responsible for the gizmos dragging interactions
  43922. */
  43923. dragBehavior: PointerDragBehavior;
  43924. private _pointerObserver;
  43925. /**
  43926. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43927. */
  43928. snapDistance: number;
  43929. /**
  43930. * Event that fires each time the gizmo snaps to a new location.
  43931. * * snapDistance is the the change in distance
  43932. */
  43933. onSnapObservable: Observable<{
  43934. snapDistance: number;
  43935. }>;
  43936. private _isEnabled;
  43937. private _parent;
  43938. private _arrow;
  43939. private _coloredMaterial;
  43940. private _hoverMaterial;
  43941. /** @hidden */
  43942. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  43943. /** @hidden */
  43944. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  43945. /**
  43946. * Creates an AxisDragGizmo
  43947. * @param gizmoLayer The utility layer the gizmo will be added to
  43948. * @param dragAxis The axis which the gizmo will be able to drag on
  43949. * @param color The color of the gizmo
  43950. */
  43951. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  43952. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43953. /**
  43954. * If the gizmo is enabled
  43955. */
  43956. isEnabled: boolean;
  43957. /**
  43958. * Disposes of the gizmo
  43959. */
  43960. dispose(): void;
  43961. }
  43962. }
  43963. declare module "babylonjs/Debug/axesViewer" {
  43964. import { Vector3 } from "babylonjs/Maths/math.vector";
  43965. import { Nullable } from "babylonjs/types";
  43966. import { Scene } from "babylonjs/scene";
  43967. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43968. /**
  43969. * The Axes viewer will show 3 axes in a specific point in space
  43970. */
  43971. export class AxesViewer {
  43972. private _xAxis;
  43973. private _yAxis;
  43974. private _zAxis;
  43975. private _scaleLinesFactor;
  43976. private _instanced;
  43977. /**
  43978. * Gets the hosting scene
  43979. */
  43980. scene: Scene;
  43981. /**
  43982. * Gets or sets a number used to scale line length
  43983. */
  43984. scaleLines: number;
  43985. /** Gets the node hierarchy used to render x-axis */
  43986. readonly xAxis: TransformNode;
  43987. /** Gets the node hierarchy used to render y-axis */
  43988. readonly yAxis: TransformNode;
  43989. /** Gets the node hierarchy used to render z-axis */
  43990. readonly zAxis: TransformNode;
  43991. /**
  43992. * Creates a new AxesViewer
  43993. * @param scene defines the hosting scene
  43994. * @param scaleLines defines a number used to scale line length (1 by default)
  43995. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  43996. * @param xAxis defines the node hierarchy used to render the x-axis
  43997. * @param yAxis defines the node hierarchy used to render the y-axis
  43998. * @param zAxis defines the node hierarchy used to render the z-axis
  43999. */
  44000. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44001. /**
  44002. * Force the viewer to update
  44003. * @param position defines the position of the viewer
  44004. * @param xaxis defines the x axis of the viewer
  44005. * @param yaxis defines the y axis of the viewer
  44006. * @param zaxis defines the z axis of the viewer
  44007. */
  44008. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44009. /**
  44010. * Creates an instance of this axes viewer.
  44011. * @returns a new axes viewer with instanced meshes
  44012. */
  44013. createInstance(): AxesViewer;
  44014. /** Releases resources */
  44015. dispose(): void;
  44016. private static _SetRenderingGroupId;
  44017. }
  44018. }
  44019. declare module "babylonjs/Debug/boneAxesViewer" {
  44020. import { Nullable } from "babylonjs/types";
  44021. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44022. import { Vector3 } from "babylonjs/Maths/math.vector";
  44023. import { Mesh } from "babylonjs/Meshes/mesh";
  44024. import { Bone } from "babylonjs/Bones/bone";
  44025. import { Scene } from "babylonjs/scene";
  44026. /**
  44027. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44028. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44029. */
  44030. export class BoneAxesViewer extends AxesViewer {
  44031. /**
  44032. * Gets or sets the target mesh where to display the axes viewer
  44033. */
  44034. mesh: Nullable<Mesh>;
  44035. /**
  44036. * Gets or sets the target bone where to display the axes viewer
  44037. */
  44038. bone: Nullable<Bone>;
  44039. /** Gets current position */
  44040. pos: Vector3;
  44041. /** Gets direction of X axis */
  44042. xaxis: Vector3;
  44043. /** Gets direction of Y axis */
  44044. yaxis: Vector3;
  44045. /** Gets direction of Z axis */
  44046. zaxis: Vector3;
  44047. /**
  44048. * Creates a new BoneAxesViewer
  44049. * @param scene defines the hosting scene
  44050. * @param bone defines the target bone
  44051. * @param mesh defines the target mesh
  44052. * @param scaleLines defines a scaling factor for line length (1 by default)
  44053. */
  44054. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44055. /**
  44056. * Force the viewer to update
  44057. */
  44058. update(): void;
  44059. /** Releases resources */
  44060. dispose(): void;
  44061. }
  44062. }
  44063. declare module "babylonjs/Debug/debugLayer" {
  44064. import { Scene } from "babylonjs/scene";
  44065. /**
  44066. * Interface used to define scene explorer extensibility option
  44067. */
  44068. export interface IExplorerExtensibilityOption {
  44069. /**
  44070. * Define the option label
  44071. */
  44072. label: string;
  44073. /**
  44074. * Defines the action to execute on click
  44075. */
  44076. action: (entity: any) => void;
  44077. }
  44078. /**
  44079. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44080. */
  44081. export interface IExplorerExtensibilityGroup {
  44082. /**
  44083. * Defines a predicate to test if a given type mut be extended
  44084. */
  44085. predicate: (entity: any) => boolean;
  44086. /**
  44087. * Gets the list of options added to a type
  44088. */
  44089. entries: IExplorerExtensibilityOption[];
  44090. }
  44091. /**
  44092. * Interface used to define the options to use to create the Inspector
  44093. */
  44094. export interface IInspectorOptions {
  44095. /**
  44096. * Display in overlay mode (default: false)
  44097. */
  44098. overlay?: boolean;
  44099. /**
  44100. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44101. */
  44102. globalRoot?: HTMLElement;
  44103. /**
  44104. * Display the Scene explorer
  44105. */
  44106. showExplorer?: boolean;
  44107. /**
  44108. * Display the property inspector
  44109. */
  44110. showInspector?: boolean;
  44111. /**
  44112. * Display in embed mode (both panes on the right)
  44113. */
  44114. embedMode?: boolean;
  44115. /**
  44116. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44117. */
  44118. handleResize?: boolean;
  44119. /**
  44120. * Allow the panes to popup (default: true)
  44121. */
  44122. enablePopup?: boolean;
  44123. /**
  44124. * Allow the panes to be closed by users (default: true)
  44125. */
  44126. enableClose?: boolean;
  44127. /**
  44128. * Optional list of extensibility entries
  44129. */
  44130. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44131. /**
  44132. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44133. */
  44134. inspectorURL?: string;
  44135. }
  44136. module "babylonjs/scene" {
  44137. interface Scene {
  44138. /**
  44139. * @hidden
  44140. * Backing field
  44141. */
  44142. _debugLayer: DebugLayer;
  44143. /**
  44144. * Gets the debug layer (aka Inspector) associated with the scene
  44145. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44146. */
  44147. debugLayer: DebugLayer;
  44148. }
  44149. }
  44150. /**
  44151. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44152. * what is happening in your scene
  44153. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44154. */
  44155. export class DebugLayer {
  44156. /**
  44157. * Define the url to get the inspector script from.
  44158. * By default it uses the babylonjs CDN.
  44159. * @ignoreNaming
  44160. */
  44161. static InspectorURL: string;
  44162. private _scene;
  44163. private BJSINSPECTOR;
  44164. private _onPropertyChangedObservable?;
  44165. /**
  44166. * Observable triggered when a property is changed through the inspector.
  44167. */
  44168. readonly onPropertyChangedObservable: any;
  44169. /**
  44170. * Instantiates a new debug layer.
  44171. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44172. * what is happening in your scene
  44173. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44174. * @param scene Defines the scene to inspect
  44175. */
  44176. constructor(scene: Scene);
  44177. /** Creates the inspector window. */
  44178. private _createInspector;
  44179. /**
  44180. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44181. * @param entity defines the entity to select
  44182. * @param lineContainerTitle defines the specific block to highlight
  44183. */
  44184. select(entity: any, lineContainerTitle?: string): void;
  44185. /** Get the inspector from bundle or global */
  44186. private _getGlobalInspector;
  44187. /**
  44188. * Get if the inspector is visible or not.
  44189. * @returns true if visible otherwise, false
  44190. */
  44191. isVisible(): boolean;
  44192. /**
  44193. * Hide the inspector and close its window.
  44194. */
  44195. hide(): void;
  44196. /**
  44197. * Launch the debugLayer.
  44198. * @param config Define the configuration of the inspector
  44199. * @return a promise fulfilled when the debug layer is visible
  44200. */
  44201. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44202. }
  44203. }
  44204. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44205. import { Nullable } from "babylonjs/types";
  44206. import { Scene } from "babylonjs/scene";
  44207. import { Vector4 } from "babylonjs/Maths/math.vector";
  44208. import { Color4 } from "babylonjs/Maths/math.color";
  44209. import { Mesh } from "babylonjs/Meshes/mesh";
  44210. /**
  44211. * Class containing static functions to help procedurally build meshes
  44212. */
  44213. export class BoxBuilder {
  44214. /**
  44215. * Creates a box mesh
  44216. * * The parameter `size` sets the size (float) of each box side (default 1)
  44217. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44218. * * 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)
  44219. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44220. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44221. * * If you create a double-sided mesh, you can choose what parts of 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
  44222. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44223. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44224. * @param name defines the name of the mesh
  44225. * @param options defines the options used to create the mesh
  44226. * @param scene defines the hosting scene
  44227. * @returns the box mesh
  44228. */
  44229. static CreateBox(name: string, options: {
  44230. size?: number;
  44231. width?: number;
  44232. height?: number;
  44233. depth?: number;
  44234. faceUV?: Vector4[];
  44235. faceColors?: Color4[];
  44236. sideOrientation?: number;
  44237. frontUVs?: Vector4;
  44238. backUVs?: Vector4;
  44239. wrap?: boolean;
  44240. topBaseAt?: number;
  44241. bottomBaseAt?: number;
  44242. updatable?: boolean;
  44243. }, scene?: Nullable<Scene>): Mesh;
  44244. }
  44245. }
  44246. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44247. import { Vector4 } from "babylonjs/Maths/math.vector";
  44248. import { Mesh } from "babylonjs/Meshes/mesh";
  44249. /**
  44250. * Class containing static functions to help procedurally build meshes
  44251. */
  44252. export class SphereBuilder {
  44253. /**
  44254. * Creates a sphere mesh
  44255. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44256. * * 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`)
  44257. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44258. * * 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
  44259. * * 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)
  44260. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44261. * * If you create a double-sided mesh, you can choose what parts of 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
  44262. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44263. * @param name defines the name of the mesh
  44264. * @param options defines the options used to create the mesh
  44265. * @param scene defines the hosting scene
  44266. * @returns the sphere mesh
  44267. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44268. */
  44269. static CreateSphere(name: string, options: {
  44270. segments?: number;
  44271. diameter?: number;
  44272. diameterX?: number;
  44273. diameterY?: number;
  44274. diameterZ?: number;
  44275. arc?: number;
  44276. slice?: number;
  44277. sideOrientation?: number;
  44278. frontUVs?: Vector4;
  44279. backUVs?: Vector4;
  44280. updatable?: boolean;
  44281. }, scene: any): Mesh;
  44282. }
  44283. }
  44284. declare module "babylonjs/Debug/physicsViewer" {
  44285. import { Nullable } from "babylonjs/types";
  44286. import { Scene } from "babylonjs/scene";
  44287. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44288. import { Mesh } from "babylonjs/Meshes/mesh";
  44289. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44290. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44291. /**
  44292. * Used to show the physics impostor around the specific mesh
  44293. */
  44294. export class PhysicsViewer {
  44295. /** @hidden */
  44296. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44297. /** @hidden */
  44298. protected _meshes: Array<Nullable<AbstractMesh>>;
  44299. /** @hidden */
  44300. protected _scene: Nullable<Scene>;
  44301. /** @hidden */
  44302. protected _numMeshes: number;
  44303. /** @hidden */
  44304. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44305. private _renderFunction;
  44306. private _utilityLayer;
  44307. private _debugBoxMesh;
  44308. private _debugSphereMesh;
  44309. private _debugCylinderMesh;
  44310. private _debugMaterial;
  44311. private _debugMeshMeshes;
  44312. /**
  44313. * Creates a new PhysicsViewer
  44314. * @param scene defines the hosting scene
  44315. */
  44316. constructor(scene: Scene);
  44317. /** @hidden */
  44318. protected _updateDebugMeshes(): void;
  44319. /**
  44320. * Renders a specified physic impostor
  44321. * @param impostor defines the impostor to render
  44322. * @param targetMesh defines the mesh represented by the impostor
  44323. * @returns the new debug mesh used to render the impostor
  44324. */
  44325. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44326. /**
  44327. * Hides a specified physic impostor
  44328. * @param impostor defines the impostor to hide
  44329. */
  44330. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44331. private _getDebugMaterial;
  44332. private _getDebugBoxMesh;
  44333. private _getDebugSphereMesh;
  44334. private _getDebugCylinderMesh;
  44335. private _getDebugMeshMesh;
  44336. private _getDebugMesh;
  44337. /** Releases all resources */
  44338. dispose(): void;
  44339. }
  44340. }
  44341. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44342. import { Vector3 } from "babylonjs/Maths/math.vector";
  44343. import { Color4 } from "babylonjs/Maths/math.color";
  44344. import { Nullable } from "babylonjs/types";
  44345. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44346. import { Scene } from "babylonjs/scene";
  44347. /**
  44348. * Class containing static functions to help procedurally build meshes
  44349. */
  44350. export class LinesBuilder {
  44351. /**
  44352. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44353. * * 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
  44354. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44355. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44356. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44357. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44358. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44359. * * 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
  44360. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44361. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44362. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44363. * @param name defines the name of the new line system
  44364. * @param options defines the options used to create the line system
  44365. * @param scene defines the hosting scene
  44366. * @returns a new line system mesh
  44367. */
  44368. static CreateLineSystem(name: string, options: {
  44369. lines: Vector3[][];
  44370. updatable?: boolean;
  44371. instance?: Nullable<LinesMesh>;
  44372. colors?: Nullable<Color4[][]>;
  44373. useVertexAlpha?: boolean;
  44374. }, scene: Nullable<Scene>): LinesMesh;
  44375. /**
  44376. * Creates a line mesh
  44377. * 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
  44378. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44379. * * The parameter `points` is an array successive Vector3
  44380. * * 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
  44381. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44382. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44383. * * When updating an instance, remember that only point positions can change, not the number of points
  44384. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44385. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44386. * @param name defines the name of the new line system
  44387. * @param options defines the options used to create the line system
  44388. * @param scene defines the hosting scene
  44389. * @returns a new line mesh
  44390. */
  44391. static CreateLines(name: string, options: {
  44392. points: Vector3[];
  44393. updatable?: boolean;
  44394. instance?: Nullable<LinesMesh>;
  44395. colors?: Color4[];
  44396. useVertexAlpha?: boolean;
  44397. }, scene?: Nullable<Scene>): LinesMesh;
  44398. /**
  44399. * Creates a dashed line mesh
  44400. * * 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
  44401. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44402. * * The parameter `points` is an array successive Vector3
  44403. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44404. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44405. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44406. * * 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
  44407. * * When updating an instance, remember that only point positions can change, not the number of points
  44408. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44409. * @param name defines the name of the mesh
  44410. * @param options defines the options used to create the mesh
  44411. * @param scene defines the hosting scene
  44412. * @returns the dashed line mesh
  44413. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44414. */
  44415. static CreateDashedLines(name: string, options: {
  44416. points: Vector3[];
  44417. dashSize?: number;
  44418. gapSize?: number;
  44419. dashNb?: number;
  44420. updatable?: boolean;
  44421. instance?: LinesMesh;
  44422. }, scene?: Nullable<Scene>): LinesMesh;
  44423. }
  44424. }
  44425. declare module "babylonjs/Debug/rayHelper" {
  44426. import { Nullable } from "babylonjs/types";
  44427. import { Ray } from "babylonjs/Culling/ray";
  44428. import { Vector3 } from "babylonjs/Maths/math.vector";
  44429. import { Color3 } from "babylonjs/Maths/math.color";
  44430. import { Scene } from "babylonjs/scene";
  44431. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44432. import "babylonjs/Meshes/Builders/linesBuilder";
  44433. /**
  44434. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44435. * in order to better appreciate the issue one might have.
  44436. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44437. */
  44438. export class RayHelper {
  44439. /**
  44440. * Defines the ray we are currently tryin to visualize.
  44441. */
  44442. ray: Nullable<Ray>;
  44443. private _renderPoints;
  44444. private _renderLine;
  44445. private _renderFunction;
  44446. private _scene;
  44447. private _updateToMeshFunction;
  44448. private _attachedToMesh;
  44449. private _meshSpaceDirection;
  44450. private _meshSpaceOrigin;
  44451. /**
  44452. * Helper function to create a colored helper in a scene in one line.
  44453. * @param ray Defines the ray we are currently tryin to visualize
  44454. * @param scene Defines the scene the ray is used in
  44455. * @param color Defines the color we want to see the ray in
  44456. * @returns The newly created ray helper.
  44457. */
  44458. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44459. /**
  44460. * Instantiate a new ray helper.
  44461. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44462. * in order to better appreciate the issue one might have.
  44463. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44464. * @param ray Defines the ray we are currently tryin to visualize
  44465. */
  44466. constructor(ray: Ray);
  44467. /**
  44468. * Shows the ray we are willing to debug.
  44469. * @param scene Defines the scene the ray needs to be rendered in
  44470. * @param color Defines the color the ray needs to be rendered in
  44471. */
  44472. show(scene: Scene, color?: Color3): void;
  44473. /**
  44474. * Hides the ray we are debugging.
  44475. */
  44476. hide(): void;
  44477. private _render;
  44478. /**
  44479. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44480. * @param mesh Defines the mesh we want the helper attached to
  44481. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44482. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44483. * @param length Defines the length of the ray
  44484. */
  44485. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44486. /**
  44487. * Detach the ray helper from the mesh it has previously been attached to.
  44488. */
  44489. detachFromMesh(): void;
  44490. private _updateToMesh;
  44491. /**
  44492. * Dispose the helper and release its associated resources.
  44493. */
  44494. dispose(): void;
  44495. }
  44496. }
  44497. declare module "babylonjs/Debug/skeletonViewer" {
  44498. import { Color3 } from "babylonjs/Maths/math.color";
  44499. import { Scene } from "babylonjs/scene";
  44500. import { Nullable } from "babylonjs/types";
  44501. import { Skeleton } from "babylonjs/Bones/skeleton";
  44502. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44503. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44504. /**
  44505. * Class used to render a debug view of a given skeleton
  44506. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  44507. */
  44508. export class SkeletonViewer {
  44509. /** defines the skeleton to render */
  44510. skeleton: Skeleton;
  44511. /** defines the mesh attached to the skeleton */
  44512. mesh: AbstractMesh;
  44513. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44514. autoUpdateBonesMatrices: boolean;
  44515. /** defines the rendering group id to use with the viewer */
  44516. renderingGroupId: number;
  44517. /** Gets or sets the color used to render the skeleton */
  44518. color: Color3;
  44519. private _scene;
  44520. private _debugLines;
  44521. private _debugMesh;
  44522. private _isEnabled;
  44523. private _renderFunction;
  44524. private _utilityLayer;
  44525. /**
  44526. * Returns the mesh used to render the bones
  44527. */
  44528. readonly debugMesh: Nullable<LinesMesh>;
  44529. /**
  44530. * Creates a new SkeletonViewer
  44531. * @param skeleton defines the skeleton to render
  44532. * @param mesh defines the mesh attached to the skeleton
  44533. * @param scene defines the hosting scene
  44534. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  44535. * @param renderingGroupId defines the rendering group id to use with the viewer
  44536. */
  44537. constructor(
  44538. /** defines the skeleton to render */
  44539. skeleton: Skeleton,
  44540. /** defines the mesh attached to the skeleton */
  44541. mesh: AbstractMesh, scene: Scene,
  44542. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44543. autoUpdateBonesMatrices?: boolean,
  44544. /** defines the rendering group id to use with the viewer */
  44545. renderingGroupId?: number);
  44546. /** Gets or sets a boolean indicating if the viewer is enabled */
  44547. isEnabled: boolean;
  44548. private _getBonePosition;
  44549. private _getLinesForBonesWithLength;
  44550. private _getLinesForBonesNoLength;
  44551. /** Update the viewer to sync with current skeleton state */
  44552. update(): void;
  44553. /** Release associated resources */
  44554. dispose(): void;
  44555. }
  44556. }
  44557. declare module "babylonjs/Debug/index" {
  44558. export * from "babylonjs/Debug/axesViewer";
  44559. export * from "babylonjs/Debug/boneAxesViewer";
  44560. export * from "babylonjs/Debug/debugLayer";
  44561. export * from "babylonjs/Debug/physicsViewer";
  44562. export * from "babylonjs/Debug/rayHelper";
  44563. export * from "babylonjs/Debug/skeletonViewer";
  44564. }
  44565. declare module "babylonjs/Engines/nullEngine" {
  44566. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  44567. import { Scene } from "babylonjs/scene";
  44568. import { Engine } from "babylonjs/Engines/engine";
  44569. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  44570. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  44571. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  44572. import { Effect } from "babylonjs/Materials/effect";
  44573. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  44574. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44575. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  44576. /**
  44577. * Options to create the null engine
  44578. */
  44579. export class NullEngineOptions {
  44580. /**
  44581. * Render width (Default: 512)
  44582. */
  44583. renderWidth: number;
  44584. /**
  44585. * Render height (Default: 256)
  44586. */
  44587. renderHeight: number;
  44588. /**
  44589. * Texture size (Default: 512)
  44590. */
  44591. textureSize: number;
  44592. /**
  44593. * If delta time between frames should be constant
  44594. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44595. */
  44596. deterministicLockstep: boolean;
  44597. /**
  44598. * Maximum about of steps between frames (Default: 4)
  44599. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44600. */
  44601. lockstepMaxSteps: number;
  44602. }
  44603. /**
  44604. * The null engine class provides support for headless version of babylon.js.
  44605. * This can be used in server side scenario or for testing purposes
  44606. */
  44607. export class NullEngine extends Engine {
  44608. private _options;
  44609. /**
  44610. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44611. */
  44612. isDeterministicLockStep(): boolean;
  44613. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  44614. getLockstepMaxSteps(): number;
  44615. /**
  44616. * Sets hardware scaling, used to save performance if needed
  44617. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  44618. */
  44619. getHardwareScalingLevel(): number;
  44620. constructor(options?: NullEngineOptions);
  44621. createVertexBuffer(vertices: FloatArray): DataBuffer;
  44622. createIndexBuffer(indices: IndicesArray): DataBuffer;
  44623. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  44624. getRenderWidth(useScreen?: boolean): number;
  44625. getRenderHeight(useScreen?: boolean): number;
  44626. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  44627. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  44628. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  44629. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  44630. bindSamplers(effect: Effect): void;
  44631. enableEffect(effect: Effect): void;
  44632. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  44633. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  44634. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  44635. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  44636. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  44637. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  44638. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  44639. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  44640. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  44641. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  44642. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  44643. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  44644. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  44645. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  44646. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44647. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44648. setFloat(uniform: WebGLUniformLocation, value: number): void;
  44649. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  44650. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  44651. setBool(uniform: WebGLUniformLocation, bool: number): void;
  44652. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  44653. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  44654. bindBuffers(vertexBuffers: {
  44655. [key: string]: VertexBuffer;
  44656. }, indexBuffer: DataBuffer, effect: Effect): void;
  44657. wipeCaches(bruteForce?: boolean): void;
  44658. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  44659. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  44660. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  44661. /** @hidden */
  44662. _createTexture(): WebGLTexture;
  44663. /** @hidden */
  44664. _releaseTexture(texture: InternalTexture): void;
  44665. 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;
  44666. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  44667. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  44668. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  44669. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  44670. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  44671. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  44672. areAllEffectsReady(): boolean;
  44673. /**
  44674. * @hidden
  44675. * Get the current error code of the webGL context
  44676. * @returns the error code
  44677. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  44678. */
  44679. getError(): number;
  44680. /** @hidden */
  44681. _getUnpackAlignement(): number;
  44682. /** @hidden */
  44683. _unpackFlipY(value: boolean): void;
  44684. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  44685. /**
  44686. * Updates a dynamic vertex buffer.
  44687. * @param vertexBuffer the vertex buffer to update
  44688. * @param data the data used to update the vertex buffer
  44689. * @param byteOffset the byte offset of the data (optional)
  44690. * @param byteLength the byte length of the data (optional)
  44691. */
  44692. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  44693. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  44694. /** @hidden */
  44695. _bindTexture(channel: number, texture: InternalTexture): void;
  44696. /** @hidden */
  44697. _releaseBuffer(buffer: DataBuffer): boolean;
  44698. releaseEffects(): void;
  44699. displayLoadingUI(): void;
  44700. hideLoadingUI(): void;
  44701. /** @hidden */
  44702. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44703. /** @hidden */
  44704. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44705. /** @hidden */
  44706. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44707. /** @hidden */
  44708. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  44709. }
  44710. }
  44711. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  44712. import { Nullable, int } from "babylonjs/types";
  44713. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  44714. /** @hidden */
  44715. export class _OcclusionDataStorage {
  44716. /** @hidden */
  44717. occlusionInternalRetryCounter: number;
  44718. /** @hidden */
  44719. isOcclusionQueryInProgress: boolean;
  44720. /** @hidden */
  44721. isOccluded: boolean;
  44722. /** @hidden */
  44723. occlusionRetryCount: number;
  44724. /** @hidden */
  44725. occlusionType: number;
  44726. /** @hidden */
  44727. occlusionQueryAlgorithmType: number;
  44728. }
  44729. module "babylonjs/Engines/engine" {
  44730. interface Engine {
  44731. /**
  44732. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  44733. * @return the new query
  44734. */
  44735. createQuery(): WebGLQuery;
  44736. /**
  44737. * Delete and release a webGL query
  44738. * @param query defines the query to delete
  44739. * @return the current engine
  44740. */
  44741. deleteQuery(query: WebGLQuery): Engine;
  44742. /**
  44743. * Check if a given query has resolved and got its value
  44744. * @param query defines the query to check
  44745. * @returns true if the query got its value
  44746. */
  44747. isQueryResultAvailable(query: WebGLQuery): boolean;
  44748. /**
  44749. * Gets the value of a given query
  44750. * @param query defines the query to check
  44751. * @returns the value of the query
  44752. */
  44753. getQueryResult(query: WebGLQuery): number;
  44754. /**
  44755. * Initiates an occlusion query
  44756. * @param algorithmType defines the algorithm to use
  44757. * @param query defines the query to use
  44758. * @returns the current engine
  44759. * @see http://doc.babylonjs.com/features/occlusionquery
  44760. */
  44761. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  44762. /**
  44763. * Ends an occlusion query
  44764. * @see http://doc.babylonjs.com/features/occlusionquery
  44765. * @param algorithmType defines the algorithm to use
  44766. * @returns the current engine
  44767. */
  44768. endOcclusionQuery(algorithmType: number): Engine;
  44769. /**
  44770. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  44771. * Please note that only one query can be issued at a time
  44772. * @returns a time token used to track the time span
  44773. */
  44774. startTimeQuery(): Nullable<_TimeToken>;
  44775. /**
  44776. * Ends a time query
  44777. * @param token defines the token used to measure the time span
  44778. * @returns the time spent (in ns)
  44779. */
  44780. endTimeQuery(token: _TimeToken): int;
  44781. /** @hidden */
  44782. _currentNonTimestampToken: Nullable<_TimeToken>;
  44783. /** @hidden */
  44784. _createTimeQuery(): WebGLQuery;
  44785. /** @hidden */
  44786. _deleteTimeQuery(query: WebGLQuery): void;
  44787. /** @hidden */
  44788. _getGlAlgorithmType(algorithmType: number): number;
  44789. /** @hidden */
  44790. _getTimeQueryResult(query: WebGLQuery): any;
  44791. /** @hidden */
  44792. _getTimeQueryAvailability(query: WebGLQuery): any;
  44793. }
  44794. }
  44795. module "babylonjs/Meshes/abstractMesh" {
  44796. interface AbstractMesh {
  44797. /**
  44798. * Backing filed
  44799. * @hidden
  44800. */
  44801. __occlusionDataStorage: _OcclusionDataStorage;
  44802. /**
  44803. * Access property
  44804. * @hidden
  44805. */
  44806. _occlusionDataStorage: _OcclusionDataStorage;
  44807. /**
  44808. * 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.
  44809. * The default value is -1 which means don't break the query and wait till the result
  44810. * @see http://doc.babylonjs.com/features/occlusionquery
  44811. */
  44812. occlusionRetryCount: number;
  44813. /**
  44814. * 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:
  44815. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  44816. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  44817. * * 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.
  44818. * @see http://doc.babylonjs.com/features/occlusionquery
  44819. */
  44820. occlusionType: number;
  44821. /**
  44822. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  44823. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  44824. * * 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.
  44825. * @see http://doc.babylonjs.com/features/occlusionquery
  44826. */
  44827. occlusionQueryAlgorithmType: number;
  44828. /**
  44829. * 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
  44830. * @see http://doc.babylonjs.com/features/occlusionquery
  44831. */
  44832. isOccluded: boolean;
  44833. /**
  44834. * Flag to check the progress status of the query
  44835. * @see http://doc.babylonjs.com/features/occlusionquery
  44836. */
  44837. isOcclusionQueryInProgress: boolean;
  44838. }
  44839. }
  44840. }
  44841. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  44842. import { Nullable } from "babylonjs/types";
  44843. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44844. /** @hidden */
  44845. export var _forceTransformFeedbackToBundle: boolean;
  44846. module "babylonjs/Engines/engine" {
  44847. interface Engine {
  44848. /**
  44849. * Creates a webGL transform feedback object
  44850. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  44851. * @returns the webGL transform feedback object
  44852. */
  44853. createTransformFeedback(): WebGLTransformFeedback;
  44854. /**
  44855. * Delete a webGL transform feedback object
  44856. * @param value defines the webGL transform feedback object to delete
  44857. */
  44858. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  44859. /**
  44860. * Bind a webGL transform feedback object to the webgl context
  44861. * @param value defines the webGL transform feedback object to bind
  44862. */
  44863. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  44864. /**
  44865. * Begins a transform feedback operation
  44866. * @param usePoints defines if points or triangles must be used
  44867. */
  44868. beginTransformFeedback(usePoints: boolean): void;
  44869. /**
  44870. * Ends a transform feedback operation
  44871. */
  44872. endTransformFeedback(): void;
  44873. /**
  44874. * Specify the varyings to use with transform feedback
  44875. * @param program defines the associated webGL program
  44876. * @param value defines the list of strings representing the varying names
  44877. */
  44878. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  44879. /**
  44880. * Bind a webGL buffer for a transform feedback operation
  44881. * @param value defines the webGL buffer to bind
  44882. */
  44883. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  44884. }
  44885. }
  44886. }
  44887. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  44888. import { Scene } from "babylonjs/scene";
  44889. import { Engine } from "babylonjs/Engines/engine";
  44890. import { Texture } from "babylonjs/Materials/Textures/texture";
  44891. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  44892. import "babylonjs/Engines/Extensions/engine.multiRender";
  44893. /**
  44894. * Creation options of the multi render target texture.
  44895. */
  44896. export interface IMultiRenderTargetOptions {
  44897. /**
  44898. * Define if the texture needs to create mip maps after render.
  44899. */
  44900. generateMipMaps?: boolean;
  44901. /**
  44902. * Define the types of all the draw buffers we want to create
  44903. */
  44904. types?: number[];
  44905. /**
  44906. * Define the sampling modes of all the draw buffers we want to create
  44907. */
  44908. samplingModes?: number[];
  44909. /**
  44910. * Define if a depth buffer is required
  44911. */
  44912. generateDepthBuffer?: boolean;
  44913. /**
  44914. * Define if a stencil buffer is required
  44915. */
  44916. generateStencilBuffer?: boolean;
  44917. /**
  44918. * Define if a depth texture is required instead of a depth buffer
  44919. */
  44920. generateDepthTexture?: boolean;
  44921. /**
  44922. * Define the number of desired draw buffers
  44923. */
  44924. textureCount?: number;
  44925. /**
  44926. * Define if aspect ratio should be adapted to the texture or stay the scene one
  44927. */
  44928. doNotChangeAspectRatio?: boolean;
  44929. /**
  44930. * Define the default type of the buffers we are creating
  44931. */
  44932. defaultType?: number;
  44933. }
  44934. /**
  44935. * A multi render target, like a render target provides the ability to render to a texture.
  44936. * Unlike the render target, it can render to several draw buffers in one draw.
  44937. * This is specially interesting in deferred rendering or for any effects requiring more than
  44938. * just one color from a single pass.
  44939. */
  44940. export class MultiRenderTarget extends RenderTargetTexture {
  44941. private _internalTextures;
  44942. private _textures;
  44943. private _multiRenderTargetOptions;
  44944. /**
  44945. * Get if draw buffers are currently supported by the used hardware and browser.
  44946. */
  44947. readonly isSupported: boolean;
  44948. /**
  44949. * Get the list of textures generated by the multi render target.
  44950. */
  44951. readonly textures: Texture[];
  44952. /**
  44953. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  44954. */
  44955. readonly depthTexture: Texture;
  44956. /**
  44957. * Set the wrapping mode on U of all the textures we are rendering to.
  44958. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  44959. */
  44960. wrapU: number;
  44961. /**
  44962. * Set the wrapping mode on V of all the textures we are rendering to.
  44963. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  44964. */
  44965. wrapV: number;
  44966. /**
  44967. * Instantiate a new multi render target texture.
  44968. * A multi render target, like a render target provides the ability to render to a texture.
  44969. * Unlike the render target, it can render to several draw buffers in one draw.
  44970. * This is specially interesting in deferred rendering or for any effects requiring more than
  44971. * just one color from a single pass.
  44972. * @param name Define the name of the texture
  44973. * @param size Define the size of the buffers to render to
  44974. * @param count Define the number of target we are rendering into
  44975. * @param scene Define the scene the texture belongs to
  44976. * @param options Define the options used to create the multi render target
  44977. */
  44978. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  44979. /** @hidden */
  44980. _rebuild(): void;
  44981. private _createInternalTextures;
  44982. private _createTextures;
  44983. /**
  44984. * Define the number of samples used if MSAA is enabled.
  44985. */
  44986. samples: number;
  44987. /**
  44988. * Resize all the textures in the multi render target.
  44989. * Be carrefull as it will recreate all the data in the new texture.
  44990. * @param size Define the new size
  44991. */
  44992. resize(size: any): void;
  44993. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  44994. /**
  44995. * Dispose the render targets and their associated resources
  44996. */
  44997. dispose(): void;
  44998. /**
  44999. * Release all the underlying texture used as draw buffers.
  45000. */
  45001. releaseInternalTextures(): void;
  45002. }
  45003. }
  45004. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45005. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45006. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45007. import { Nullable } from "babylonjs/types";
  45008. module "babylonjs/Engines/engine" {
  45009. interface Engine {
  45010. /**
  45011. * Unbind a list of render target textures from the webGL context
  45012. * This is used only when drawBuffer extension or webGL2 are active
  45013. * @param textures defines the render target textures to unbind
  45014. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45015. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45016. */
  45017. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45018. /**
  45019. * Create a multi render target texture
  45020. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45021. * @param size defines the size of the texture
  45022. * @param options defines the creation options
  45023. * @returns the cube texture as an InternalTexture
  45024. */
  45025. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45026. /**
  45027. * Update the sample count for a given multiple render target texture
  45028. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45029. * @param textures defines the textures to update
  45030. * @param samples defines the sample count to set
  45031. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45032. */
  45033. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45034. }
  45035. }
  45036. }
  45037. declare module "babylonjs/Engines/Extensions/index" {
  45038. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45039. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45040. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45041. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45042. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45043. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45044. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45045. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45046. }
  45047. declare module "babylonjs/Engines/index" {
  45048. export * from "babylonjs/Engines/constants";
  45049. export * from "babylonjs/Engines/engine";
  45050. export * from "babylonjs/Engines/engineStore";
  45051. export * from "babylonjs/Engines/nullEngine";
  45052. export * from "babylonjs/Engines/Extensions/index";
  45053. export * from "babylonjs/Engines/IPipelineContext";
  45054. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  45055. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45056. }
  45057. declare module "babylonjs/Events/clipboardEvents" {
  45058. /**
  45059. * Gather the list of clipboard event types as constants.
  45060. */
  45061. export class ClipboardEventTypes {
  45062. /**
  45063. * The clipboard event is fired when a copy command is active (pressed).
  45064. */
  45065. static readonly COPY: number;
  45066. /**
  45067. * The clipboard event is fired when a cut command is active (pressed).
  45068. */
  45069. static readonly CUT: number;
  45070. /**
  45071. * The clipboard event is fired when a paste command is active (pressed).
  45072. */
  45073. static readonly PASTE: number;
  45074. }
  45075. /**
  45076. * This class is used to store clipboard related info for the onClipboardObservable event.
  45077. */
  45078. export class ClipboardInfo {
  45079. /**
  45080. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45081. */
  45082. type: number;
  45083. /**
  45084. * Defines the related dom event
  45085. */
  45086. event: ClipboardEvent;
  45087. /**
  45088. *Creates an instance of ClipboardInfo.
  45089. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  45090. * @param event Defines the related dom event
  45091. */
  45092. constructor(
  45093. /**
  45094. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45095. */
  45096. type: number,
  45097. /**
  45098. * Defines the related dom event
  45099. */
  45100. event: ClipboardEvent);
  45101. /**
  45102. * Get the clipboard event's type from the keycode.
  45103. * @param keyCode Defines the keyCode for the current keyboard event.
  45104. * @return {number}
  45105. */
  45106. static GetTypeFromCharacter(keyCode: number): number;
  45107. }
  45108. }
  45109. declare module "babylonjs/Events/index" {
  45110. export * from "babylonjs/Events/keyboardEvents";
  45111. export * from "babylonjs/Events/pointerEvents";
  45112. export * from "babylonjs/Events/clipboardEvents";
  45113. }
  45114. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  45115. import { Scene } from "babylonjs/scene";
  45116. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45117. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45118. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45119. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45120. /**
  45121. * Google Daydream controller
  45122. */
  45123. export class DaydreamController extends WebVRController {
  45124. /**
  45125. * Base Url for the controller model.
  45126. */
  45127. static MODEL_BASE_URL: string;
  45128. /**
  45129. * File name for the controller model.
  45130. */
  45131. static MODEL_FILENAME: string;
  45132. /**
  45133. * Gamepad Id prefix used to identify Daydream Controller.
  45134. */
  45135. static readonly GAMEPAD_ID_PREFIX: string;
  45136. /**
  45137. * Creates a new DaydreamController from a gamepad
  45138. * @param vrGamepad the gamepad that the controller should be created from
  45139. */
  45140. constructor(vrGamepad: any);
  45141. /**
  45142. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45143. * @param scene scene in which to add meshes
  45144. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45145. */
  45146. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45147. /**
  45148. * Called once for each button that changed state since the last frame
  45149. * @param buttonIdx Which button index changed
  45150. * @param state New state of the button
  45151. * @param changes Which properties on the state changed since last frame
  45152. */
  45153. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45154. }
  45155. }
  45156. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  45157. import { Scene } from "babylonjs/scene";
  45158. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45159. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45160. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45161. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45162. /**
  45163. * Gear VR Controller
  45164. */
  45165. export class GearVRController extends WebVRController {
  45166. /**
  45167. * Base Url for the controller model.
  45168. */
  45169. static MODEL_BASE_URL: string;
  45170. /**
  45171. * File name for the controller model.
  45172. */
  45173. static MODEL_FILENAME: string;
  45174. /**
  45175. * Gamepad Id prefix used to identify this controller.
  45176. */
  45177. static readonly GAMEPAD_ID_PREFIX: string;
  45178. private readonly _buttonIndexToObservableNameMap;
  45179. /**
  45180. * Creates a new GearVRController from a gamepad
  45181. * @param vrGamepad the gamepad that the controller should be created from
  45182. */
  45183. constructor(vrGamepad: any);
  45184. /**
  45185. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45186. * @param scene scene in which to add meshes
  45187. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45188. */
  45189. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45190. /**
  45191. * Called once for each button that changed state since the last frame
  45192. * @param buttonIdx Which button index changed
  45193. * @param state New state of the button
  45194. * @param changes Which properties on the state changed since last frame
  45195. */
  45196. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45197. }
  45198. }
  45199. declare module "babylonjs/Gamepads/Controllers/index" {
  45200. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  45201. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  45202. export * from "babylonjs/Gamepads/Controllers/genericController";
  45203. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  45204. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45205. export * from "babylonjs/Gamepads/Controllers/viveController";
  45206. export * from "babylonjs/Gamepads/Controllers/webVRController";
  45207. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  45208. }
  45209. declare module "babylonjs/Gamepads/index" {
  45210. export * from "babylonjs/Gamepads/Controllers/index";
  45211. export * from "babylonjs/Gamepads/gamepad";
  45212. export * from "babylonjs/Gamepads/gamepadManager";
  45213. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  45214. export * from "babylonjs/Gamepads/xboxGamepad";
  45215. }
  45216. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  45217. import { Scene } from "babylonjs/scene";
  45218. import { Vector4 } from "babylonjs/Maths/math.vector";
  45219. import { Color4 } from "babylonjs/Maths/math.color";
  45220. import { Mesh } from "babylonjs/Meshes/mesh";
  45221. import { Nullable } from "babylonjs/types";
  45222. /**
  45223. * Class containing static functions to help procedurally build meshes
  45224. */
  45225. export class PolyhedronBuilder {
  45226. /**
  45227. * Creates a polyhedron mesh
  45228. * * 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
  45229. * * The parameter `size` (positive float, default 1) sets the polygon size
  45230. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  45231. * * 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`
  45232. * * 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
  45233. * * 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)`)
  45234. * * 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
  45235. * * 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
  45236. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45237. * * If you create a double-sided mesh, you can choose what parts of 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
  45238. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45239. * @param name defines the name of the mesh
  45240. * @param options defines the options used to create the mesh
  45241. * @param scene defines the hosting scene
  45242. * @returns the polyhedron mesh
  45243. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  45244. */
  45245. static CreatePolyhedron(name: string, options: {
  45246. type?: number;
  45247. size?: number;
  45248. sizeX?: number;
  45249. sizeY?: number;
  45250. sizeZ?: number;
  45251. custom?: any;
  45252. faceUV?: Vector4[];
  45253. faceColors?: Color4[];
  45254. flat?: boolean;
  45255. updatable?: boolean;
  45256. sideOrientation?: number;
  45257. frontUVs?: Vector4;
  45258. backUVs?: Vector4;
  45259. }, scene?: Nullable<Scene>): Mesh;
  45260. }
  45261. }
  45262. declare module "babylonjs/Gizmos/scaleGizmo" {
  45263. import { Observable } from "babylonjs/Misc/observable";
  45264. import { Nullable } from "babylonjs/types";
  45265. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45266. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45267. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  45268. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45269. /**
  45270. * Gizmo that enables scaling a mesh along 3 axis
  45271. */
  45272. export class ScaleGizmo extends Gizmo {
  45273. /**
  45274. * Internal gizmo used for interactions on the x axis
  45275. */
  45276. xGizmo: AxisScaleGizmo;
  45277. /**
  45278. * Internal gizmo used for interactions on the y axis
  45279. */
  45280. yGizmo: AxisScaleGizmo;
  45281. /**
  45282. * Internal gizmo used for interactions on the z axis
  45283. */
  45284. zGizmo: AxisScaleGizmo;
  45285. /**
  45286. * Internal gizmo used to scale all axis equally
  45287. */
  45288. uniformScaleGizmo: AxisScaleGizmo;
  45289. private _meshAttached;
  45290. private _updateGizmoRotationToMatchAttachedMesh;
  45291. private _snapDistance;
  45292. private _scaleRatio;
  45293. private _uniformScalingMesh;
  45294. private _octahedron;
  45295. /** Fires an event when any of it's sub gizmos are dragged */
  45296. onDragStartObservable: Observable<unknown>;
  45297. /** Fires an event when any of it's sub gizmos are released from dragging */
  45298. onDragEndObservable: Observable<unknown>;
  45299. attachedMesh: Nullable<AbstractMesh>;
  45300. /**
  45301. * Creates a ScaleGizmo
  45302. * @param gizmoLayer The utility layer the gizmo will be added to
  45303. */
  45304. constructor(gizmoLayer?: UtilityLayerRenderer);
  45305. updateGizmoRotationToMatchAttachedMesh: boolean;
  45306. /**
  45307. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45308. */
  45309. snapDistance: number;
  45310. /**
  45311. * Ratio for the scale of the gizmo (Default: 1)
  45312. */
  45313. scaleRatio: number;
  45314. /**
  45315. * Disposes of the gizmo
  45316. */
  45317. dispose(): void;
  45318. }
  45319. }
  45320. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  45321. import { Observable } from "babylonjs/Misc/observable";
  45322. import { Nullable } from "babylonjs/types";
  45323. import { Vector3 } from "babylonjs/Maths/math.vector";
  45324. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45325. import { Mesh } from "babylonjs/Meshes/mesh";
  45326. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45327. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45328. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45329. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45330. import { Color3 } from "babylonjs/Maths/math.color";
  45331. /**
  45332. * Single axis scale gizmo
  45333. */
  45334. export class AxisScaleGizmo extends Gizmo {
  45335. /**
  45336. * Drag behavior responsible for the gizmos dragging interactions
  45337. */
  45338. dragBehavior: PointerDragBehavior;
  45339. private _pointerObserver;
  45340. /**
  45341. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45342. */
  45343. snapDistance: number;
  45344. /**
  45345. * Event that fires each time the gizmo snaps to a new location.
  45346. * * snapDistance is the the change in distance
  45347. */
  45348. onSnapObservable: Observable<{
  45349. snapDistance: number;
  45350. }>;
  45351. /**
  45352. * If the scaling operation should be done on all axis (default: false)
  45353. */
  45354. uniformScaling: boolean;
  45355. private _isEnabled;
  45356. private _parent;
  45357. private _arrow;
  45358. private _coloredMaterial;
  45359. private _hoverMaterial;
  45360. /**
  45361. * Creates an AxisScaleGizmo
  45362. * @param gizmoLayer The utility layer the gizmo will be added to
  45363. * @param dragAxis The axis which the gizmo will be able to scale on
  45364. * @param color The color of the gizmo
  45365. */
  45366. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  45367. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45368. /**
  45369. * If the gizmo is enabled
  45370. */
  45371. isEnabled: boolean;
  45372. /**
  45373. * Disposes of the gizmo
  45374. */
  45375. dispose(): void;
  45376. /**
  45377. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45378. * @param mesh The mesh to replace the default mesh of the gizmo
  45379. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  45380. */
  45381. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  45382. }
  45383. }
  45384. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  45385. import { Observable } from "babylonjs/Misc/observable";
  45386. import { Nullable } from "babylonjs/types";
  45387. import { Vector3 } from "babylonjs/Maths/math.vector";
  45388. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45389. import { Mesh } from "babylonjs/Meshes/mesh";
  45390. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45391. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45392. import { Color3 } from "babylonjs/Maths/math.color";
  45393. import "babylonjs/Meshes/Builders/boxBuilder";
  45394. /**
  45395. * Bounding box gizmo
  45396. */
  45397. export class BoundingBoxGizmo extends Gizmo {
  45398. private _lineBoundingBox;
  45399. private _rotateSpheresParent;
  45400. private _scaleBoxesParent;
  45401. private _boundingDimensions;
  45402. private _renderObserver;
  45403. private _pointerObserver;
  45404. private _scaleDragSpeed;
  45405. private _tmpQuaternion;
  45406. private _tmpVector;
  45407. private _tmpRotationMatrix;
  45408. /**
  45409. * 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)
  45410. */
  45411. ignoreChildren: boolean;
  45412. /**
  45413. * 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)
  45414. */
  45415. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  45416. /**
  45417. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  45418. */
  45419. rotationSphereSize: number;
  45420. /**
  45421. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  45422. */
  45423. scaleBoxSize: number;
  45424. /**
  45425. * 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)
  45426. */
  45427. fixedDragMeshScreenSize: boolean;
  45428. /**
  45429. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  45430. */
  45431. fixedDragMeshScreenSizeDistanceFactor: number;
  45432. /**
  45433. * Fired when a rotation sphere or scale box is dragged
  45434. */
  45435. onDragStartObservable: Observable<{}>;
  45436. /**
  45437. * Fired when a scale box is dragged
  45438. */
  45439. onScaleBoxDragObservable: Observable<{}>;
  45440. /**
  45441. * Fired when a scale box drag is ended
  45442. */
  45443. onScaleBoxDragEndObservable: Observable<{}>;
  45444. /**
  45445. * Fired when a rotation sphere is dragged
  45446. */
  45447. onRotationSphereDragObservable: Observable<{}>;
  45448. /**
  45449. * Fired when a rotation sphere drag is ended
  45450. */
  45451. onRotationSphereDragEndObservable: Observable<{}>;
  45452. /**
  45453. * 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)
  45454. */
  45455. scalePivot: Nullable<Vector3>;
  45456. /**
  45457. * Mesh used as a pivot to rotate the attached mesh
  45458. */
  45459. private _anchorMesh;
  45460. private _existingMeshScale;
  45461. private _dragMesh;
  45462. private pointerDragBehavior;
  45463. private coloredMaterial;
  45464. private hoverColoredMaterial;
  45465. /**
  45466. * Sets the color of the bounding box gizmo
  45467. * @param color the color to set
  45468. */
  45469. setColor(color: Color3): void;
  45470. /**
  45471. * Creates an BoundingBoxGizmo
  45472. * @param gizmoLayer The utility layer the gizmo will be added to
  45473. * @param color The color of the gizmo
  45474. */
  45475. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  45476. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45477. private _selectNode;
  45478. /**
  45479. * Updates the bounding box information for the Gizmo
  45480. */
  45481. updateBoundingBox(): void;
  45482. private _updateRotationSpheres;
  45483. private _updateScaleBoxes;
  45484. /**
  45485. * Enables rotation on the specified axis and disables rotation on the others
  45486. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  45487. */
  45488. setEnabledRotationAxis(axis: string): void;
  45489. /**
  45490. * Enables/disables scaling
  45491. * @param enable if scaling should be enabled
  45492. */
  45493. setEnabledScaling(enable: boolean): void;
  45494. private _updateDummy;
  45495. /**
  45496. * Enables a pointer drag behavior on the bounding box of the gizmo
  45497. */
  45498. enableDragBehavior(): void;
  45499. /**
  45500. * Disposes of the gizmo
  45501. */
  45502. dispose(): void;
  45503. /**
  45504. * 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)
  45505. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  45506. * @returns the bounding box mesh with the passed in mesh as a child
  45507. */
  45508. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  45509. /**
  45510. * CustomMeshes are not supported by this gizmo
  45511. * @param mesh The mesh to replace the default mesh of the gizmo
  45512. */
  45513. setCustomMesh(mesh: Mesh): void;
  45514. }
  45515. }
  45516. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  45517. import { Observable } from "babylonjs/Misc/observable";
  45518. import { Nullable } from "babylonjs/types";
  45519. import { Vector3 } from "babylonjs/Maths/math.vector";
  45520. import { Color3 } from "babylonjs/Maths/math.color";
  45521. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45522. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45523. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45524. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45525. import "babylonjs/Meshes/Builders/linesBuilder";
  45526. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45527. /**
  45528. * Single plane rotation gizmo
  45529. */
  45530. export class PlaneRotationGizmo extends Gizmo {
  45531. /**
  45532. * Drag behavior responsible for the gizmos dragging interactions
  45533. */
  45534. dragBehavior: PointerDragBehavior;
  45535. private _pointerObserver;
  45536. /**
  45537. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  45538. */
  45539. snapDistance: number;
  45540. /**
  45541. * Event that fires each time the gizmo snaps to a new location.
  45542. * * snapDistance is the the change in distance
  45543. */
  45544. onSnapObservable: Observable<{
  45545. snapDistance: number;
  45546. }>;
  45547. private _isEnabled;
  45548. private _parent;
  45549. /**
  45550. * Creates a PlaneRotationGizmo
  45551. * @param gizmoLayer The utility layer the gizmo will be added to
  45552. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  45553. * @param color The color of the gizmo
  45554. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45555. */
  45556. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
  45557. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45558. /**
  45559. * If the gizmo is enabled
  45560. */
  45561. isEnabled: boolean;
  45562. /**
  45563. * Disposes of the gizmo
  45564. */
  45565. dispose(): void;
  45566. }
  45567. }
  45568. declare module "babylonjs/Gizmos/rotationGizmo" {
  45569. import { Observable } from "babylonjs/Misc/observable";
  45570. import { Nullable } from "babylonjs/types";
  45571. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45572. import { Mesh } from "babylonjs/Meshes/mesh";
  45573. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45574. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  45575. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45576. /**
  45577. * Gizmo that enables rotating a mesh along 3 axis
  45578. */
  45579. export class RotationGizmo extends Gizmo {
  45580. /**
  45581. * Internal gizmo used for interactions on the x axis
  45582. */
  45583. xGizmo: PlaneRotationGizmo;
  45584. /**
  45585. * Internal gizmo used for interactions on the y axis
  45586. */
  45587. yGizmo: PlaneRotationGizmo;
  45588. /**
  45589. * Internal gizmo used for interactions on the z axis
  45590. */
  45591. zGizmo: PlaneRotationGizmo;
  45592. /** Fires an event when any of it's sub gizmos are dragged */
  45593. onDragStartObservable: Observable<unknown>;
  45594. /** Fires an event when any of it's sub gizmos are released from dragging */
  45595. onDragEndObservable: Observable<unknown>;
  45596. private _meshAttached;
  45597. attachedMesh: Nullable<AbstractMesh>;
  45598. /**
  45599. * Creates a RotationGizmo
  45600. * @param gizmoLayer The utility layer the gizmo will be added to
  45601. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45602. */
  45603. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
  45604. updateGizmoRotationToMatchAttachedMesh: boolean;
  45605. /**
  45606. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45607. */
  45608. snapDistance: number;
  45609. /**
  45610. * Ratio for the scale of the gizmo (Default: 1)
  45611. */
  45612. scaleRatio: number;
  45613. /**
  45614. * Disposes of the gizmo
  45615. */
  45616. dispose(): void;
  45617. /**
  45618. * CustomMeshes are not supported by this gizmo
  45619. * @param mesh The mesh to replace the default mesh of the gizmo
  45620. */
  45621. setCustomMesh(mesh: Mesh): void;
  45622. }
  45623. }
  45624. declare module "babylonjs/Gizmos/gizmoManager" {
  45625. import { Observable } from "babylonjs/Misc/observable";
  45626. import { Nullable } from "babylonjs/types";
  45627. import { Scene, IDisposable } from "babylonjs/scene";
  45628. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45629. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45630. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  45631. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45632. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45633. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45634. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  45635. /**
  45636. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  45637. */
  45638. export class GizmoManager implements IDisposable {
  45639. private scene;
  45640. /**
  45641. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  45642. */
  45643. gizmos: {
  45644. positionGizmo: Nullable<PositionGizmo>;
  45645. rotationGizmo: Nullable<RotationGizmo>;
  45646. scaleGizmo: Nullable<ScaleGizmo>;
  45647. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  45648. };
  45649. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  45650. clearGizmoOnEmptyPointerEvent: boolean;
  45651. /** Fires an event when the manager is attached to a mesh */
  45652. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  45653. private _gizmosEnabled;
  45654. private _pointerObserver;
  45655. private _attachedMesh;
  45656. private _boundingBoxColor;
  45657. private _defaultUtilityLayer;
  45658. private _defaultKeepDepthUtilityLayer;
  45659. /**
  45660. * When bounding box gizmo is enabled, this can be used to track drag/end events
  45661. */
  45662. boundingBoxDragBehavior: SixDofDragBehavior;
  45663. /**
  45664. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  45665. */
  45666. attachableMeshes: Nullable<Array<AbstractMesh>>;
  45667. /**
  45668. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  45669. */
  45670. usePointerToAttachGizmos: boolean;
  45671. /**
  45672. * Utility layer that the bounding box gizmo belongs to
  45673. */
  45674. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  45675. /**
  45676. * Utility layer that all gizmos besides bounding box belong to
  45677. */
  45678. readonly utilityLayer: UtilityLayerRenderer;
  45679. /**
  45680. * Instatiates a gizmo manager
  45681. * @param scene the scene to overlay the gizmos on top of
  45682. */
  45683. constructor(scene: Scene);
  45684. /**
  45685. * Attaches a set of gizmos to the specified mesh
  45686. * @param mesh The mesh the gizmo's should be attached to
  45687. */
  45688. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  45689. /**
  45690. * If the position gizmo is enabled
  45691. */
  45692. positionGizmoEnabled: boolean;
  45693. /**
  45694. * If the rotation gizmo is enabled
  45695. */
  45696. rotationGizmoEnabled: boolean;
  45697. /**
  45698. * If the scale gizmo is enabled
  45699. */
  45700. scaleGizmoEnabled: boolean;
  45701. /**
  45702. * If the boundingBox gizmo is enabled
  45703. */
  45704. boundingBoxGizmoEnabled: boolean;
  45705. /**
  45706. * Disposes of the gizmo manager
  45707. */
  45708. dispose(): void;
  45709. }
  45710. }
  45711. declare module "babylonjs/Lights/directionalLight" {
  45712. import { Camera } from "babylonjs/Cameras/camera";
  45713. import { Scene } from "babylonjs/scene";
  45714. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  45715. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45716. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  45717. import { Effect } from "babylonjs/Materials/effect";
  45718. /**
  45719. * A directional light is defined by a direction (what a surprise!).
  45720. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  45721. * 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.
  45722. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45723. */
  45724. export class DirectionalLight extends ShadowLight {
  45725. private _shadowFrustumSize;
  45726. /**
  45727. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  45728. */
  45729. /**
  45730. * Specifies a fix frustum size for the shadow generation.
  45731. */
  45732. shadowFrustumSize: number;
  45733. private _shadowOrthoScale;
  45734. /**
  45735. * Gets the shadow projection scale against the optimal computed one.
  45736. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45737. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45738. */
  45739. /**
  45740. * Sets the shadow projection scale against the optimal computed one.
  45741. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45742. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45743. */
  45744. shadowOrthoScale: number;
  45745. /**
  45746. * Automatically compute the projection matrix to best fit (including all the casters)
  45747. * on each frame.
  45748. */
  45749. autoUpdateExtends: boolean;
  45750. private _orthoLeft;
  45751. private _orthoRight;
  45752. private _orthoTop;
  45753. private _orthoBottom;
  45754. /**
  45755. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  45756. * The directional light is emitted from everywhere in the given direction.
  45757. * It can cast shadows.
  45758. * Documentation : https://doc.babylonjs.com/babylon101/lights
  45759. * @param name The friendly name of the light
  45760. * @param direction The direction of the light
  45761. * @param scene The scene the light belongs to
  45762. */
  45763. constructor(name: string, direction: Vector3, scene: Scene);
  45764. /**
  45765. * Returns the string "DirectionalLight".
  45766. * @return The class name
  45767. */
  45768. getClassName(): string;
  45769. /**
  45770. * Returns the integer 1.
  45771. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  45772. */
  45773. getTypeID(): number;
  45774. /**
  45775. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  45776. * Returns the DirectionalLight Shadow projection matrix.
  45777. */
  45778. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45779. /**
  45780. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  45781. * Returns the DirectionalLight Shadow projection matrix.
  45782. */
  45783. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  45784. /**
  45785. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  45786. * Returns the DirectionalLight Shadow projection matrix.
  45787. */
  45788. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45789. protected _buildUniformLayout(): void;
  45790. /**
  45791. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  45792. * @param effect The effect to update
  45793. * @param lightIndex The index of the light in the effect to update
  45794. * @returns The directional light
  45795. */
  45796. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  45797. /**
  45798. * Gets the minZ used for shadow according to both the scene and the light.
  45799. *
  45800. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45801. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45802. * @param activeCamera The camera we are returning the min for
  45803. * @returns the depth min z
  45804. */
  45805. getDepthMinZ(activeCamera: Camera): number;
  45806. /**
  45807. * Gets the maxZ used for shadow according to both the scene and the light.
  45808. *
  45809. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45810. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45811. * @param activeCamera The camera we are returning the max for
  45812. * @returns the depth max z
  45813. */
  45814. getDepthMaxZ(activeCamera: Camera): number;
  45815. /**
  45816. * Prepares the list of defines specific to the light type.
  45817. * @param defines the list of defines
  45818. * @param lightIndex defines the index of the light for the effect
  45819. */
  45820. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  45821. }
  45822. }
  45823. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  45824. import { Mesh } from "babylonjs/Meshes/mesh";
  45825. /**
  45826. * Class containing static functions to help procedurally build meshes
  45827. */
  45828. export class HemisphereBuilder {
  45829. /**
  45830. * Creates a hemisphere mesh
  45831. * @param name defines the name of the mesh
  45832. * @param options defines the options used to create the mesh
  45833. * @param scene defines the hosting scene
  45834. * @returns the hemisphere mesh
  45835. */
  45836. static CreateHemisphere(name: string, options: {
  45837. segments?: number;
  45838. diameter?: number;
  45839. sideOrientation?: number;
  45840. }, scene: any): Mesh;
  45841. }
  45842. }
  45843. declare module "babylonjs/Lights/spotLight" {
  45844. import { Nullable } from "babylonjs/types";
  45845. import { Scene } from "babylonjs/scene";
  45846. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  45847. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45848. import { Effect } from "babylonjs/Materials/effect";
  45849. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  45850. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  45851. /**
  45852. * A spot light is defined by a position, a direction, an angle, and an exponent.
  45853. * These values define a cone of light starting from the position, emitting toward the direction.
  45854. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  45855. * and the exponent defines the speed of the decay of the light with distance (reach).
  45856. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45857. */
  45858. export class SpotLight extends ShadowLight {
  45859. private _angle;
  45860. private _innerAngle;
  45861. private _cosHalfAngle;
  45862. private _lightAngleScale;
  45863. private _lightAngleOffset;
  45864. /**
  45865. * Gets the cone angle of the spot light in Radians.
  45866. */
  45867. /**
  45868. * Sets the cone angle of the spot light in Radians.
  45869. */
  45870. angle: number;
  45871. /**
  45872. * Only used in gltf falloff mode, this defines the angle where
  45873. * the directional falloff will start before cutting at angle which could be seen
  45874. * as outer angle.
  45875. */
  45876. /**
  45877. * Only used in gltf falloff mode, this defines the angle where
  45878. * the directional falloff will start before cutting at angle which could be seen
  45879. * as outer angle.
  45880. */
  45881. innerAngle: number;
  45882. private _shadowAngleScale;
  45883. /**
  45884. * Allows scaling the angle of the light for shadow generation only.
  45885. */
  45886. /**
  45887. * Allows scaling the angle of the light for shadow generation only.
  45888. */
  45889. shadowAngleScale: number;
  45890. /**
  45891. * The light decay speed with the distance from the emission spot.
  45892. */
  45893. exponent: number;
  45894. private _projectionTextureMatrix;
  45895. /**
  45896. * Allows reading the projecton texture
  45897. */
  45898. readonly projectionTextureMatrix: Matrix;
  45899. protected _projectionTextureLightNear: number;
  45900. /**
  45901. * Gets the near clip of the Spotlight for texture projection.
  45902. */
  45903. /**
  45904. * Sets the near clip of the Spotlight for texture projection.
  45905. */
  45906. projectionTextureLightNear: number;
  45907. protected _projectionTextureLightFar: number;
  45908. /**
  45909. * Gets the far clip of the Spotlight for texture projection.
  45910. */
  45911. /**
  45912. * Sets the far clip of the Spotlight for texture projection.
  45913. */
  45914. projectionTextureLightFar: number;
  45915. protected _projectionTextureUpDirection: Vector3;
  45916. /**
  45917. * Gets the Up vector of the Spotlight for texture projection.
  45918. */
  45919. /**
  45920. * Sets the Up vector of the Spotlight for texture projection.
  45921. */
  45922. projectionTextureUpDirection: Vector3;
  45923. private _projectionTexture;
  45924. /**
  45925. * Gets the projection texture of the light.
  45926. */
  45927. /**
  45928. * Sets the projection texture of the light.
  45929. */
  45930. projectionTexture: Nullable<BaseTexture>;
  45931. private _projectionTextureViewLightDirty;
  45932. private _projectionTextureProjectionLightDirty;
  45933. private _projectionTextureDirty;
  45934. private _projectionTextureViewTargetVector;
  45935. private _projectionTextureViewLightMatrix;
  45936. private _projectionTextureProjectionLightMatrix;
  45937. private _projectionTextureScalingMatrix;
  45938. /**
  45939. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  45940. * It can cast shadows.
  45941. * Documentation : https://doc.babylonjs.com/babylon101/lights
  45942. * @param name The light friendly name
  45943. * @param position The position of the spot light in the scene
  45944. * @param direction The direction of the light in the scene
  45945. * @param angle The cone angle of the light in Radians
  45946. * @param exponent The light decay speed with the distance from the emission spot
  45947. * @param scene The scene the lights belongs to
  45948. */
  45949. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  45950. /**
  45951. * Returns the string "SpotLight".
  45952. * @returns the class name
  45953. */
  45954. getClassName(): string;
  45955. /**
  45956. * Returns the integer 2.
  45957. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  45958. */
  45959. getTypeID(): number;
  45960. /**
  45961. * Overrides the direction setter to recompute the projection texture view light Matrix.
  45962. */
  45963. protected _setDirection(value: Vector3): void;
  45964. /**
  45965. * Overrides the position setter to recompute the projection texture view light Matrix.
  45966. */
  45967. protected _setPosition(value: Vector3): void;
  45968. /**
  45969. * 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.
  45970. * Returns the SpotLight.
  45971. */
  45972. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45973. protected _computeProjectionTextureViewLightMatrix(): void;
  45974. protected _computeProjectionTextureProjectionLightMatrix(): void;
  45975. /**
  45976. * Main function for light texture projection matrix computing.
  45977. */
  45978. protected _computeProjectionTextureMatrix(): void;
  45979. protected _buildUniformLayout(): void;
  45980. private _computeAngleValues;
  45981. /**
  45982. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  45983. * @param effect The effect to update
  45984. * @param lightIndex The index of the light in the effect to update
  45985. * @returns The spot light
  45986. */
  45987. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  45988. /**
  45989. * Disposes the light and the associated resources.
  45990. */
  45991. dispose(): void;
  45992. /**
  45993. * Prepares the list of defines specific to the light type.
  45994. * @param defines the list of defines
  45995. * @param lightIndex defines the index of the light for the effect
  45996. */
  45997. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  45998. }
  45999. }
  46000. declare module "babylonjs/Gizmos/lightGizmo" {
  46001. import { Nullable } from "babylonjs/types";
  46002. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46003. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46004. import { Light } from "babylonjs/Lights/light";
  46005. /**
  46006. * Gizmo that enables viewing a light
  46007. */
  46008. export class LightGizmo extends Gizmo {
  46009. private _lightMesh;
  46010. private _material;
  46011. private cachedPosition;
  46012. private cachedForward;
  46013. /**
  46014. * Creates a LightGizmo
  46015. * @param gizmoLayer The utility layer the gizmo will be added to
  46016. */
  46017. constructor(gizmoLayer?: UtilityLayerRenderer);
  46018. private _light;
  46019. /**
  46020. * The light that the gizmo is attached to
  46021. */
  46022. light: Nullable<Light>;
  46023. /**
  46024. * @hidden
  46025. * Updates the gizmo to match the attached mesh's position/rotation
  46026. */
  46027. protected _update(): void;
  46028. private static _Scale;
  46029. /**
  46030. * Creates the lines for a light mesh
  46031. */
  46032. private static _createLightLines;
  46033. /**
  46034. * Disposes of the light gizmo
  46035. */
  46036. dispose(): void;
  46037. private static _CreateHemisphericLightMesh;
  46038. private static _CreatePointLightMesh;
  46039. private static _CreateSpotLightMesh;
  46040. private static _CreateDirectionalLightMesh;
  46041. }
  46042. }
  46043. declare module "babylonjs/Gizmos/index" {
  46044. export * from "babylonjs/Gizmos/axisDragGizmo";
  46045. export * from "babylonjs/Gizmos/axisScaleGizmo";
  46046. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  46047. export * from "babylonjs/Gizmos/gizmo";
  46048. export * from "babylonjs/Gizmos/gizmoManager";
  46049. export * from "babylonjs/Gizmos/planeRotationGizmo";
  46050. export * from "babylonjs/Gizmos/positionGizmo";
  46051. export * from "babylonjs/Gizmos/rotationGizmo";
  46052. export * from "babylonjs/Gizmos/scaleGizmo";
  46053. export * from "babylonjs/Gizmos/lightGizmo";
  46054. export * from "babylonjs/Gizmos/planeDragGizmo";
  46055. }
  46056. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  46057. /** @hidden */
  46058. export var backgroundFragmentDeclaration: {
  46059. name: string;
  46060. shader: string;
  46061. };
  46062. }
  46063. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  46064. /** @hidden */
  46065. export var backgroundUboDeclaration: {
  46066. name: string;
  46067. shader: string;
  46068. };
  46069. }
  46070. declare module "babylonjs/Shaders/background.fragment" {
  46071. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  46072. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46073. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  46074. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  46075. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46076. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46077. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46078. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  46079. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  46080. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  46081. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  46082. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  46083. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  46084. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  46085. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  46086. /** @hidden */
  46087. export var backgroundPixelShader: {
  46088. name: string;
  46089. shader: string;
  46090. };
  46091. }
  46092. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  46093. /** @hidden */
  46094. export var backgroundVertexDeclaration: {
  46095. name: string;
  46096. shader: string;
  46097. };
  46098. }
  46099. declare module "babylonjs/Shaders/background.vertex" {
  46100. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  46101. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46102. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46103. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  46104. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  46105. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  46106. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  46107. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46108. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46109. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  46110. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  46111. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  46112. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  46113. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  46114. /** @hidden */
  46115. export var backgroundVertexShader: {
  46116. name: string;
  46117. shader: string;
  46118. };
  46119. }
  46120. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  46121. import { Nullable, int, float } from "babylonjs/types";
  46122. import { Scene } from "babylonjs/scene";
  46123. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46124. import { SubMesh } from "babylonjs/Meshes/subMesh";
  46125. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46126. import { Mesh } from "babylonjs/Meshes/mesh";
  46127. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  46128. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  46129. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  46130. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46131. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  46132. import { Color3 } from "babylonjs/Maths/math.color";
  46133. import "babylonjs/Shaders/background.fragment";
  46134. import "babylonjs/Shaders/background.vertex";
  46135. /**
  46136. * Background material used to create an efficient environement around your scene.
  46137. */
  46138. export class BackgroundMaterial extends PushMaterial {
  46139. /**
  46140. * Standard reflectance value at parallel view angle.
  46141. */
  46142. static StandardReflectance0: number;
  46143. /**
  46144. * Standard reflectance value at grazing angle.
  46145. */
  46146. static StandardReflectance90: number;
  46147. protected _primaryColor: Color3;
  46148. /**
  46149. * Key light Color (multiply against the environement texture)
  46150. */
  46151. primaryColor: Color3;
  46152. protected __perceptualColor: Nullable<Color3>;
  46153. /**
  46154. * Experimental Internal Use Only.
  46155. *
  46156. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  46157. * This acts as a helper to set the primary color to a more "human friendly" value.
  46158. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  46159. * output color as close as possible from the chosen value.
  46160. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  46161. * part of lighting setup.)
  46162. */
  46163. _perceptualColor: Nullable<Color3>;
  46164. protected _primaryColorShadowLevel: float;
  46165. /**
  46166. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  46167. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  46168. */
  46169. primaryColorShadowLevel: float;
  46170. protected _primaryColorHighlightLevel: float;
  46171. /**
  46172. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  46173. * The primary color is used at the level chosen to define what the white area would look.
  46174. */
  46175. primaryColorHighlightLevel: float;
  46176. protected _reflectionTexture: Nullable<BaseTexture>;
  46177. /**
  46178. * Reflection Texture used in the material.
  46179. * Should be author in a specific way for the best result (refer to the documentation).
  46180. */
  46181. reflectionTexture: Nullable<BaseTexture>;
  46182. protected _reflectionBlur: float;
  46183. /**
  46184. * Reflection Texture level of blur.
  46185. *
  46186. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  46187. * texture twice.
  46188. */
  46189. reflectionBlur: float;
  46190. protected _diffuseTexture: Nullable<BaseTexture>;
  46191. /**
  46192. * Diffuse Texture used in the material.
  46193. * Should be author in a specific way for the best result (refer to the documentation).
  46194. */
  46195. diffuseTexture: Nullable<BaseTexture>;
  46196. protected _shadowLights: Nullable<IShadowLight[]>;
  46197. /**
  46198. * Specify the list of lights casting shadow on the material.
  46199. * All scene shadow lights will be included if null.
  46200. */
  46201. shadowLights: Nullable<IShadowLight[]>;
  46202. protected _shadowLevel: float;
  46203. /**
  46204. * Helps adjusting the shadow to a softer level if required.
  46205. * 0 means black shadows and 1 means no shadows.
  46206. */
  46207. shadowLevel: float;
  46208. protected _sceneCenter: Vector3;
  46209. /**
  46210. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  46211. * It is usually zero but might be interesting to modify according to your setup.
  46212. */
  46213. sceneCenter: Vector3;
  46214. protected _opacityFresnel: boolean;
  46215. /**
  46216. * This helps specifying that the material is falling off to the sky box at grazing angle.
  46217. * This helps ensuring a nice transition when the camera goes under the ground.
  46218. */
  46219. opacityFresnel: boolean;
  46220. protected _reflectionFresnel: boolean;
  46221. /**
  46222. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  46223. * This helps adding a mirror texture on the ground.
  46224. */
  46225. reflectionFresnel: boolean;
  46226. protected _reflectionFalloffDistance: number;
  46227. /**
  46228. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  46229. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  46230. */
  46231. reflectionFalloffDistance: number;
  46232. protected _reflectionAmount: number;
  46233. /**
  46234. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  46235. */
  46236. reflectionAmount: number;
  46237. protected _reflectionReflectance0: number;
  46238. /**
  46239. * This specifies the weight of the reflection at grazing angle.
  46240. */
  46241. reflectionReflectance0: number;
  46242. protected _reflectionReflectance90: number;
  46243. /**
  46244. * This specifies the weight of the reflection at a perpendicular point of view.
  46245. */
  46246. reflectionReflectance90: number;
  46247. /**
  46248. * Sets the reflection reflectance fresnel values according to the default standard
  46249. * empirically know to work well :-)
  46250. */
  46251. reflectionStandardFresnelWeight: number;
  46252. protected _useRGBColor: boolean;
  46253. /**
  46254. * Helps to directly use the maps channels instead of their level.
  46255. */
  46256. useRGBColor: boolean;
  46257. protected _enableNoise: boolean;
  46258. /**
  46259. * This helps reducing the banding effect that could occur on the background.
  46260. */
  46261. enableNoise: boolean;
  46262. /**
  46263. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46264. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  46265. * Recommended to be keep at 1.0 except for special cases.
  46266. */
  46267. fovMultiplier: number;
  46268. private _fovMultiplier;
  46269. /**
  46270. * Enable the FOV adjustment feature controlled by fovMultiplier.
  46271. */
  46272. useEquirectangularFOV: boolean;
  46273. private _maxSimultaneousLights;
  46274. /**
  46275. * Number of Simultaneous lights allowed on the material.
  46276. */
  46277. maxSimultaneousLights: int;
  46278. /**
  46279. * Default configuration related to image processing available in the Background Material.
  46280. */
  46281. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  46282. /**
  46283. * Keep track of the image processing observer to allow dispose and replace.
  46284. */
  46285. private _imageProcessingObserver;
  46286. /**
  46287. * Attaches a new image processing configuration to the PBR Material.
  46288. * @param configuration (if null the scene configuration will be use)
  46289. */
  46290. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  46291. /**
  46292. * Gets the image processing configuration used either in this material.
  46293. */
  46294. /**
  46295. * Sets the Default image processing configuration used either in the this material.
  46296. *
  46297. * If sets to null, the scene one is in use.
  46298. */
  46299. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  46300. /**
  46301. * Gets wether the color curves effect is enabled.
  46302. */
  46303. /**
  46304. * Sets wether the color curves effect is enabled.
  46305. */
  46306. cameraColorCurvesEnabled: boolean;
  46307. /**
  46308. * Gets wether the color grading effect is enabled.
  46309. */
  46310. /**
  46311. * Gets wether the color grading effect is enabled.
  46312. */
  46313. cameraColorGradingEnabled: boolean;
  46314. /**
  46315. * Gets wether tonemapping is enabled or not.
  46316. */
  46317. /**
  46318. * Sets wether tonemapping is enabled or not
  46319. */
  46320. cameraToneMappingEnabled: boolean;
  46321. /**
  46322. * The camera exposure used on this material.
  46323. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46324. * This corresponds to a photographic exposure.
  46325. */
  46326. /**
  46327. * The camera exposure used on this material.
  46328. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46329. * This corresponds to a photographic exposure.
  46330. */
  46331. cameraExposure: float;
  46332. /**
  46333. * Gets The camera contrast used on this material.
  46334. */
  46335. /**
  46336. * Sets The camera contrast used on this material.
  46337. */
  46338. cameraContrast: float;
  46339. /**
  46340. * Gets the Color Grading 2D Lookup Texture.
  46341. */
  46342. /**
  46343. * Sets the Color Grading 2D Lookup Texture.
  46344. */
  46345. cameraColorGradingTexture: Nullable<BaseTexture>;
  46346. /**
  46347. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46348. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46349. * 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;
  46350. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46351. */
  46352. /**
  46353. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46354. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46355. * 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;
  46356. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46357. */
  46358. cameraColorCurves: Nullable<ColorCurves>;
  46359. /**
  46360. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  46361. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  46362. */
  46363. switchToBGR: boolean;
  46364. private _renderTargets;
  46365. private _reflectionControls;
  46366. private _white;
  46367. private _primaryShadowColor;
  46368. private _primaryHighlightColor;
  46369. /**
  46370. * Instantiates a Background Material in the given scene
  46371. * @param name The friendly name of the material
  46372. * @param scene The scene to add the material to
  46373. */
  46374. constructor(name: string, scene: Scene);
  46375. /**
  46376. * Gets a boolean indicating that current material needs to register RTT
  46377. */
  46378. readonly hasRenderTargetTextures: boolean;
  46379. /**
  46380. * The entire material has been created in order to prevent overdraw.
  46381. * @returns false
  46382. */
  46383. needAlphaTesting(): boolean;
  46384. /**
  46385. * The entire material has been created in order to prevent overdraw.
  46386. * @returns true if blending is enable
  46387. */
  46388. needAlphaBlending(): boolean;
  46389. /**
  46390. * Checks wether the material is ready to be rendered for a given mesh.
  46391. * @param mesh The mesh to render
  46392. * @param subMesh The submesh to check against
  46393. * @param useInstances Specify wether or not the material is used with instances
  46394. * @returns true if all the dependencies are ready (Textures, Effects...)
  46395. */
  46396. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  46397. /**
  46398. * Compute the primary color according to the chosen perceptual color.
  46399. */
  46400. private _computePrimaryColorFromPerceptualColor;
  46401. /**
  46402. * Compute the highlights and shadow colors according to their chosen levels.
  46403. */
  46404. private _computePrimaryColors;
  46405. /**
  46406. * Build the uniform buffer used in the material.
  46407. */
  46408. buildUniformLayout(): void;
  46409. /**
  46410. * Unbind the material.
  46411. */
  46412. unbind(): void;
  46413. /**
  46414. * Bind only the world matrix to the material.
  46415. * @param world The world matrix to bind.
  46416. */
  46417. bindOnlyWorldMatrix(world: Matrix): void;
  46418. /**
  46419. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  46420. * @param world The world matrix to bind.
  46421. * @param subMesh The submesh to bind for.
  46422. */
  46423. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46424. /**
  46425. * Dispose the material.
  46426. * @param forceDisposeEffect Force disposal of the associated effect.
  46427. * @param forceDisposeTextures Force disposal of the associated textures.
  46428. */
  46429. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  46430. /**
  46431. * Clones the material.
  46432. * @param name The cloned name.
  46433. * @returns The cloned material.
  46434. */
  46435. clone(name: string): BackgroundMaterial;
  46436. /**
  46437. * Serializes the current material to its JSON representation.
  46438. * @returns The JSON representation.
  46439. */
  46440. serialize(): any;
  46441. /**
  46442. * Gets the class name of the material
  46443. * @returns "BackgroundMaterial"
  46444. */
  46445. getClassName(): string;
  46446. /**
  46447. * Parse a JSON input to create back a background material.
  46448. * @param source The JSON data to parse
  46449. * @param scene The scene to create the parsed material in
  46450. * @param rootUrl The root url of the assets the material depends upon
  46451. * @returns the instantiated BackgroundMaterial.
  46452. */
  46453. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  46454. }
  46455. }
  46456. declare module "babylonjs/Helpers/environmentHelper" {
  46457. import { Observable } from "babylonjs/Misc/observable";
  46458. import { Nullable } from "babylonjs/types";
  46459. import { Scene } from "babylonjs/scene";
  46460. import { Vector3 } from "babylonjs/Maths/math.vector";
  46461. import { Color3 } from "babylonjs/Maths/math.color";
  46462. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46463. import { Mesh } from "babylonjs/Meshes/mesh";
  46464. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46465. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  46466. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46467. import "babylonjs/Meshes/Builders/planeBuilder";
  46468. import "babylonjs/Meshes/Builders/boxBuilder";
  46469. /**
  46470. * Represents the different options available during the creation of
  46471. * a Environment helper.
  46472. *
  46473. * This can control the default ground, skybox and image processing setup of your scene.
  46474. */
  46475. export interface IEnvironmentHelperOptions {
  46476. /**
  46477. * Specifies wether or not to create a ground.
  46478. * True by default.
  46479. */
  46480. createGround: boolean;
  46481. /**
  46482. * Specifies the ground size.
  46483. * 15 by default.
  46484. */
  46485. groundSize: number;
  46486. /**
  46487. * The texture used on the ground for the main color.
  46488. * Comes from the BabylonJS CDN by default.
  46489. *
  46490. * Remarks: Can be either a texture or a url.
  46491. */
  46492. groundTexture: string | BaseTexture;
  46493. /**
  46494. * The color mixed in the ground texture by default.
  46495. * BabylonJS clearColor by default.
  46496. */
  46497. groundColor: Color3;
  46498. /**
  46499. * Specifies the ground opacity.
  46500. * 1 by default.
  46501. */
  46502. groundOpacity: number;
  46503. /**
  46504. * Enables the ground to receive shadows.
  46505. * True by default.
  46506. */
  46507. enableGroundShadow: boolean;
  46508. /**
  46509. * Helps preventing the shadow to be fully black on the ground.
  46510. * 0.5 by default.
  46511. */
  46512. groundShadowLevel: number;
  46513. /**
  46514. * Creates a mirror texture attach to the ground.
  46515. * false by default.
  46516. */
  46517. enableGroundMirror: boolean;
  46518. /**
  46519. * Specifies the ground mirror size ratio.
  46520. * 0.3 by default as the default kernel is 64.
  46521. */
  46522. groundMirrorSizeRatio: number;
  46523. /**
  46524. * Specifies the ground mirror blur kernel size.
  46525. * 64 by default.
  46526. */
  46527. groundMirrorBlurKernel: number;
  46528. /**
  46529. * Specifies the ground mirror visibility amount.
  46530. * 1 by default
  46531. */
  46532. groundMirrorAmount: number;
  46533. /**
  46534. * Specifies the ground mirror reflectance weight.
  46535. * This uses the standard weight of the background material to setup the fresnel effect
  46536. * of the mirror.
  46537. * 1 by default.
  46538. */
  46539. groundMirrorFresnelWeight: number;
  46540. /**
  46541. * Specifies the ground mirror Falloff distance.
  46542. * This can helps reducing the size of the reflection.
  46543. * 0 by Default.
  46544. */
  46545. groundMirrorFallOffDistance: number;
  46546. /**
  46547. * Specifies the ground mirror texture type.
  46548. * Unsigned Int by Default.
  46549. */
  46550. groundMirrorTextureType: number;
  46551. /**
  46552. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  46553. * the shown objects.
  46554. */
  46555. groundYBias: number;
  46556. /**
  46557. * Specifies wether or not to create a skybox.
  46558. * True by default.
  46559. */
  46560. createSkybox: boolean;
  46561. /**
  46562. * Specifies the skybox size.
  46563. * 20 by default.
  46564. */
  46565. skyboxSize: number;
  46566. /**
  46567. * The texture used on the skybox for the main color.
  46568. * Comes from the BabylonJS CDN by default.
  46569. *
  46570. * Remarks: Can be either a texture or a url.
  46571. */
  46572. skyboxTexture: string | BaseTexture;
  46573. /**
  46574. * The color mixed in the skybox texture by default.
  46575. * BabylonJS clearColor by default.
  46576. */
  46577. skyboxColor: Color3;
  46578. /**
  46579. * The background rotation around the Y axis of the scene.
  46580. * This helps aligning the key lights of your scene with the background.
  46581. * 0 by default.
  46582. */
  46583. backgroundYRotation: number;
  46584. /**
  46585. * Compute automatically the size of the elements to best fit with the scene.
  46586. */
  46587. sizeAuto: boolean;
  46588. /**
  46589. * Default position of the rootMesh if autoSize is not true.
  46590. */
  46591. rootPosition: Vector3;
  46592. /**
  46593. * Sets up the image processing in the scene.
  46594. * true by default.
  46595. */
  46596. setupImageProcessing: boolean;
  46597. /**
  46598. * The texture used as your environment texture in the scene.
  46599. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  46600. *
  46601. * Remarks: Can be either a texture or a url.
  46602. */
  46603. environmentTexture: string | BaseTexture;
  46604. /**
  46605. * The value of the exposure to apply to the scene.
  46606. * 0.6 by default if setupImageProcessing is true.
  46607. */
  46608. cameraExposure: number;
  46609. /**
  46610. * The value of the contrast to apply to the scene.
  46611. * 1.6 by default if setupImageProcessing is true.
  46612. */
  46613. cameraContrast: number;
  46614. /**
  46615. * Specifies wether or not tonemapping should be enabled in the scene.
  46616. * true by default if setupImageProcessing is true.
  46617. */
  46618. toneMappingEnabled: boolean;
  46619. }
  46620. /**
  46621. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  46622. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  46623. * It also helps with the default setup of your imageProcessing configuration.
  46624. */
  46625. export class EnvironmentHelper {
  46626. /**
  46627. * Default ground texture URL.
  46628. */
  46629. private static _groundTextureCDNUrl;
  46630. /**
  46631. * Default skybox texture URL.
  46632. */
  46633. private static _skyboxTextureCDNUrl;
  46634. /**
  46635. * Default environment texture URL.
  46636. */
  46637. private static _environmentTextureCDNUrl;
  46638. /**
  46639. * Creates the default options for the helper.
  46640. */
  46641. private static _getDefaultOptions;
  46642. private _rootMesh;
  46643. /**
  46644. * Gets the root mesh created by the helper.
  46645. */
  46646. readonly rootMesh: Mesh;
  46647. private _skybox;
  46648. /**
  46649. * Gets the skybox created by the helper.
  46650. */
  46651. readonly skybox: Nullable<Mesh>;
  46652. private _skyboxTexture;
  46653. /**
  46654. * Gets the skybox texture created by the helper.
  46655. */
  46656. readonly skyboxTexture: Nullable<BaseTexture>;
  46657. private _skyboxMaterial;
  46658. /**
  46659. * Gets the skybox material created by the helper.
  46660. */
  46661. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  46662. private _ground;
  46663. /**
  46664. * Gets the ground mesh created by the helper.
  46665. */
  46666. readonly ground: Nullable<Mesh>;
  46667. private _groundTexture;
  46668. /**
  46669. * Gets the ground texture created by the helper.
  46670. */
  46671. readonly groundTexture: Nullable<BaseTexture>;
  46672. private _groundMirror;
  46673. /**
  46674. * Gets the ground mirror created by the helper.
  46675. */
  46676. readonly groundMirror: Nullable<MirrorTexture>;
  46677. /**
  46678. * Gets the ground mirror render list to helps pushing the meshes
  46679. * you wish in the ground reflection.
  46680. */
  46681. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  46682. private _groundMaterial;
  46683. /**
  46684. * Gets the ground material created by the helper.
  46685. */
  46686. readonly groundMaterial: Nullable<BackgroundMaterial>;
  46687. /**
  46688. * Stores the creation options.
  46689. */
  46690. private readonly _scene;
  46691. private _options;
  46692. /**
  46693. * This observable will be notified with any error during the creation of the environment,
  46694. * mainly texture creation errors.
  46695. */
  46696. onErrorObservable: Observable<{
  46697. message?: string;
  46698. exception?: any;
  46699. }>;
  46700. /**
  46701. * constructor
  46702. * @param options Defines the options we want to customize the helper
  46703. * @param scene The scene to add the material to
  46704. */
  46705. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  46706. /**
  46707. * Updates the background according to the new options
  46708. * @param options
  46709. */
  46710. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  46711. /**
  46712. * Sets the primary color of all the available elements.
  46713. * @param color the main color to affect to the ground and the background
  46714. */
  46715. setMainColor(color: Color3): void;
  46716. /**
  46717. * Setup the image processing according to the specified options.
  46718. */
  46719. private _setupImageProcessing;
  46720. /**
  46721. * Setup the environment texture according to the specified options.
  46722. */
  46723. private _setupEnvironmentTexture;
  46724. /**
  46725. * Setup the background according to the specified options.
  46726. */
  46727. private _setupBackground;
  46728. /**
  46729. * Get the scene sizes according to the setup.
  46730. */
  46731. private _getSceneSize;
  46732. /**
  46733. * Setup the ground according to the specified options.
  46734. */
  46735. private _setupGround;
  46736. /**
  46737. * Setup the ground material according to the specified options.
  46738. */
  46739. private _setupGroundMaterial;
  46740. /**
  46741. * Setup the ground diffuse texture according to the specified options.
  46742. */
  46743. private _setupGroundDiffuseTexture;
  46744. /**
  46745. * Setup the ground mirror texture according to the specified options.
  46746. */
  46747. private _setupGroundMirrorTexture;
  46748. /**
  46749. * Setup the ground to receive the mirror texture.
  46750. */
  46751. private _setupMirrorInGroundMaterial;
  46752. /**
  46753. * Setup the skybox according to the specified options.
  46754. */
  46755. private _setupSkybox;
  46756. /**
  46757. * Setup the skybox material according to the specified options.
  46758. */
  46759. private _setupSkyboxMaterial;
  46760. /**
  46761. * Setup the skybox reflection texture according to the specified options.
  46762. */
  46763. private _setupSkyboxReflectionTexture;
  46764. private _errorHandler;
  46765. /**
  46766. * Dispose all the elements created by the Helper.
  46767. */
  46768. dispose(): void;
  46769. }
  46770. }
  46771. declare module "babylonjs/Helpers/photoDome" {
  46772. import { Observable } from "babylonjs/Misc/observable";
  46773. import { Nullable } from "babylonjs/types";
  46774. import { Scene } from "babylonjs/scene";
  46775. import { TransformNode } from "babylonjs/Meshes/transformNode";
  46776. import { Mesh } from "babylonjs/Meshes/mesh";
  46777. import { Texture } from "babylonjs/Materials/Textures/texture";
  46778. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46779. import "babylonjs/Meshes/Builders/sphereBuilder";
  46780. /**
  46781. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  46782. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  46783. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  46784. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  46785. */
  46786. export class PhotoDome extends TransformNode {
  46787. /**
  46788. * Define the image as a Monoscopic panoramic 360 image.
  46789. */
  46790. static readonly MODE_MONOSCOPIC: number;
  46791. /**
  46792. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46793. */
  46794. static readonly MODE_TOPBOTTOM: number;
  46795. /**
  46796. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46797. */
  46798. static readonly MODE_SIDEBYSIDE: number;
  46799. private _useDirectMapping;
  46800. /**
  46801. * The texture being displayed on the sphere
  46802. */
  46803. protected _photoTexture: Texture;
  46804. /**
  46805. * Gets or sets the texture being displayed on the sphere
  46806. */
  46807. photoTexture: Texture;
  46808. /**
  46809. * Observable raised when an error occured while loading the 360 image
  46810. */
  46811. onLoadErrorObservable: Observable<string>;
  46812. /**
  46813. * The skybox material
  46814. */
  46815. protected _material: BackgroundMaterial;
  46816. /**
  46817. * The surface used for the skybox
  46818. */
  46819. protected _mesh: Mesh;
  46820. /**
  46821. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46822. * Also see the options.resolution property.
  46823. */
  46824. fovMultiplier: number;
  46825. private _imageMode;
  46826. /**
  46827. * Gets or set the current video mode for the video. It can be:
  46828. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  46829. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46830. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46831. */
  46832. imageMode: number;
  46833. /**
  46834. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  46835. * @param name Element's name, child elements will append suffixes for their own names.
  46836. * @param urlsOfPhoto defines the url of the photo to display
  46837. * @param options defines an object containing optional or exposed sub element properties
  46838. * @param onError defines a callback called when an error occured while loading the texture
  46839. */
  46840. constructor(name: string, urlOfPhoto: string, options: {
  46841. resolution?: number;
  46842. size?: number;
  46843. useDirectMapping?: boolean;
  46844. faceForward?: boolean;
  46845. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  46846. private _onBeforeCameraRenderObserver;
  46847. private _changeImageMode;
  46848. /**
  46849. * Releases resources associated with this node.
  46850. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  46851. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  46852. */
  46853. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  46854. }
  46855. }
  46856. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46857. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46858. /** @hidden */
  46859. export var rgbdDecodePixelShader: {
  46860. name: string;
  46861. shader: string;
  46862. };
  46863. }
  46864. declare module "babylonjs/Misc/brdfTextureTools" {
  46865. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46866. import { Scene } from "babylonjs/scene";
  46867. import "babylonjs/Shaders/rgbdDecode.fragment";
  46868. /**
  46869. * Class used to host texture specific utilities
  46870. */
  46871. export class BRDFTextureTools {
  46872. /**
  46873. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  46874. * @param texture the texture to expand.
  46875. */
  46876. private static _ExpandDefaultBRDFTexture;
  46877. /**
  46878. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  46879. * @param scene defines the hosting scene
  46880. * @returns the environment BRDF texture
  46881. */
  46882. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  46883. private static _environmentBRDFBase64Texture;
  46884. }
  46885. }
  46886. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  46887. import { Nullable } from "babylonjs/types";
  46888. import { Color3 } from "babylonjs/Maths/math.color";
  46889. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46890. import { EffectFallbacks } from "babylonjs/Materials/effect";
  46891. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  46892. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  46893. import { Engine } from "babylonjs/Engines/engine";
  46894. import { Scene } from "babylonjs/scene";
  46895. /**
  46896. * @hidden
  46897. */
  46898. export interface IMaterialClearCoatDefines {
  46899. CLEARCOAT: boolean;
  46900. CLEARCOAT_DEFAULTIOR: boolean;
  46901. CLEARCOAT_TEXTURE: boolean;
  46902. CLEARCOAT_TEXTUREDIRECTUV: number;
  46903. CLEARCOAT_BUMP: boolean;
  46904. CLEARCOAT_BUMPDIRECTUV: number;
  46905. CLEARCOAT_TINT: boolean;
  46906. CLEARCOAT_TINT_TEXTURE: boolean;
  46907. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  46908. /** @hidden */
  46909. _areTexturesDirty: boolean;
  46910. }
  46911. /**
  46912. * Define the code related to the clear coat parameters of the pbr material.
  46913. */
  46914. export class PBRClearCoatConfiguration {
  46915. /**
  46916. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  46917. * The default fits with a polyurethane material.
  46918. */
  46919. private static readonly _DefaultIndexOfRefraction;
  46920. private _isEnabled;
  46921. /**
  46922. * Defines if the clear coat is enabled in the material.
  46923. */
  46924. isEnabled: boolean;
  46925. /**
  46926. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  46927. */
  46928. intensity: number;
  46929. /**
  46930. * Defines the clear coat layer roughness.
  46931. */
  46932. roughness: number;
  46933. private _indexOfRefraction;
  46934. /**
  46935. * Defines the index of refraction of the clear coat.
  46936. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  46937. * The default fits with a polyurethane material.
  46938. * Changing the default value is more performance intensive.
  46939. */
  46940. indexOfRefraction: number;
  46941. private _texture;
  46942. /**
  46943. * Stores the clear coat values in a texture.
  46944. */
  46945. texture: Nullable<BaseTexture>;
  46946. private _bumpTexture;
  46947. /**
  46948. * Define the clear coat specific bump texture.
  46949. */
  46950. bumpTexture: Nullable<BaseTexture>;
  46951. private _isTintEnabled;
  46952. /**
  46953. * Defines if the clear coat tint is enabled in the material.
  46954. */
  46955. isTintEnabled: boolean;
  46956. /**
  46957. * Defines the clear coat tint of the material.
  46958. * This is only use if tint is enabled
  46959. */
  46960. tintColor: Color3;
  46961. /**
  46962. * Defines the distance at which the tint color should be found in the
  46963. * clear coat media.
  46964. * This is only use if tint is enabled
  46965. */
  46966. tintColorAtDistance: number;
  46967. /**
  46968. * Defines the clear coat layer thickness.
  46969. * This is only use if tint is enabled
  46970. */
  46971. tintThickness: number;
  46972. private _tintTexture;
  46973. /**
  46974. * Stores the clear tint values in a texture.
  46975. * rgb is tint
  46976. * a is a thickness factor
  46977. */
  46978. tintTexture: Nullable<BaseTexture>;
  46979. /** @hidden */
  46980. private _internalMarkAllSubMeshesAsTexturesDirty;
  46981. /** @hidden */
  46982. _markAllSubMeshesAsTexturesDirty(): void;
  46983. /**
  46984. * Instantiate a new istance of clear coat configuration.
  46985. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  46986. */
  46987. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  46988. /**
  46989. * Gets wehter the submesh is ready to be used or not.
  46990. * @param defines the list of "defines" to update.
  46991. * @param scene defines the scene the material belongs to.
  46992. * @param engine defines the engine the material belongs to.
  46993. * @param disableBumpMap defines wether the material disables bump or not.
  46994. * @returns - boolean indicating that the submesh is ready or not.
  46995. */
  46996. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  46997. /**
  46998. * Checks to see if a texture is used in the material.
  46999. * @param defines the list of "defines" to update.
  47000. * @param scene defines the scene to the material belongs to.
  47001. */
  47002. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47003. /**
  47004. * Binds the material data.
  47005. * @param uniformBuffer defines the Uniform buffer to fill in.
  47006. * @param scene defines the scene the material belongs to.
  47007. * @param engine defines the engine the material belongs to.
  47008. * @param disableBumpMap defines wether the material disables bump or not.
  47009. * @param isFrozen defines wether the material is frozen or not.
  47010. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47011. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47012. */
  47013. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47014. /**
  47015. * Checks to see if a texture is used in the material.
  47016. * @param texture - Base texture to use.
  47017. * @returns - Boolean specifying if a texture is used in the material.
  47018. */
  47019. hasTexture(texture: BaseTexture): boolean;
  47020. /**
  47021. * Returns an array of the actively used textures.
  47022. * @param activeTextures Array of BaseTextures
  47023. */
  47024. getActiveTextures(activeTextures: BaseTexture[]): void;
  47025. /**
  47026. * Returns the animatable textures.
  47027. * @param animatables Array of animatable textures.
  47028. */
  47029. getAnimatables(animatables: IAnimatable[]): void;
  47030. /**
  47031. * Disposes the resources of the material.
  47032. * @param forceDisposeTextures - Forces the disposal of all textures.
  47033. */
  47034. dispose(forceDisposeTextures?: boolean): void;
  47035. /**
  47036. * Get the current class name of the texture useful for serialization or dynamic coding.
  47037. * @returns "PBRClearCoatConfiguration"
  47038. */
  47039. getClassName(): string;
  47040. /**
  47041. * Add fallbacks to the effect fallbacks list.
  47042. * @param defines defines the Base texture to use.
  47043. * @param fallbacks defines the current fallback list.
  47044. * @param currentRank defines the current fallback rank.
  47045. * @returns the new fallback rank.
  47046. */
  47047. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47048. /**
  47049. * Add the required uniforms to the current list.
  47050. * @param uniforms defines the current uniform list.
  47051. */
  47052. static AddUniforms(uniforms: string[]): void;
  47053. /**
  47054. * Add the required samplers to the current list.
  47055. * @param samplers defines the current sampler list.
  47056. */
  47057. static AddSamplers(samplers: string[]): void;
  47058. /**
  47059. * Add the required uniforms to the current buffer.
  47060. * @param uniformBuffer defines the current uniform buffer.
  47061. */
  47062. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47063. /**
  47064. * Makes a duplicate of the current configuration into another one.
  47065. * @param clearCoatConfiguration define the config where to copy the info
  47066. */
  47067. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  47068. /**
  47069. * Serializes this clear coat configuration.
  47070. * @returns - An object with the serialized config.
  47071. */
  47072. serialize(): any;
  47073. /**
  47074. * Parses a anisotropy Configuration from a serialized object.
  47075. * @param source - Serialized object.
  47076. * @param scene Defines the scene we are parsing for
  47077. * @param rootUrl Defines the rootUrl to load from
  47078. */
  47079. parse(source: any, scene: Scene, rootUrl: string): void;
  47080. }
  47081. }
  47082. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  47083. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47084. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47085. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47086. import { Vector2 } from "babylonjs/Maths/math.vector";
  47087. import { Scene } from "babylonjs/scene";
  47088. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47089. import { Nullable } from "babylonjs/types";
  47090. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47091. /**
  47092. * @hidden
  47093. */
  47094. export interface IMaterialAnisotropicDefines {
  47095. ANISOTROPIC: boolean;
  47096. ANISOTROPIC_TEXTURE: boolean;
  47097. ANISOTROPIC_TEXTUREDIRECTUV: number;
  47098. MAINUV1: boolean;
  47099. _areTexturesDirty: boolean;
  47100. _needUVs: boolean;
  47101. }
  47102. /**
  47103. * Define the code related to the anisotropic parameters of the pbr material.
  47104. */
  47105. export class PBRAnisotropicConfiguration {
  47106. private _isEnabled;
  47107. /**
  47108. * Defines if the anisotropy is enabled in the material.
  47109. */
  47110. isEnabled: boolean;
  47111. /**
  47112. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  47113. */
  47114. intensity: number;
  47115. /**
  47116. * Defines if the effect is along the tangents, bitangents or in between.
  47117. * By default, the effect is "strectching" the highlights along the tangents.
  47118. */
  47119. direction: Vector2;
  47120. private _texture;
  47121. /**
  47122. * Stores the anisotropy values in a texture.
  47123. * rg is direction (like normal from -1 to 1)
  47124. * b is a intensity
  47125. */
  47126. texture: Nullable<BaseTexture>;
  47127. /** @hidden */
  47128. private _internalMarkAllSubMeshesAsTexturesDirty;
  47129. /** @hidden */
  47130. _markAllSubMeshesAsTexturesDirty(): void;
  47131. /**
  47132. * Instantiate a new istance of anisotropy configuration.
  47133. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47134. */
  47135. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47136. /**
  47137. * Specifies that the submesh is ready to be used.
  47138. * @param defines the list of "defines" to update.
  47139. * @param scene defines the scene the material belongs to.
  47140. * @returns - boolean indicating that the submesh is ready or not.
  47141. */
  47142. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  47143. /**
  47144. * Checks to see if a texture is used in the material.
  47145. * @param defines the list of "defines" to update.
  47146. * @param mesh the mesh we are preparing the defines for.
  47147. * @param scene defines the scene the material belongs to.
  47148. */
  47149. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  47150. /**
  47151. * Binds the material data.
  47152. * @param uniformBuffer defines the Uniform buffer to fill in.
  47153. * @param scene defines the scene the material belongs to.
  47154. * @param isFrozen defines wether the material is frozen or not.
  47155. */
  47156. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47157. /**
  47158. * Checks to see if a texture is used in the material.
  47159. * @param texture - Base texture to use.
  47160. * @returns - Boolean specifying if a texture is used in the material.
  47161. */
  47162. hasTexture(texture: BaseTexture): boolean;
  47163. /**
  47164. * Returns an array of the actively used textures.
  47165. * @param activeTextures Array of BaseTextures
  47166. */
  47167. getActiveTextures(activeTextures: BaseTexture[]): void;
  47168. /**
  47169. * Returns the animatable textures.
  47170. * @param animatables Array of animatable textures.
  47171. */
  47172. getAnimatables(animatables: IAnimatable[]): void;
  47173. /**
  47174. * Disposes the resources of the material.
  47175. * @param forceDisposeTextures - Forces the disposal of all textures.
  47176. */
  47177. dispose(forceDisposeTextures?: boolean): void;
  47178. /**
  47179. * Get the current class name of the texture useful for serialization or dynamic coding.
  47180. * @returns "PBRAnisotropicConfiguration"
  47181. */
  47182. getClassName(): string;
  47183. /**
  47184. * Add fallbacks to the effect fallbacks list.
  47185. * @param defines defines the Base texture to use.
  47186. * @param fallbacks defines the current fallback list.
  47187. * @param currentRank defines the current fallback rank.
  47188. * @returns the new fallback rank.
  47189. */
  47190. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47191. /**
  47192. * Add the required uniforms to the current list.
  47193. * @param uniforms defines the current uniform list.
  47194. */
  47195. static AddUniforms(uniforms: string[]): void;
  47196. /**
  47197. * Add the required uniforms to the current buffer.
  47198. * @param uniformBuffer defines the current uniform buffer.
  47199. */
  47200. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47201. /**
  47202. * Add the required samplers to the current list.
  47203. * @param samplers defines the current sampler list.
  47204. */
  47205. static AddSamplers(samplers: string[]): void;
  47206. /**
  47207. * Makes a duplicate of the current configuration into another one.
  47208. * @param anisotropicConfiguration define the config where to copy the info
  47209. */
  47210. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  47211. /**
  47212. * Serializes this anisotropy configuration.
  47213. * @returns - An object with the serialized config.
  47214. */
  47215. serialize(): any;
  47216. /**
  47217. * Parses a anisotropy Configuration from a serialized object.
  47218. * @param source - Serialized object.
  47219. * @param scene Defines the scene we are parsing for
  47220. * @param rootUrl Defines the rootUrl to load from
  47221. */
  47222. parse(source: any, scene: Scene, rootUrl: string): void;
  47223. }
  47224. }
  47225. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  47226. import { Scene } from "babylonjs/scene";
  47227. /**
  47228. * @hidden
  47229. */
  47230. export interface IMaterialBRDFDefines {
  47231. BRDF_V_HEIGHT_CORRELATED: boolean;
  47232. MS_BRDF_ENERGY_CONSERVATION: boolean;
  47233. SPHERICAL_HARMONICS: boolean;
  47234. /** @hidden */
  47235. _areMiscDirty: boolean;
  47236. }
  47237. /**
  47238. * Define the code related to the BRDF parameters of the pbr material.
  47239. */
  47240. export class PBRBRDFConfiguration {
  47241. /**
  47242. * Default value used for the energy conservation.
  47243. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47244. */
  47245. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  47246. /**
  47247. * Default value used for the Smith Visibility Height Correlated mode.
  47248. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47249. */
  47250. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  47251. /**
  47252. * Default value used for the IBL diffuse part.
  47253. * This can help switching back to the polynomials mode globally which is a tiny bit
  47254. * less GPU intensive at the drawback of a lower quality.
  47255. */
  47256. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  47257. private _useEnergyConservation;
  47258. /**
  47259. * Defines if the material uses energy conservation.
  47260. */
  47261. useEnergyConservation: boolean;
  47262. private _useSmithVisibilityHeightCorrelated;
  47263. /**
  47264. * LEGACY Mode set to false
  47265. * Defines if the material uses height smith correlated visibility term.
  47266. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  47267. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  47268. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  47269. * Not relying on height correlated will also disable energy conservation.
  47270. */
  47271. useSmithVisibilityHeightCorrelated: boolean;
  47272. private _useSphericalHarmonics;
  47273. /**
  47274. * LEGACY Mode set to false
  47275. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  47276. * diffuse part of the IBL.
  47277. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  47278. * to the ground truth.
  47279. */
  47280. useSphericalHarmonics: boolean;
  47281. /** @hidden */
  47282. private _internalMarkAllSubMeshesAsMiscDirty;
  47283. /** @hidden */
  47284. _markAllSubMeshesAsMiscDirty(): void;
  47285. /**
  47286. * Instantiate a new istance of clear coat configuration.
  47287. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  47288. */
  47289. constructor(markAllSubMeshesAsMiscDirty: () => void);
  47290. /**
  47291. * Checks to see if a texture is used in the material.
  47292. * @param defines the list of "defines" to update.
  47293. */
  47294. prepareDefines(defines: IMaterialBRDFDefines): void;
  47295. /**
  47296. * Get the current class name of the texture useful for serialization or dynamic coding.
  47297. * @returns "PBRClearCoatConfiguration"
  47298. */
  47299. getClassName(): string;
  47300. /**
  47301. * Makes a duplicate of the current configuration into another one.
  47302. * @param brdfConfiguration define the config where to copy the info
  47303. */
  47304. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  47305. /**
  47306. * Serializes this BRDF configuration.
  47307. * @returns - An object with the serialized config.
  47308. */
  47309. serialize(): any;
  47310. /**
  47311. * Parses a anisotropy Configuration from a serialized object.
  47312. * @param source - Serialized object.
  47313. * @param scene Defines the scene we are parsing for
  47314. * @param rootUrl Defines the rootUrl to load from
  47315. */
  47316. parse(source: any, scene: Scene, rootUrl: string): void;
  47317. }
  47318. }
  47319. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  47320. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47321. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47322. import { Color3 } from "babylonjs/Maths/math.color";
  47323. import { Scene } from "babylonjs/scene";
  47324. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47325. import { Nullable } from "babylonjs/types";
  47326. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47327. /**
  47328. * @hidden
  47329. */
  47330. export interface IMaterialSheenDefines {
  47331. SHEEN: boolean;
  47332. SHEEN_TEXTURE: boolean;
  47333. SHEEN_TEXTUREDIRECTUV: number;
  47334. SHEEN_LINKWITHALBEDO: boolean;
  47335. /** @hidden */
  47336. _areTexturesDirty: boolean;
  47337. }
  47338. /**
  47339. * Define the code related to the Sheen parameters of the pbr material.
  47340. */
  47341. export class PBRSheenConfiguration {
  47342. private _isEnabled;
  47343. /**
  47344. * Defines if the material uses sheen.
  47345. */
  47346. isEnabled: boolean;
  47347. private _linkSheenWithAlbedo;
  47348. /**
  47349. * Defines if the sheen is linked to the sheen color.
  47350. */
  47351. linkSheenWithAlbedo: boolean;
  47352. /**
  47353. * Defines the sheen intensity.
  47354. */
  47355. intensity: number;
  47356. /**
  47357. * Defines the sheen color.
  47358. */
  47359. color: Color3;
  47360. private _texture;
  47361. /**
  47362. * Stores the sheen tint values in a texture.
  47363. * rgb is tint
  47364. * a is a intensity
  47365. */
  47366. texture: Nullable<BaseTexture>;
  47367. /** @hidden */
  47368. private _internalMarkAllSubMeshesAsTexturesDirty;
  47369. /** @hidden */
  47370. _markAllSubMeshesAsTexturesDirty(): void;
  47371. /**
  47372. * Instantiate a new istance of clear coat configuration.
  47373. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47374. */
  47375. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47376. /**
  47377. * Specifies that the submesh is ready to be used.
  47378. * @param defines the list of "defines" to update.
  47379. * @param scene defines the scene the material belongs to.
  47380. * @returns - boolean indicating that the submesh is ready or not.
  47381. */
  47382. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  47383. /**
  47384. * Checks to see if a texture is used in the material.
  47385. * @param defines the list of "defines" to update.
  47386. * @param scene defines the scene the material belongs to.
  47387. */
  47388. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  47389. /**
  47390. * Binds the material data.
  47391. * @param uniformBuffer defines the Uniform buffer to fill in.
  47392. * @param scene defines the scene the material belongs to.
  47393. * @param isFrozen defines wether the material is frozen or not.
  47394. */
  47395. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47396. /**
  47397. * Checks to see if a texture is used in the material.
  47398. * @param texture - Base texture to use.
  47399. * @returns - Boolean specifying if a texture is used in the material.
  47400. */
  47401. hasTexture(texture: BaseTexture): boolean;
  47402. /**
  47403. * Returns an array of the actively used textures.
  47404. * @param activeTextures Array of BaseTextures
  47405. */
  47406. getActiveTextures(activeTextures: BaseTexture[]): void;
  47407. /**
  47408. * Returns the animatable textures.
  47409. * @param animatables Array of animatable textures.
  47410. */
  47411. getAnimatables(animatables: IAnimatable[]): void;
  47412. /**
  47413. * Disposes the resources of the material.
  47414. * @param forceDisposeTextures - Forces the disposal of all textures.
  47415. */
  47416. dispose(forceDisposeTextures?: boolean): void;
  47417. /**
  47418. * Get the current class name of the texture useful for serialization or dynamic coding.
  47419. * @returns "PBRSheenConfiguration"
  47420. */
  47421. getClassName(): string;
  47422. /**
  47423. * Add fallbacks to the effect fallbacks list.
  47424. * @param defines defines the Base texture to use.
  47425. * @param fallbacks defines the current fallback list.
  47426. * @param currentRank defines the current fallback rank.
  47427. * @returns the new fallback rank.
  47428. */
  47429. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47430. /**
  47431. * Add the required uniforms to the current list.
  47432. * @param uniforms defines the current uniform list.
  47433. */
  47434. static AddUniforms(uniforms: string[]): void;
  47435. /**
  47436. * Add the required uniforms to the current buffer.
  47437. * @param uniformBuffer defines the current uniform buffer.
  47438. */
  47439. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47440. /**
  47441. * Add the required samplers to the current list.
  47442. * @param samplers defines the current sampler list.
  47443. */
  47444. static AddSamplers(samplers: string[]): void;
  47445. /**
  47446. * Makes a duplicate of the current configuration into another one.
  47447. * @param sheenConfiguration define the config where to copy the info
  47448. */
  47449. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  47450. /**
  47451. * Serializes this BRDF configuration.
  47452. * @returns - An object with the serialized config.
  47453. */
  47454. serialize(): any;
  47455. /**
  47456. * Parses a anisotropy Configuration from a serialized object.
  47457. * @param source - Serialized object.
  47458. * @param scene Defines the scene we are parsing for
  47459. * @param rootUrl Defines the rootUrl to load from
  47460. */
  47461. parse(source: any, scene: Scene, rootUrl: string): void;
  47462. }
  47463. }
  47464. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  47465. import { Nullable } from "babylonjs/types";
  47466. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47467. import { Color3 } from "babylonjs/Maths/math.color";
  47468. import { SmartArray } from "babylonjs/Misc/smartArray";
  47469. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47470. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  47471. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  47472. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47473. import { Engine } from "babylonjs/Engines/engine";
  47474. import { Scene } from "babylonjs/scene";
  47475. /**
  47476. * @hidden
  47477. */
  47478. export interface IMaterialSubSurfaceDefines {
  47479. SUBSURFACE: boolean;
  47480. SS_REFRACTION: boolean;
  47481. SS_TRANSLUCENCY: boolean;
  47482. SS_SCATERRING: boolean;
  47483. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47484. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47485. SS_REFRACTIONMAP_3D: boolean;
  47486. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47487. SS_LODINREFRACTIONALPHA: boolean;
  47488. SS_GAMMAREFRACTION: boolean;
  47489. SS_RGBDREFRACTION: boolean;
  47490. SS_LINEARSPECULARREFRACTION: boolean;
  47491. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47492. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47493. /** @hidden */
  47494. _areTexturesDirty: boolean;
  47495. }
  47496. /**
  47497. * Define the code related to the sub surface parameters of the pbr material.
  47498. */
  47499. export class PBRSubSurfaceConfiguration {
  47500. private _isRefractionEnabled;
  47501. /**
  47502. * Defines if the refraction is enabled in the material.
  47503. */
  47504. isRefractionEnabled: boolean;
  47505. private _isTranslucencyEnabled;
  47506. /**
  47507. * Defines if the translucency is enabled in the material.
  47508. */
  47509. isTranslucencyEnabled: boolean;
  47510. private _isScatteringEnabled;
  47511. /**
  47512. * Defines the refraction intensity of the material.
  47513. * The refraction when enabled replaces the Diffuse part of the material.
  47514. * The intensity helps transitionning between diffuse and refraction.
  47515. */
  47516. refractionIntensity: number;
  47517. /**
  47518. * Defines the translucency intensity of the material.
  47519. * When translucency has been enabled, this defines how much of the "translucency"
  47520. * is addded to the diffuse part of the material.
  47521. */
  47522. translucencyIntensity: number;
  47523. /**
  47524. * Defines the scattering intensity of the material.
  47525. * When scattering has been enabled, this defines how much of the "scattered light"
  47526. * is addded to the diffuse part of the material.
  47527. */
  47528. scatteringIntensity: number;
  47529. private _thicknessTexture;
  47530. /**
  47531. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  47532. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  47533. * 0 would mean minimumThickness
  47534. * 1 would mean maximumThickness
  47535. * The other channels might be use as a mask to vary the different effects intensity.
  47536. */
  47537. thicknessTexture: Nullable<BaseTexture>;
  47538. private _refractionTexture;
  47539. /**
  47540. * Defines the texture to use for refraction.
  47541. */
  47542. refractionTexture: Nullable<BaseTexture>;
  47543. private _indexOfRefraction;
  47544. /**
  47545. * Defines the index of refraction used in the material.
  47546. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  47547. */
  47548. indexOfRefraction: number;
  47549. private _invertRefractionY;
  47550. /**
  47551. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47552. */
  47553. invertRefractionY: boolean;
  47554. private _linkRefractionWithTransparency;
  47555. /**
  47556. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47557. * Materials half opaque for instance using refraction could benefit from this control.
  47558. */
  47559. linkRefractionWithTransparency: boolean;
  47560. /**
  47561. * Defines the minimum thickness stored in the thickness map.
  47562. * If no thickness map is defined, this value will be used to simulate thickness.
  47563. */
  47564. minimumThickness: number;
  47565. /**
  47566. * Defines the maximum thickness stored in the thickness map.
  47567. */
  47568. maximumThickness: number;
  47569. /**
  47570. * Defines the volume tint of the material.
  47571. * This is used for both translucency and scattering.
  47572. */
  47573. tintColor: Color3;
  47574. /**
  47575. * Defines the distance at which the tint color should be found in the media.
  47576. * This is used for refraction only.
  47577. */
  47578. tintColorAtDistance: number;
  47579. /**
  47580. * Defines how far each channel transmit through the media.
  47581. * It is defined as a color to simplify it selection.
  47582. */
  47583. diffusionDistance: Color3;
  47584. private _useMaskFromThicknessTexture;
  47585. /**
  47586. * Stores the intensity of the different subsurface effects in the thickness texture.
  47587. * * the green channel is the translucency intensity.
  47588. * * the blue channel is the scattering intensity.
  47589. * * the alpha channel is the refraction intensity.
  47590. */
  47591. useMaskFromThicknessTexture: boolean;
  47592. /** @hidden */
  47593. private _internalMarkAllSubMeshesAsTexturesDirty;
  47594. /** @hidden */
  47595. _markAllSubMeshesAsTexturesDirty(): void;
  47596. /**
  47597. * Instantiate a new istance of sub surface configuration.
  47598. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47599. */
  47600. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47601. /**
  47602. * Gets wehter the submesh is ready to be used or not.
  47603. * @param defines the list of "defines" to update.
  47604. * @param scene defines the scene the material belongs to.
  47605. * @returns - boolean indicating that the submesh is ready or not.
  47606. */
  47607. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  47608. /**
  47609. * Checks to see if a texture is used in the material.
  47610. * @param defines the list of "defines" to update.
  47611. * @param scene defines the scene to the material belongs to.
  47612. */
  47613. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  47614. /**
  47615. * Binds the material data.
  47616. * @param uniformBuffer defines the Uniform buffer to fill in.
  47617. * @param scene defines the scene the material belongs to.
  47618. * @param engine defines the engine the material belongs to.
  47619. * @param isFrozen defines wether the material is frozen or not.
  47620. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  47621. */
  47622. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  47623. /**
  47624. * Unbinds the material from the mesh.
  47625. * @param activeEffect defines the effect that should be unbound from.
  47626. * @returns true if unbound, otherwise false
  47627. */
  47628. unbind(activeEffect: Effect): boolean;
  47629. /**
  47630. * Returns the texture used for refraction or null if none is used.
  47631. * @param scene defines the scene the material belongs to.
  47632. * @returns - Refraction texture if present. If no refraction texture and refraction
  47633. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47634. */
  47635. private _getRefractionTexture;
  47636. /**
  47637. * Returns true if alpha blending should be disabled.
  47638. */
  47639. readonly disableAlphaBlending: boolean;
  47640. /**
  47641. * Fills the list of render target textures.
  47642. * @param renderTargets the list of render targets to update
  47643. */
  47644. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  47645. /**
  47646. * Checks to see if a texture is used in the material.
  47647. * @param texture - Base texture to use.
  47648. * @returns - Boolean specifying if a texture is used in the material.
  47649. */
  47650. hasTexture(texture: BaseTexture): boolean;
  47651. /**
  47652. * Gets a boolean indicating that current material needs to register RTT
  47653. * @returns true if this uses a render target otherwise false.
  47654. */
  47655. hasRenderTargetTextures(): boolean;
  47656. /**
  47657. * Returns an array of the actively used textures.
  47658. * @param activeTextures Array of BaseTextures
  47659. */
  47660. getActiveTextures(activeTextures: BaseTexture[]): void;
  47661. /**
  47662. * Returns the animatable textures.
  47663. * @param animatables Array of animatable textures.
  47664. */
  47665. getAnimatables(animatables: IAnimatable[]): void;
  47666. /**
  47667. * Disposes the resources of the material.
  47668. * @param forceDisposeTextures - Forces the disposal of all textures.
  47669. */
  47670. dispose(forceDisposeTextures?: boolean): void;
  47671. /**
  47672. * Get the current class name of the texture useful for serialization or dynamic coding.
  47673. * @returns "PBRSubSurfaceConfiguration"
  47674. */
  47675. getClassName(): string;
  47676. /**
  47677. * Add fallbacks to the effect fallbacks list.
  47678. * @param defines defines the Base texture to use.
  47679. * @param fallbacks defines the current fallback list.
  47680. * @param currentRank defines the current fallback rank.
  47681. * @returns the new fallback rank.
  47682. */
  47683. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47684. /**
  47685. * Add the required uniforms to the current list.
  47686. * @param uniforms defines the current uniform list.
  47687. */
  47688. static AddUniforms(uniforms: string[]): void;
  47689. /**
  47690. * Add the required samplers to the current list.
  47691. * @param samplers defines the current sampler list.
  47692. */
  47693. static AddSamplers(samplers: string[]): void;
  47694. /**
  47695. * Add the required uniforms to the current buffer.
  47696. * @param uniformBuffer defines the current uniform buffer.
  47697. */
  47698. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47699. /**
  47700. * Makes a duplicate of the current configuration into another one.
  47701. * @param configuration define the config where to copy the info
  47702. */
  47703. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  47704. /**
  47705. * Serializes this Sub Surface configuration.
  47706. * @returns - An object with the serialized config.
  47707. */
  47708. serialize(): any;
  47709. /**
  47710. * Parses a anisotropy Configuration from a serialized object.
  47711. * @param source - Serialized object.
  47712. * @param scene Defines the scene we are parsing for
  47713. * @param rootUrl Defines the rootUrl to load from
  47714. */
  47715. parse(source: any, scene: Scene, rootUrl: string): void;
  47716. }
  47717. }
  47718. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  47719. /** @hidden */
  47720. export var pbrFragmentDeclaration: {
  47721. name: string;
  47722. shader: string;
  47723. };
  47724. }
  47725. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  47726. /** @hidden */
  47727. export var pbrUboDeclaration: {
  47728. name: string;
  47729. shader: string;
  47730. };
  47731. }
  47732. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  47733. /** @hidden */
  47734. export var pbrFragmentExtraDeclaration: {
  47735. name: string;
  47736. shader: string;
  47737. };
  47738. }
  47739. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  47740. /** @hidden */
  47741. export var pbrFragmentSamplersDeclaration: {
  47742. name: string;
  47743. shader: string;
  47744. };
  47745. }
  47746. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  47747. /** @hidden */
  47748. export var pbrHelperFunctions: {
  47749. name: string;
  47750. shader: string;
  47751. };
  47752. }
  47753. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  47754. /** @hidden */
  47755. export var harmonicsFunctions: {
  47756. name: string;
  47757. shader: string;
  47758. };
  47759. }
  47760. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  47761. /** @hidden */
  47762. export var pbrDirectLightingSetupFunctions: {
  47763. name: string;
  47764. shader: string;
  47765. };
  47766. }
  47767. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  47768. /** @hidden */
  47769. export var pbrDirectLightingFalloffFunctions: {
  47770. name: string;
  47771. shader: string;
  47772. };
  47773. }
  47774. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  47775. /** @hidden */
  47776. export var pbrBRDFFunctions: {
  47777. name: string;
  47778. shader: string;
  47779. };
  47780. }
  47781. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  47782. /** @hidden */
  47783. export var pbrDirectLightingFunctions: {
  47784. name: string;
  47785. shader: string;
  47786. };
  47787. }
  47788. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  47789. /** @hidden */
  47790. export var pbrIBLFunctions: {
  47791. name: string;
  47792. shader: string;
  47793. };
  47794. }
  47795. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  47796. /** @hidden */
  47797. export var pbrDebug: {
  47798. name: string;
  47799. shader: string;
  47800. };
  47801. }
  47802. declare module "babylonjs/Shaders/pbr.fragment" {
  47803. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  47804. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  47805. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  47806. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47807. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47808. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  47809. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47810. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47811. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  47812. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47813. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47814. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  47815. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47816. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47817. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  47818. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  47819. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  47820. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  47821. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  47822. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  47823. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  47824. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47825. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47826. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  47827. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  47828. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47829. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  47830. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47831. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  47832. /** @hidden */
  47833. export var pbrPixelShader: {
  47834. name: string;
  47835. shader: string;
  47836. };
  47837. }
  47838. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  47839. /** @hidden */
  47840. export var pbrVertexDeclaration: {
  47841. name: string;
  47842. shader: string;
  47843. };
  47844. }
  47845. declare module "babylonjs/Shaders/pbr.vertex" {
  47846. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  47847. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  47848. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47849. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47850. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47851. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  47852. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  47853. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47854. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47855. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47856. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47857. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  47858. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  47859. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  47860. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  47861. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47862. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47863. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  47864. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47865. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47866. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47867. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  47868. /** @hidden */
  47869. export var pbrVertexShader: {
  47870. name: string;
  47871. shader: string;
  47872. };
  47873. }
  47874. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  47875. import { Nullable } from "babylonjs/types";
  47876. import { Scene } from "babylonjs/scene";
  47877. import { Matrix } from "babylonjs/Maths/math.vector";
  47878. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47879. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47880. import { Mesh } from "babylonjs/Meshes/mesh";
  47881. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  47882. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  47883. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  47884. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  47885. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  47886. import { Color3 } from "babylonjs/Maths/math.color";
  47887. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  47888. import { Material } from "babylonjs/Materials/material";
  47889. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  47890. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  47891. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47892. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47893. import "babylonjs/Shaders/pbr.fragment";
  47894. import "babylonjs/Shaders/pbr.vertex";
  47895. /**
  47896. * Manages the defines for the PBR Material.
  47897. * @hidden
  47898. */
  47899. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  47900. PBR: boolean;
  47901. MAINUV1: boolean;
  47902. MAINUV2: boolean;
  47903. UV1: boolean;
  47904. UV2: boolean;
  47905. ALBEDO: boolean;
  47906. ALBEDODIRECTUV: number;
  47907. VERTEXCOLOR: boolean;
  47908. AMBIENT: boolean;
  47909. AMBIENTDIRECTUV: number;
  47910. AMBIENTINGRAYSCALE: boolean;
  47911. OPACITY: boolean;
  47912. VERTEXALPHA: boolean;
  47913. OPACITYDIRECTUV: number;
  47914. OPACITYRGB: boolean;
  47915. ALPHATEST: boolean;
  47916. DEPTHPREPASS: boolean;
  47917. ALPHABLEND: boolean;
  47918. ALPHAFROMALBEDO: boolean;
  47919. ALPHATESTVALUE: string;
  47920. SPECULAROVERALPHA: boolean;
  47921. RADIANCEOVERALPHA: boolean;
  47922. ALPHAFRESNEL: boolean;
  47923. LINEARALPHAFRESNEL: boolean;
  47924. PREMULTIPLYALPHA: boolean;
  47925. EMISSIVE: boolean;
  47926. EMISSIVEDIRECTUV: number;
  47927. REFLECTIVITY: boolean;
  47928. REFLECTIVITYDIRECTUV: number;
  47929. SPECULARTERM: boolean;
  47930. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  47931. MICROSURFACEAUTOMATIC: boolean;
  47932. LODBASEDMICROSFURACE: boolean;
  47933. MICROSURFACEMAP: boolean;
  47934. MICROSURFACEMAPDIRECTUV: number;
  47935. METALLICWORKFLOW: boolean;
  47936. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  47937. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  47938. METALLNESSSTOREINMETALMAPBLUE: boolean;
  47939. AOSTOREINMETALMAPRED: boolean;
  47940. ENVIRONMENTBRDF: boolean;
  47941. ENVIRONMENTBRDF_RGBD: boolean;
  47942. NORMAL: boolean;
  47943. TANGENT: boolean;
  47944. BUMP: boolean;
  47945. BUMPDIRECTUV: number;
  47946. OBJECTSPACE_NORMALMAP: boolean;
  47947. PARALLAX: boolean;
  47948. PARALLAXOCCLUSION: boolean;
  47949. NORMALXYSCALE: boolean;
  47950. LIGHTMAP: boolean;
  47951. LIGHTMAPDIRECTUV: number;
  47952. USELIGHTMAPASSHADOWMAP: boolean;
  47953. GAMMALIGHTMAP: boolean;
  47954. REFLECTION: boolean;
  47955. REFLECTIONMAP_3D: boolean;
  47956. REFLECTIONMAP_SPHERICAL: boolean;
  47957. REFLECTIONMAP_PLANAR: boolean;
  47958. REFLECTIONMAP_CUBIC: boolean;
  47959. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  47960. REFLECTIONMAP_PROJECTION: boolean;
  47961. REFLECTIONMAP_SKYBOX: boolean;
  47962. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  47963. REFLECTIONMAP_EXPLICIT: boolean;
  47964. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  47965. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  47966. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  47967. INVERTCUBICMAP: boolean;
  47968. USESPHERICALFROMREFLECTIONMAP: boolean;
  47969. USEIRRADIANCEMAP: boolean;
  47970. SPHERICAL_HARMONICS: boolean;
  47971. USESPHERICALINVERTEX: boolean;
  47972. REFLECTIONMAP_OPPOSITEZ: boolean;
  47973. LODINREFLECTIONALPHA: boolean;
  47974. GAMMAREFLECTION: boolean;
  47975. RGBDREFLECTION: boolean;
  47976. LINEARSPECULARREFLECTION: boolean;
  47977. RADIANCEOCCLUSION: boolean;
  47978. HORIZONOCCLUSION: boolean;
  47979. INSTANCES: boolean;
  47980. NUM_BONE_INFLUENCERS: number;
  47981. BonesPerMesh: number;
  47982. BONETEXTURE: boolean;
  47983. NONUNIFORMSCALING: boolean;
  47984. MORPHTARGETS: boolean;
  47985. MORPHTARGETS_NORMAL: boolean;
  47986. MORPHTARGETS_TANGENT: boolean;
  47987. MORPHTARGETS_UV: boolean;
  47988. NUM_MORPH_INFLUENCERS: number;
  47989. IMAGEPROCESSING: boolean;
  47990. VIGNETTE: boolean;
  47991. VIGNETTEBLENDMODEMULTIPLY: boolean;
  47992. VIGNETTEBLENDMODEOPAQUE: boolean;
  47993. TONEMAPPING: boolean;
  47994. TONEMAPPING_ACES: boolean;
  47995. CONTRAST: boolean;
  47996. COLORCURVES: boolean;
  47997. COLORGRADING: boolean;
  47998. COLORGRADING3D: boolean;
  47999. SAMPLER3DGREENDEPTH: boolean;
  48000. SAMPLER3DBGRMAP: boolean;
  48001. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48002. EXPOSURE: boolean;
  48003. MULTIVIEW: boolean;
  48004. USEPHYSICALLIGHTFALLOFF: boolean;
  48005. USEGLTFLIGHTFALLOFF: boolean;
  48006. TWOSIDEDLIGHTING: boolean;
  48007. SHADOWFLOAT: boolean;
  48008. CLIPPLANE: boolean;
  48009. CLIPPLANE2: boolean;
  48010. CLIPPLANE3: boolean;
  48011. CLIPPLANE4: boolean;
  48012. POINTSIZE: boolean;
  48013. FOG: boolean;
  48014. LOGARITHMICDEPTH: boolean;
  48015. FORCENORMALFORWARD: boolean;
  48016. SPECULARAA: boolean;
  48017. CLEARCOAT: boolean;
  48018. CLEARCOAT_DEFAULTIOR: boolean;
  48019. CLEARCOAT_TEXTURE: boolean;
  48020. CLEARCOAT_TEXTUREDIRECTUV: number;
  48021. CLEARCOAT_BUMP: boolean;
  48022. CLEARCOAT_BUMPDIRECTUV: number;
  48023. CLEARCOAT_TINT: boolean;
  48024. CLEARCOAT_TINT_TEXTURE: boolean;
  48025. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48026. ANISOTROPIC: boolean;
  48027. ANISOTROPIC_TEXTURE: boolean;
  48028. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48029. BRDF_V_HEIGHT_CORRELATED: boolean;
  48030. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48031. SHEEN: boolean;
  48032. SHEEN_TEXTURE: boolean;
  48033. SHEEN_TEXTUREDIRECTUV: number;
  48034. SHEEN_LINKWITHALBEDO: boolean;
  48035. SUBSURFACE: boolean;
  48036. SS_REFRACTION: boolean;
  48037. SS_TRANSLUCENCY: boolean;
  48038. SS_SCATERRING: boolean;
  48039. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48040. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48041. SS_REFRACTIONMAP_3D: boolean;
  48042. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48043. SS_LODINREFRACTIONALPHA: boolean;
  48044. SS_GAMMAREFRACTION: boolean;
  48045. SS_RGBDREFRACTION: boolean;
  48046. SS_LINEARSPECULARREFRACTION: boolean;
  48047. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48048. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48049. UNLIT: boolean;
  48050. DEBUGMODE: number;
  48051. /**
  48052. * Initializes the PBR Material defines.
  48053. */
  48054. constructor();
  48055. /**
  48056. * Resets the PBR Material defines.
  48057. */
  48058. reset(): void;
  48059. }
  48060. /**
  48061. * The Physically based material base class of BJS.
  48062. *
  48063. * This offers the main features of a standard PBR material.
  48064. * For more information, please refer to the documentation :
  48065. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48066. */
  48067. export abstract class PBRBaseMaterial extends PushMaterial {
  48068. /**
  48069. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48070. */
  48071. static readonly PBRMATERIAL_OPAQUE: number;
  48072. /**
  48073. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48074. */
  48075. static readonly PBRMATERIAL_ALPHATEST: number;
  48076. /**
  48077. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48078. */
  48079. static readonly PBRMATERIAL_ALPHABLEND: number;
  48080. /**
  48081. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48082. * They are also discarded below the alpha cutoff threshold to improve performances.
  48083. */
  48084. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48085. /**
  48086. * Defines the default value of how much AO map is occluding the analytical lights
  48087. * (point spot...).
  48088. */
  48089. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48090. /**
  48091. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  48092. */
  48093. static readonly LIGHTFALLOFF_PHYSICAL: number;
  48094. /**
  48095. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  48096. * to enhance interoperability with other engines.
  48097. */
  48098. static readonly LIGHTFALLOFF_GLTF: number;
  48099. /**
  48100. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  48101. * to enhance interoperability with other materials.
  48102. */
  48103. static readonly LIGHTFALLOFF_STANDARD: number;
  48104. /**
  48105. * Intensity of the direct lights e.g. the four lights available in your scene.
  48106. * This impacts both the direct diffuse and specular highlights.
  48107. */
  48108. protected _directIntensity: number;
  48109. /**
  48110. * Intensity of the emissive part of the material.
  48111. * This helps controlling the emissive effect without modifying the emissive color.
  48112. */
  48113. protected _emissiveIntensity: number;
  48114. /**
  48115. * Intensity of the environment e.g. how much the environment will light the object
  48116. * either through harmonics for rough material or through the refelction for shiny ones.
  48117. */
  48118. protected _environmentIntensity: number;
  48119. /**
  48120. * This is a special control allowing the reduction of the specular highlights coming from the
  48121. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48122. */
  48123. protected _specularIntensity: number;
  48124. /**
  48125. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  48126. */
  48127. private _lightingInfos;
  48128. /**
  48129. * Debug Control allowing disabling the bump map on this material.
  48130. */
  48131. protected _disableBumpMap: boolean;
  48132. /**
  48133. * AKA Diffuse Texture in standard nomenclature.
  48134. */
  48135. protected _albedoTexture: Nullable<BaseTexture>;
  48136. /**
  48137. * AKA Occlusion Texture in other nomenclature.
  48138. */
  48139. protected _ambientTexture: Nullable<BaseTexture>;
  48140. /**
  48141. * AKA Occlusion Texture Intensity in other nomenclature.
  48142. */
  48143. protected _ambientTextureStrength: number;
  48144. /**
  48145. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48146. * 1 means it completely occludes it
  48147. * 0 mean it has no impact
  48148. */
  48149. protected _ambientTextureImpactOnAnalyticalLights: number;
  48150. /**
  48151. * Stores the alpha values in a texture.
  48152. */
  48153. protected _opacityTexture: Nullable<BaseTexture>;
  48154. /**
  48155. * Stores the reflection values in a texture.
  48156. */
  48157. protected _reflectionTexture: Nullable<BaseTexture>;
  48158. /**
  48159. * Stores the emissive values in a texture.
  48160. */
  48161. protected _emissiveTexture: Nullable<BaseTexture>;
  48162. /**
  48163. * AKA Specular texture in other nomenclature.
  48164. */
  48165. protected _reflectivityTexture: Nullable<BaseTexture>;
  48166. /**
  48167. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48168. */
  48169. protected _metallicTexture: Nullable<BaseTexture>;
  48170. /**
  48171. * Specifies the metallic scalar of the metallic/roughness workflow.
  48172. * Can also be used to scale the metalness values of the metallic texture.
  48173. */
  48174. protected _metallic: Nullable<number>;
  48175. /**
  48176. * Specifies the roughness scalar of the metallic/roughness workflow.
  48177. * Can also be used to scale the roughness values of the metallic texture.
  48178. */
  48179. protected _roughness: Nullable<number>;
  48180. /**
  48181. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48182. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48183. */
  48184. protected _microSurfaceTexture: Nullable<BaseTexture>;
  48185. /**
  48186. * Stores surface normal data used to displace a mesh in a texture.
  48187. */
  48188. protected _bumpTexture: Nullable<BaseTexture>;
  48189. /**
  48190. * Stores the pre-calculated light information of a mesh in a texture.
  48191. */
  48192. protected _lightmapTexture: Nullable<BaseTexture>;
  48193. /**
  48194. * The color of a material in ambient lighting.
  48195. */
  48196. protected _ambientColor: Color3;
  48197. /**
  48198. * AKA Diffuse Color in other nomenclature.
  48199. */
  48200. protected _albedoColor: Color3;
  48201. /**
  48202. * AKA Specular Color in other nomenclature.
  48203. */
  48204. protected _reflectivityColor: Color3;
  48205. /**
  48206. * The color applied when light is reflected from a material.
  48207. */
  48208. protected _reflectionColor: Color3;
  48209. /**
  48210. * The color applied when light is emitted from a material.
  48211. */
  48212. protected _emissiveColor: Color3;
  48213. /**
  48214. * AKA Glossiness in other nomenclature.
  48215. */
  48216. protected _microSurface: number;
  48217. /**
  48218. * Specifies that the material will use the light map as a show map.
  48219. */
  48220. protected _useLightmapAsShadowmap: boolean;
  48221. /**
  48222. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48223. * makes the reflect vector face the model (under horizon).
  48224. */
  48225. protected _useHorizonOcclusion: boolean;
  48226. /**
  48227. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48228. * too much the area relying on ambient texture to define their ambient occlusion.
  48229. */
  48230. protected _useRadianceOcclusion: boolean;
  48231. /**
  48232. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48233. */
  48234. protected _useAlphaFromAlbedoTexture: boolean;
  48235. /**
  48236. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  48237. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48238. */
  48239. protected _useSpecularOverAlpha: boolean;
  48240. /**
  48241. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48242. */
  48243. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48244. /**
  48245. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48246. */
  48247. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  48248. /**
  48249. * Specifies if the metallic texture contains the roughness information in its green channel.
  48250. */
  48251. protected _useRoughnessFromMetallicTextureGreen: boolean;
  48252. /**
  48253. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48254. */
  48255. protected _useMetallnessFromMetallicTextureBlue: boolean;
  48256. /**
  48257. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48258. */
  48259. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  48260. /**
  48261. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48262. */
  48263. protected _useAmbientInGrayScale: boolean;
  48264. /**
  48265. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48266. * The material will try to infer what glossiness each pixel should be.
  48267. */
  48268. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  48269. /**
  48270. * Defines the falloff type used in this material.
  48271. * It by default is Physical.
  48272. */
  48273. protected _lightFalloff: number;
  48274. /**
  48275. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48276. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48277. */
  48278. protected _useRadianceOverAlpha: boolean;
  48279. /**
  48280. * Allows using an object space normal map (instead of tangent space).
  48281. */
  48282. protected _useObjectSpaceNormalMap: boolean;
  48283. /**
  48284. * Allows using the bump map in parallax mode.
  48285. */
  48286. protected _useParallax: boolean;
  48287. /**
  48288. * Allows using the bump map in parallax occlusion mode.
  48289. */
  48290. protected _useParallaxOcclusion: boolean;
  48291. /**
  48292. * Controls the scale bias of the parallax mode.
  48293. */
  48294. protected _parallaxScaleBias: number;
  48295. /**
  48296. * If sets to true, disables all the lights affecting the material.
  48297. */
  48298. protected _disableLighting: boolean;
  48299. /**
  48300. * Number of Simultaneous lights allowed on the material.
  48301. */
  48302. protected _maxSimultaneousLights: number;
  48303. /**
  48304. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48305. */
  48306. protected _invertNormalMapX: boolean;
  48307. /**
  48308. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48309. */
  48310. protected _invertNormalMapY: boolean;
  48311. /**
  48312. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48313. */
  48314. protected _twoSidedLighting: boolean;
  48315. /**
  48316. * Defines the alpha limits in alpha test mode.
  48317. */
  48318. protected _alphaCutOff: number;
  48319. /**
  48320. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48321. */
  48322. protected _forceAlphaTest: boolean;
  48323. /**
  48324. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48325. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48326. */
  48327. protected _useAlphaFresnel: boolean;
  48328. /**
  48329. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48330. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48331. */
  48332. protected _useLinearAlphaFresnel: boolean;
  48333. /**
  48334. * The transparency mode of the material.
  48335. */
  48336. protected _transparencyMode: Nullable<number>;
  48337. /**
  48338. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  48339. * from cos thetav and roughness:
  48340. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  48341. */
  48342. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  48343. /**
  48344. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48345. */
  48346. protected _forceIrradianceInFragment: boolean;
  48347. /**
  48348. * Force normal to face away from face.
  48349. */
  48350. protected _forceNormalForward: boolean;
  48351. /**
  48352. * Enables specular anti aliasing in the PBR shader.
  48353. * It will both interacts on the Geometry for analytical and IBL lighting.
  48354. * It also prefilter the roughness map based on the bump values.
  48355. */
  48356. protected _enableSpecularAntiAliasing: boolean;
  48357. /**
  48358. * Default configuration related to image processing available in the PBR Material.
  48359. */
  48360. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48361. /**
  48362. * Keep track of the image processing observer to allow dispose and replace.
  48363. */
  48364. private _imageProcessingObserver;
  48365. /**
  48366. * Attaches a new image processing configuration to the PBR Material.
  48367. * @param configuration
  48368. */
  48369. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48370. /**
  48371. * Stores the available render targets.
  48372. */
  48373. private _renderTargets;
  48374. /**
  48375. * Sets the global ambient color for the material used in lighting calculations.
  48376. */
  48377. private _globalAmbientColor;
  48378. /**
  48379. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  48380. */
  48381. private _useLogarithmicDepth;
  48382. /**
  48383. * If set to true, no lighting calculations will be applied.
  48384. */
  48385. private _unlit;
  48386. private _debugMode;
  48387. /**
  48388. * @hidden
  48389. * This is reserved for the inspector.
  48390. * Defines the material debug mode.
  48391. * It helps seeing only some components of the material while troubleshooting.
  48392. */
  48393. debugMode: number;
  48394. /**
  48395. * @hidden
  48396. * This is reserved for the inspector.
  48397. * Specify from where on screen the debug mode should start.
  48398. * The value goes from -1 (full screen) to 1 (not visible)
  48399. * It helps with side by side comparison against the final render
  48400. * This defaults to -1
  48401. */
  48402. private debugLimit;
  48403. /**
  48404. * @hidden
  48405. * This is reserved for the inspector.
  48406. * As the default viewing range might not be enough (if the ambient is really small for instance)
  48407. * You can use the factor to better multiply the final value.
  48408. */
  48409. private debugFactor;
  48410. /**
  48411. * Defines the clear coat layer parameters for the material.
  48412. */
  48413. readonly clearCoat: PBRClearCoatConfiguration;
  48414. /**
  48415. * Defines the anisotropic parameters for the material.
  48416. */
  48417. readonly anisotropy: PBRAnisotropicConfiguration;
  48418. /**
  48419. * Defines the BRDF parameters for the material.
  48420. */
  48421. readonly brdf: PBRBRDFConfiguration;
  48422. /**
  48423. * Defines the Sheen parameters for the material.
  48424. */
  48425. readonly sheen: PBRSheenConfiguration;
  48426. /**
  48427. * Defines the SubSurface parameters for the material.
  48428. */
  48429. readonly subSurface: PBRSubSurfaceConfiguration;
  48430. /**
  48431. * Custom callback helping to override the default shader used in the material.
  48432. */
  48433. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  48434. /**
  48435. * Instantiates a new PBRMaterial instance.
  48436. *
  48437. * @param name The material name
  48438. * @param scene The scene the material will be use in.
  48439. */
  48440. constructor(name: string, scene: Scene);
  48441. /**
  48442. * Gets a boolean indicating that current material needs to register RTT
  48443. */
  48444. readonly hasRenderTargetTextures: boolean;
  48445. /**
  48446. * Gets the name of the material class.
  48447. */
  48448. getClassName(): string;
  48449. /**
  48450. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48451. */
  48452. /**
  48453. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48454. */
  48455. useLogarithmicDepth: boolean;
  48456. /**
  48457. * Gets the current transparency mode.
  48458. */
  48459. /**
  48460. * Sets the transparency mode of the material.
  48461. *
  48462. * | Value | Type | Description |
  48463. * | ----- | ----------------------------------- | ----------- |
  48464. * | 0 | OPAQUE | |
  48465. * | 1 | ALPHATEST | |
  48466. * | 2 | ALPHABLEND | |
  48467. * | 3 | ALPHATESTANDBLEND | |
  48468. *
  48469. */
  48470. transparencyMode: Nullable<number>;
  48471. /**
  48472. * Returns true if alpha blending should be disabled.
  48473. */
  48474. private readonly _disableAlphaBlending;
  48475. /**
  48476. * Specifies whether or not this material should be rendered in alpha blend mode.
  48477. */
  48478. needAlphaBlending(): boolean;
  48479. /**
  48480. * Specifies if the mesh will require alpha blending.
  48481. * @param mesh - BJS mesh.
  48482. */
  48483. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  48484. /**
  48485. * Specifies whether or not this material should be rendered in alpha test mode.
  48486. */
  48487. needAlphaTesting(): boolean;
  48488. /**
  48489. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  48490. */
  48491. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  48492. /**
  48493. * Gets the texture used for the alpha test.
  48494. */
  48495. getAlphaTestTexture(): Nullable<BaseTexture>;
  48496. /**
  48497. * Specifies that the submesh is ready to be used.
  48498. * @param mesh - BJS mesh.
  48499. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  48500. * @param useInstances - Specifies that instances should be used.
  48501. * @returns - boolean indicating that the submesh is ready or not.
  48502. */
  48503. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48504. /**
  48505. * Specifies if the material uses metallic roughness workflow.
  48506. * @returns boolean specifiying if the material uses metallic roughness workflow.
  48507. */
  48508. isMetallicWorkflow(): boolean;
  48509. private _prepareEffect;
  48510. private _prepareDefines;
  48511. /**
  48512. * Force shader compilation
  48513. */
  48514. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  48515. clipPlane: boolean;
  48516. }>): void;
  48517. /**
  48518. * Initializes the uniform buffer layout for the shader.
  48519. */
  48520. buildUniformLayout(): void;
  48521. /**
  48522. * Unbinds the material from the mesh
  48523. */
  48524. unbind(): void;
  48525. /**
  48526. * Binds the submesh data.
  48527. * @param world - The world matrix.
  48528. * @param mesh - The BJS mesh.
  48529. * @param subMesh - A submesh of the BJS mesh.
  48530. */
  48531. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48532. /**
  48533. * Returns the animatable textures.
  48534. * @returns - Array of animatable textures.
  48535. */
  48536. getAnimatables(): IAnimatable[];
  48537. /**
  48538. * Returns the texture used for reflections.
  48539. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  48540. */
  48541. private _getReflectionTexture;
  48542. /**
  48543. * Returns an array of the actively used textures.
  48544. * @returns - Array of BaseTextures
  48545. */
  48546. getActiveTextures(): BaseTexture[];
  48547. /**
  48548. * Checks to see if a texture is used in the material.
  48549. * @param texture - Base texture to use.
  48550. * @returns - Boolean specifying if a texture is used in the material.
  48551. */
  48552. hasTexture(texture: BaseTexture): boolean;
  48553. /**
  48554. * Disposes the resources of the material.
  48555. * @param forceDisposeEffect - Forces the disposal of effects.
  48556. * @param forceDisposeTextures - Forces the disposal of all textures.
  48557. */
  48558. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48559. }
  48560. }
  48561. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  48562. import { Nullable } from "babylonjs/types";
  48563. import { Scene } from "babylonjs/scene";
  48564. import { Color3 } from "babylonjs/Maths/math.color";
  48565. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48566. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48567. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48568. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  48569. /**
  48570. * The Physically based material of BJS.
  48571. *
  48572. * This offers the main features of a standard PBR material.
  48573. * For more information, please refer to the documentation :
  48574. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48575. */
  48576. export class PBRMaterial extends PBRBaseMaterial {
  48577. /**
  48578. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48579. */
  48580. static readonly PBRMATERIAL_OPAQUE: number;
  48581. /**
  48582. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48583. */
  48584. static readonly PBRMATERIAL_ALPHATEST: number;
  48585. /**
  48586. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48587. */
  48588. static readonly PBRMATERIAL_ALPHABLEND: number;
  48589. /**
  48590. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48591. * They are also discarded below the alpha cutoff threshold to improve performances.
  48592. */
  48593. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48594. /**
  48595. * Defines the default value of how much AO map is occluding the analytical lights
  48596. * (point spot...).
  48597. */
  48598. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48599. /**
  48600. * Intensity of the direct lights e.g. the four lights available in your scene.
  48601. * This impacts both the direct diffuse and specular highlights.
  48602. */
  48603. directIntensity: number;
  48604. /**
  48605. * Intensity of the emissive part of the material.
  48606. * This helps controlling the emissive effect without modifying the emissive color.
  48607. */
  48608. emissiveIntensity: number;
  48609. /**
  48610. * Intensity of the environment e.g. how much the environment will light the object
  48611. * either through harmonics for rough material or through the refelction for shiny ones.
  48612. */
  48613. environmentIntensity: number;
  48614. /**
  48615. * This is a special control allowing the reduction of the specular highlights coming from the
  48616. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48617. */
  48618. specularIntensity: number;
  48619. /**
  48620. * Debug Control allowing disabling the bump map on this material.
  48621. */
  48622. disableBumpMap: boolean;
  48623. /**
  48624. * AKA Diffuse Texture in standard nomenclature.
  48625. */
  48626. albedoTexture: BaseTexture;
  48627. /**
  48628. * AKA Occlusion Texture in other nomenclature.
  48629. */
  48630. ambientTexture: BaseTexture;
  48631. /**
  48632. * AKA Occlusion Texture Intensity in other nomenclature.
  48633. */
  48634. ambientTextureStrength: number;
  48635. /**
  48636. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48637. * 1 means it completely occludes it
  48638. * 0 mean it has no impact
  48639. */
  48640. ambientTextureImpactOnAnalyticalLights: number;
  48641. /**
  48642. * Stores the alpha values in a texture.
  48643. */
  48644. opacityTexture: BaseTexture;
  48645. /**
  48646. * Stores the reflection values in a texture.
  48647. */
  48648. reflectionTexture: Nullable<BaseTexture>;
  48649. /**
  48650. * Stores the emissive values in a texture.
  48651. */
  48652. emissiveTexture: BaseTexture;
  48653. /**
  48654. * AKA Specular texture in other nomenclature.
  48655. */
  48656. reflectivityTexture: BaseTexture;
  48657. /**
  48658. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48659. */
  48660. metallicTexture: BaseTexture;
  48661. /**
  48662. * Specifies the metallic scalar of the metallic/roughness workflow.
  48663. * Can also be used to scale the metalness values of the metallic texture.
  48664. */
  48665. metallic: Nullable<number>;
  48666. /**
  48667. * Specifies the roughness scalar of the metallic/roughness workflow.
  48668. * Can also be used to scale the roughness values of the metallic texture.
  48669. */
  48670. roughness: Nullable<number>;
  48671. /**
  48672. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48673. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48674. */
  48675. microSurfaceTexture: BaseTexture;
  48676. /**
  48677. * Stores surface normal data used to displace a mesh in a texture.
  48678. */
  48679. bumpTexture: BaseTexture;
  48680. /**
  48681. * Stores the pre-calculated light information of a mesh in a texture.
  48682. */
  48683. lightmapTexture: BaseTexture;
  48684. /**
  48685. * Stores the refracted light information in a texture.
  48686. */
  48687. refractionTexture: Nullable<BaseTexture>;
  48688. /**
  48689. * The color of a material in ambient lighting.
  48690. */
  48691. ambientColor: Color3;
  48692. /**
  48693. * AKA Diffuse Color in other nomenclature.
  48694. */
  48695. albedoColor: Color3;
  48696. /**
  48697. * AKA Specular Color in other nomenclature.
  48698. */
  48699. reflectivityColor: Color3;
  48700. /**
  48701. * The color reflected from the material.
  48702. */
  48703. reflectionColor: Color3;
  48704. /**
  48705. * The color emitted from the material.
  48706. */
  48707. emissiveColor: Color3;
  48708. /**
  48709. * AKA Glossiness in other nomenclature.
  48710. */
  48711. microSurface: number;
  48712. /**
  48713. * source material index of refraction (IOR)' / 'destination material IOR.
  48714. */
  48715. indexOfRefraction: number;
  48716. /**
  48717. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48718. */
  48719. invertRefractionY: boolean;
  48720. /**
  48721. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48722. * Materials half opaque for instance using refraction could benefit from this control.
  48723. */
  48724. linkRefractionWithTransparency: boolean;
  48725. /**
  48726. * If true, the light map contains occlusion information instead of lighting info.
  48727. */
  48728. useLightmapAsShadowmap: boolean;
  48729. /**
  48730. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48731. */
  48732. useAlphaFromAlbedoTexture: boolean;
  48733. /**
  48734. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48735. */
  48736. forceAlphaTest: boolean;
  48737. /**
  48738. * Defines the alpha limits in alpha test mode.
  48739. */
  48740. alphaCutOff: number;
  48741. /**
  48742. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  48743. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48744. */
  48745. useSpecularOverAlpha: boolean;
  48746. /**
  48747. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48748. */
  48749. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48750. /**
  48751. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48752. */
  48753. useRoughnessFromMetallicTextureAlpha: boolean;
  48754. /**
  48755. * Specifies if the metallic texture contains the roughness information in its green channel.
  48756. */
  48757. useRoughnessFromMetallicTextureGreen: boolean;
  48758. /**
  48759. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48760. */
  48761. useMetallnessFromMetallicTextureBlue: boolean;
  48762. /**
  48763. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48764. */
  48765. useAmbientOcclusionFromMetallicTextureRed: boolean;
  48766. /**
  48767. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48768. */
  48769. useAmbientInGrayScale: boolean;
  48770. /**
  48771. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48772. * The material will try to infer what glossiness each pixel should be.
  48773. */
  48774. useAutoMicroSurfaceFromReflectivityMap: boolean;
  48775. /**
  48776. * BJS is using an harcoded light falloff based on a manually sets up range.
  48777. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48778. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48779. */
  48780. /**
  48781. * BJS is using an harcoded light falloff based on a manually sets up range.
  48782. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48783. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48784. */
  48785. usePhysicalLightFalloff: boolean;
  48786. /**
  48787. * In order to support the falloff compatibility with gltf, a special mode has been added
  48788. * to reproduce the gltf light falloff.
  48789. */
  48790. /**
  48791. * In order to support the falloff compatibility with gltf, a special mode has been added
  48792. * to reproduce the gltf light falloff.
  48793. */
  48794. useGLTFLightFalloff: boolean;
  48795. /**
  48796. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48797. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48798. */
  48799. useRadianceOverAlpha: boolean;
  48800. /**
  48801. * Allows using an object space normal map (instead of tangent space).
  48802. */
  48803. useObjectSpaceNormalMap: boolean;
  48804. /**
  48805. * Allows using the bump map in parallax mode.
  48806. */
  48807. useParallax: boolean;
  48808. /**
  48809. * Allows using the bump map in parallax occlusion mode.
  48810. */
  48811. useParallaxOcclusion: boolean;
  48812. /**
  48813. * Controls the scale bias of the parallax mode.
  48814. */
  48815. parallaxScaleBias: number;
  48816. /**
  48817. * If sets to true, disables all the lights affecting the material.
  48818. */
  48819. disableLighting: boolean;
  48820. /**
  48821. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48822. */
  48823. forceIrradianceInFragment: boolean;
  48824. /**
  48825. * Number of Simultaneous lights allowed on the material.
  48826. */
  48827. maxSimultaneousLights: number;
  48828. /**
  48829. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  48830. */
  48831. invertNormalMapX: boolean;
  48832. /**
  48833. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  48834. */
  48835. invertNormalMapY: boolean;
  48836. /**
  48837. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48838. */
  48839. twoSidedLighting: boolean;
  48840. /**
  48841. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48842. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48843. */
  48844. useAlphaFresnel: boolean;
  48845. /**
  48846. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48847. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48848. */
  48849. useLinearAlphaFresnel: boolean;
  48850. /**
  48851. * Let user defines the brdf lookup texture used for IBL.
  48852. * A default 8bit version is embedded but you could point at :
  48853. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  48854. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  48855. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  48856. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  48857. */
  48858. environmentBRDFTexture: Nullable<BaseTexture>;
  48859. /**
  48860. * Force normal to face away from face.
  48861. */
  48862. forceNormalForward: boolean;
  48863. /**
  48864. * Enables specular anti aliasing in the PBR shader.
  48865. * It will both interacts on the Geometry for analytical and IBL lighting.
  48866. * It also prefilter the roughness map based on the bump values.
  48867. */
  48868. enableSpecularAntiAliasing: boolean;
  48869. /**
  48870. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48871. * makes the reflect vector face the model (under horizon).
  48872. */
  48873. useHorizonOcclusion: boolean;
  48874. /**
  48875. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48876. * too much the area relying on ambient texture to define their ambient occlusion.
  48877. */
  48878. useRadianceOcclusion: boolean;
  48879. /**
  48880. * If set to true, no lighting calculations will be applied.
  48881. */
  48882. unlit: boolean;
  48883. /**
  48884. * Gets the image processing configuration used either in this material.
  48885. */
  48886. /**
  48887. * Sets the Default image processing configuration used either in the this material.
  48888. *
  48889. * If sets to null, the scene one is in use.
  48890. */
  48891. imageProcessingConfiguration: ImageProcessingConfiguration;
  48892. /**
  48893. * Gets wether the color curves effect is enabled.
  48894. */
  48895. /**
  48896. * Sets wether the color curves effect is enabled.
  48897. */
  48898. cameraColorCurvesEnabled: boolean;
  48899. /**
  48900. * Gets wether the color grading effect is enabled.
  48901. */
  48902. /**
  48903. * Gets wether the color grading effect is enabled.
  48904. */
  48905. cameraColorGradingEnabled: boolean;
  48906. /**
  48907. * Gets wether tonemapping is enabled or not.
  48908. */
  48909. /**
  48910. * Sets wether tonemapping is enabled or not
  48911. */
  48912. cameraToneMappingEnabled: boolean;
  48913. /**
  48914. * The camera exposure used on this material.
  48915. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48916. * This corresponds to a photographic exposure.
  48917. */
  48918. /**
  48919. * The camera exposure used on this material.
  48920. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48921. * This corresponds to a photographic exposure.
  48922. */
  48923. cameraExposure: number;
  48924. /**
  48925. * Gets The camera contrast used on this material.
  48926. */
  48927. /**
  48928. * Sets The camera contrast used on this material.
  48929. */
  48930. cameraContrast: number;
  48931. /**
  48932. * Gets the Color Grading 2D Lookup Texture.
  48933. */
  48934. /**
  48935. * Sets the Color Grading 2D Lookup Texture.
  48936. */
  48937. cameraColorGradingTexture: Nullable<BaseTexture>;
  48938. /**
  48939. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48940. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48941. * 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;
  48942. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48943. */
  48944. /**
  48945. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48946. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48947. * 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;
  48948. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48949. */
  48950. cameraColorCurves: Nullable<ColorCurves>;
  48951. /**
  48952. * Instantiates a new PBRMaterial instance.
  48953. *
  48954. * @param name The material name
  48955. * @param scene The scene the material will be use in.
  48956. */
  48957. constructor(name: string, scene: Scene);
  48958. /**
  48959. * Returns the name of this material class.
  48960. */
  48961. getClassName(): string;
  48962. /**
  48963. * Makes a duplicate of the current material.
  48964. * @param name - name to use for the new material.
  48965. */
  48966. clone(name: string): PBRMaterial;
  48967. /**
  48968. * Serializes this PBR Material.
  48969. * @returns - An object with the serialized material.
  48970. */
  48971. serialize(): any;
  48972. /**
  48973. * Parses a PBR Material from a serialized object.
  48974. * @param source - Serialized object.
  48975. * @param scene - BJS scene instance.
  48976. * @param rootUrl - url for the scene object
  48977. * @returns - PBRMaterial
  48978. */
  48979. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  48980. }
  48981. }
  48982. declare module "babylonjs/Misc/dds" {
  48983. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  48984. import { Engine } from "babylonjs/Engines/engine";
  48985. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  48986. import { Nullable } from "babylonjs/types";
  48987. import { Scene } from "babylonjs/scene";
  48988. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  48989. /**
  48990. * Direct draw surface info
  48991. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  48992. */
  48993. export interface DDSInfo {
  48994. /**
  48995. * Width of the texture
  48996. */
  48997. width: number;
  48998. /**
  48999. * Width of the texture
  49000. */
  49001. height: number;
  49002. /**
  49003. * Number of Mipmaps for the texture
  49004. * @see https://en.wikipedia.org/wiki/Mipmap
  49005. */
  49006. mipmapCount: number;
  49007. /**
  49008. * If the textures format is a known fourCC format
  49009. * @see https://www.fourcc.org/
  49010. */
  49011. isFourCC: boolean;
  49012. /**
  49013. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49014. */
  49015. isRGB: boolean;
  49016. /**
  49017. * If the texture is a lumincance format
  49018. */
  49019. isLuminance: boolean;
  49020. /**
  49021. * If this is a cube texture
  49022. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49023. */
  49024. isCube: boolean;
  49025. /**
  49026. * If the texture is a compressed format eg. FOURCC_DXT1
  49027. */
  49028. isCompressed: boolean;
  49029. /**
  49030. * The dxgiFormat of the texture
  49031. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49032. */
  49033. dxgiFormat: number;
  49034. /**
  49035. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  49036. */
  49037. textureType: number;
  49038. /**
  49039. * Sphericle polynomial created for the dds texture
  49040. */
  49041. sphericalPolynomial?: SphericalPolynomial;
  49042. }
  49043. /**
  49044. * Class used to provide DDS decompression tools
  49045. */
  49046. export class DDSTools {
  49047. /**
  49048. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  49049. */
  49050. static StoreLODInAlphaChannel: boolean;
  49051. /**
  49052. * Gets DDS information from an array buffer
  49053. * @param arrayBuffer defines the array buffer to read data from
  49054. * @returns the DDS information
  49055. */
  49056. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  49057. private static _FloatView;
  49058. private static _Int32View;
  49059. private static _ToHalfFloat;
  49060. private static _FromHalfFloat;
  49061. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  49062. private static _GetHalfFloatRGBAArrayBuffer;
  49063. private static _GetFloatRGBAArrayBuffer;
  49064. private static _GetFloatAsUIntRGBAArrayBuffer;
  49065. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  49066. private static _GetRGBAArrayBuffer;
  49067. private static _ExtractLongWordOrder;
  49068. private static _GetRGBArrayBuffer;
  49069. private static _GetLuminanceArrayBuffer;
  49070. /**
  49071. * Uploads DDS Levels to a Babylon Texture
  49072. * @hidden
  49073. */
  49074. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  49075. }
  49076. module "babylonjs/Engines/engine" {
  49077. interface Engine {
  49078. /**
  49079. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  49080. * @param rootUrl defines the url where the file to load is located
  49081. * @param scene defines the current scene
  49082. * @param lodScale defines scale to apply to the mip map selection
  49083. * @param lodOffset defines offset to apply to the mip map selection
  49084. * @param onLoad defines an optional callback raised when the texture is loaded
  49085. * @param onError defines an optional callback raised if there is an issue to load the texture
  49086. * @param format defines the format of the data
  49087. * @param forcedExtension defines the extension to use to pick the right loader
  49088. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  49089. * @returns the cube texture as an InternalTexture
  49090. */
  49091. 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;
  49092. }
  49093. }
  49094. }
  49095. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  49096. import { Nullable } from "babylonjs/types";
  49097. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49098. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49099. /**
  49100. * Implementation of the DDS Texture Loader.
  49101. * @hidden
  49102. */
  49103. export class _DDSTextureLoader implements IInternalTextureLoader {
  49104. /**
  49105. * Defines wether the loader supports cascade loading the different faces.
  49106. */
  49107. readonly supportCascades: boolean;
  49108. /**
  49109. * This returns if the loader support the current file information.
  49110. * @param extension defines the file extension of the file being loaded
  49111. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49112. * @param fallback defines the fallback internal texture if any
  49113. * @param isBase64 defines whether the texture is encoded as a base64
  49114. * @param isBuffer defines whether the texture data are stored as a buffer
  49115. * @returns true if the loader can load the specified file
  49116. */
  49117. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49118. /**
  49119. * Transform the url before loading if required.
  49120. * @param rootUrl the url of the texture
  49121. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49122. * @returns the transformed texture
  49123. */
  49124. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49125. /**
  49126. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49127. * @param rootUrl the url of the texture
  49128. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49129. * @returns the fallback texture
  49130. */
  49131. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49132. /**
  49133. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49134. * @param data contains the texture data
  49135. * @param texture defines the BabylonJS internal texture
  49136. * @param createPolynomials will be true if polynomials have been requested
  49137. * @param onLoad defines the callback to trigger once the texture is ready
  49138. * @param onError defines the callback to trigger in case of error
  49139. */
  49140. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49141. /**
  49142. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49143. * @param data contains the texture data
  49144. * @param texture defines the BabylonJS internal texture
  49145. * @param callback defines the method to call once ready to upload
  49146. */
  49147. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49148. }
  49149. }
  49150. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49151. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49152. /** @hidden */
  49153. export var rgbdEncodePixelShader: {
  49154. name: string;
  49155. shader: string;
  49156. };
  49157. }
  49158. declare module "babylonjs/Misc/environmentTextureTools" {
  49159. import { Nullable } from "babylonjs/types";
  49160. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49161. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49162. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49163. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49164. import "babylonjs/Shaders/rgbdEncode.fragment";
  49165. import "babylonjs/Shaders/rgbdDecode.fragment";
  49166. /**
  49167. * Raw texture data and descriptor sufficient for WebGL texture upload
  49168. */
  49169. export interface EnvironmentTextureInfo {
  49170. /**
  49171. * Version of the environment map
  49172. */
  49173. version: number;
  49174. /**
  49175. * Width of image
  49176. */
  49177. width: number;
  49178. /**
  49179. * Irradiance information stored in the file.
  49180. */
  49181. irradiance: any;
  49182. /**
  49183. * Specular information stored in the file.
  49184. */
  49185. specular: any;
  49186. }
  49187. /**
  49188. * Sets of helpers addressing the serialization and deserialization of environment texture
  49189. * stored in a BabylonJS env file.
  49190. * Those files are usually stored as .env files.
  49191. */
  49192. export class EnvironmentTextureTools {
  49193. /**
  49194. * Magic number identifying the env file.
  49195. */
  49196. private static _MagicBytes;
  49197. /**
  49198. * Gets the environment info from an env file.
  49199. * @param data The array buffer containing the .env bytes.
  49200. * @returns the environment file info (the json header) if successfully parsed.
  49201. */
  49202. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49203. /**
  49204. * Creates an environment texture from a loaded cube texture.
  49205. * @param texture defines the cube texture to convert in env file
  49206. * @return a promise containing the environment data if succesfull.
  49207. */
  49208. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49209. /**
  49210. * Creates a JSON representation of the spherical data.
  49211. * @param texture defines the texture containing the polynomials
  49212. * @return the JSON representation of the spherical info
  49213. */
  49214. private static _CreateEnvTextureIrradiance;
  49215. /**
  49216. * Uploads the texture info contained in the env file to the GPU.
  49217. * @param texture defines the internal texture to upload to
  49218. * @param arrayBuffer defines the buffer cotaining the data to load
  49219. * @param info defines the texture info retrieved through the GetEnvInfo method
  49220. * @returns a promise
  49221. */
  49222. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49223. /**
  49224. * Uploads the levels of image data to the GPU.
  49225. * @param texture defines the internal texture to upload to
  49226. * @param imageData defines the array buffer views of image data [mipmap][face]
  49227. * @returns a promise
  49228. */
  49229. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49230. /**
  49231. * Uploads spherical polynomials information to the texture.
  49232. * @param texture defines the texture we are trying to upload the information to
  49233. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49234. */
  49235. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49236. /** @hidden */
  49237. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49238. }
  49239. }
  49240. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  49241. import { Nullable } from "babylonjs/types";
  49242. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49243. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49244. /**
  49245. * Implementation of the ENV Texture Loader.
  49246. * @hidden
  49247. */
  49248. export class _ENVTextureLoader implements IInternalTextureLoader {
  49249. /**
  49250. * Defines wether the loader supports cascade loading the different faces.
  49251. */
  49252. readonly supportCascades: boolean;
  49253. /**
  49254. * This returns if the loader support the current file information.
  49255. * @param extension defines the file extension of the file being loaded
  49256. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49257. * @param fallback defines the fallback internal texture if any
  49258. * @param isBase64 defines whether the texture is encoded as a base64
  49259. * @param isBuffer defines whether the texture data are stored as a buffer
  49260. * @returns true if the loader can load the specified file
  49261. */
  49262. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49263. /**
  49264. * Transform the url before loading if required.
  49265. * @param rootUrl the url of the texture
  49266. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49267. * @returns the transformed texture
  49268. */
  49269. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49270. /**
  49271. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49272. * @param rootUrl the url of the texture
  49273. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49274. * @returns the fallback texture
  49275. */
  49276. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49277. /**
  49278. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49279. * @param data contains the texture data
  49280. * @param texture defines the BabylonJS internal texture
  49281. * @param createPolynomials will be true if polynomials have been requested
  49282. * @param onLoad defines the callback to trigger once the texture is ready
  49283. * @param onError defines the callback to trigger in case of error
  49284. */
  49285. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49286. /**
  49287. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49288. * @param data contains the texture data
  49289. * @param texture defines the BabylonJS internal texture
  49290. * @param callback defines the method to call once ready to upload
  49291. */
  49292. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49293. }
  49294. }
  49295. declare module "babylonjs/Misc/khronosTextureContainer" {
  49296. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49297. /**
  49298. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  49299. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  49300. */
  49301. export class KhronosTextureContainer {
  49302. /** contents of the KTX container file */
  49303. arrayBuffer: any;
  49304. private static HEADER_LEN;
  49305. private static COMPRESSED_2D;
  49306. private static COMPRESSED_3D;
  49307. private static TEX_2D;
  49308. private static TEX_3D;
  49309. /**
  49310. * Gets the openGL type
  49311. */
  49312. glType: number;
  49313. /**
  49314. * Gets the openGL type size
  49315. */
  49316. glTypeSize: number;
  49317. /**
  49318. * Gets the openGL format
  49319. */
  49320. glFormat: number;
  49321. /**
  49322. * Gets the openGL internal format
  49323. */
  49324. glInternalFormat: number;
  49325. /**
  49326. * Gets the base internal format
  49327. */
  49328. glBaseInternalFormat: number;
  49329. /**
  49330. * Gets image width in pixel
  49331. */
  49332. pixelWidth: number;
  49333. /**
  49334. * Gets image height in pixel
  49335. */
  49336. pixelHeight: number;
  49337. /**
  49338. * Gets image depth in pixels
  49339. */
  49340. pixelDepth: number;
  49341. /**
  49342. * Gets the number of array elements
  49343. */
  49344. numberOfArrayElements: number;
  49345. /**
  49346. * Gets the number of faces
  49347. */
  49348. numberOfFaces: number;
  49349. /**
  49350. * Gets the number of mipmap levels
  49351. */
  49352. numberOfMipmapLevels: number;
  49353. /**
  49354. * Gets the bytes of key value data
  49355. */
  49356. bytesOfKeyValueData: number;
  49357. /**
  49358. * Gets the load type
  49359. */
  49360. loadType: number;
  49361. /**
  49362. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  49363. */
  49364. isInvalid: boolean;
  49365. /**
  49366. * Creates a new KhronosTextureContainer
  49367. * @param arrayBuffer contents of the KTX container file
  49368. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  49369. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  49370. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  49371. */
  49372. constructor(
  49373. /** contents of the KTX container file */
  49374. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  49375. /**
  49376. * Uploads KTX content to a Babylon Texture.
  49377. * It is assumed that the texture has already been created & is currently bound
  49378. * @hidden
  49379. */
  49380. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  49381. private _upload2DCompressedLevels;
  49382. }
  49383. }
  49384. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  49385. import { Nullable } from "babylonjs/types";
  49386. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49387. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49388. /**
  49389. * Implementation of the KTX Texture Loader.
  49390. * @hidden
  49391. */
  49392. export class _KTXTextureLoader implements IInternalTextureLoader {
  49393. /**
  49394. * Defines wether the loader supports cascade loading the different faces.
  49395. */
  49396. readonly supportCascades: boolean;
  49397. /**
  49398. * This returns if the loader support the current file information.
  49399. * @param extension defines the file extension of the file being loaded
  49400. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49401. * @param fallback defines the fallback internal texture if any
  49402. * @param isBase64 defines whether the texture is encoded as a base64
  49403. * @param isBuffer defines whether the texture data are stored as a buffer
  49404. * @returns true if the loader can load the specified file
  49405. */
  49406. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49407. /**
  49408. * Transform the url before loading if required.
  49409. * @param rootUrl the url of the texture
  49410. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49411. * @returns the transformed texture
  49412. */
  49413. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49414. /**
  49415. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49416. * @param rootUrl the url of the texture
  49417. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49418. * @returns the fallback texture
  49419. */
  49420. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49421. /**
  49422. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49423. * @param data contains the texture data
  49424. * @param texture defines the BabylonJS internal texture
  49425. * @param createPolynomials will be true if polynomials have been requested
  49426. * @param onLoad defines the callback to trigger once the texture is ready
  49427. * @param onError defines the callback to trigger in case of error
  49428. */
  49429. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49430. /**
  49431. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49432. * @param data contains the texture data
  49433. * @param texture defines the BabylonJS internal texture
  49434. * @param callback defines the method to call once ready to upload
  49435. */
  49436. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  49437. }
  49438. }
  49439. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  49440. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  49441. import { Scene } from "babylonjs/scene";
  49442. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  49443. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  49444. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  49445. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  49446. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  49447. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  49448. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49449. /**
  49450. * Options for the default xr helper
  49451. */
  49452. export class WebXRDefaultExperienceOptions {
  49453. /**
  49454. * Floor meshes that should be used for teleporting
  49455. */
  49456. floorMeshes: Array<AbstractMesh>;
  49457. }
  49458. /**
  49459. * Default experience which provides a similar setup to the previous webVRExperience
  49460. */
  49461. export class WebXRDefaultExperience {
  49462. /**
  49463. * Base experience
  49464. */
  49465. baseExperience: WebXRExperienceHelper;
  49466. /**
  49467. * Input experience extension
  49468. */
  49469. input: WebXRInput;
  49470. /**
  49471. * Loads the controller models
  49472. */
  49473. controllerModelLoader: WebXRControllerModelLoader;
  49474. /**
  49475. * Enables laser pointer and selection
  49476. */
  49477. pointerSelection: WebXRControllerPointerSelection;
  49478. /**
  49479. * Enables teleportation
  49480. */
  49481. teleportation: WebXRControllerTeleportation;
  49482. /**
  49483. * Enables ui for enetering/exiting xr
  49484. */
  49485. enterExitUI: WebXREnterExitUI;
  49486. /**
  49487. * Default output canvas xr should render to
  49488. */
  49489. outputCanvas: WebXRManagedOutputCanvas;
  49490. /**
  49491. * Creates the default xr experience
  49492. * @param scene scene
  49493. * @param options options for basic configuration
  49494. * @returns resulting WebXRDefaultExperience
  49495. */
  49496. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49497. private constructor();
  49498. /**
  49499. * DIsposes of the experience helper
  49500. */
  49501. dispose(): void;
  49502. }
  49503. }
  49504. declare module "babylonjs/Helpers/sceneHelpers" {
  49505. import { Nullable } from "babylonjs/types";
  49506. import { Mesh } from "babylonjs/Meshes/mesh";
  49507. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49508. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  49509. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  49510. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  49511. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  49512. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  49513. import "babylonjs/Meshes/Builders/boxBuilder";
  49514. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  49515. /** @hidden */
  49516. export var _forceSceneHelpersToBundle: boolean;
  49517. module "babylonjs/scene" {
  49518. interface Scene {
  49519. /**
  49520. * Creates a default light for the scene.
  49521. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  49522. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  49523. */
  49524. createDefaultLight(replace?: boolean): void;
  49525. /**
  49526. * Creates a default camera for the scene.
  49527. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  49528. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49529. * @param replace has default false, when true replaces the active camera in the scene
  49530. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  49531. */
  49532. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49533. /**
  49534. * Creates a default camera and a default light.
  49535. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  49536. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49537. * @param replace has the default false, when true replaces the active camera/light in the scene
  49538. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  49539. */
  49540. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49541. /**
  49542. * Creates a new sky box
  49543. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  49544. * @param environmentTexture defines the texture to use as environment texture
  49545. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  49546. * @param scale defines the overall scale of the skybox
  49547. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  49548. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  49549. * @returns a new mesh holding the sky box
  49550. */
  49551. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  49552. /**
  49553. * Creates a new environment
  49554. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  49555. * @param options defines the options you can use to configure the environment
  49556. * @returns the new EnvironmentHelper
  49557. */
  49558. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  49559. /**
  49560. * Creates a new VREXperienceHelper
  49561. * @see http://doc.babylonjs.com/how_to/webvr_helper
  49562. * @param webVROptions defines the options used to create the new VREXperienceHelper
  49563. * @returns a new VREXperienceHelper
  49564. */
  49565. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  49566. /**
  49567. * Creates a new WebXRDefaultExperience
  49568. * @see http://doc.babylonjs.com/how_to/webxr
  49569. * @param options experience options
  49570. * @returns a promise for a new WebXRDefaultExperience
  49571. */
  49572. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49573. }
  49574. }
  49575. }
  49576. declare module "babylonjs/Helpers/videoDome" {
  49577. import { Scene } from "babylonjs/scene";
  49578. import { TransformNode } from "babylonjs/Meshes/transformNode";
  49579. import { Mesh } from "babylonjs/Meshes/mesh";
  49580. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  49581. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  49582. import "babylonjs/Meshes/Builders/sphereBuilder";
  49583. /**
  49584. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  49585. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  49586. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  49587. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  49588. */
  49589. export class VideoDome extends TransformNode {
  49590. /**
  49591. * Define the video source as a Monoscopic panoramic 360 video.
  49592. */
  49593. static readonly MODE_MONOSCOPIC: number;
  49594. /**
  49595. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  49596. */
  49597. static readonly MODE_TOPBOTTOM: number;
  49598. /**
  49599. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  49600. */
  49601. static readonly MODE_SIDEBYSIDE: number;
  49602. private _useDirectMapping;
  49603. /**
  49604. * The video texture being displayed on the sphere
  49605. */
  49606. protected _videoTexture: VideoTexture;
  49607. /**
  49608. * Gets the video texture being displayed on the sphere
  49609. */
  49610. readonly videoTexture: VideoTexture;
  49611. /**
  49612. * The skybox material
  49613. */
  49614. protected _material: BackgroundMaterial;
  49615. /**
  49616. * The surface used for the skybox
  49617. */
  49618. protected _mesh: Mesh;
  49619. /**
  49620. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  49621. * Also see the options.resolution property.
  49622. */
  49623. fovMultiplier: number;
  49624. private _videoMode;
  49625. /**
  49626. * Gets or set the current video mode for the video. It can be:
  49627. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  49628. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  49629. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  49630. */
  49631. videoMode: number;
  49632. /**
  49633. * Oberserver used in Stereoscopic VR Mode.
  49634. */
  49635. private _onBeforeCameraRenderObserver;
  49636. /**
  49637. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  49638. * @param name Element's name, child elements will append suffixes for their own names.
  49639. * @param urlsOrVideo defines the url(s) or the video element to use
  49640. * @param options An object containing optional or exposed sub element properties
  49641. */
  49642. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  49643. resolution?: number;
  49644. clickToPlay?: boolean;
  49645. autoPlay?: boolean;
  49646. loop?: boolean;
  49647. size?: number;
  49648. poster?: string;
  49649. faceForward?: boolean;
  49650. useDirectMapping?: boolean;
  49651. }, scene: Scene);
  49652. private _changeVideoMode;
  49653. /**
  49654. * Releases resources associated with this node.
  49655. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  49656. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  49657. */
  49658. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  49659. }
  49660. }
  49661. declare module "babylonjs/Helpers/index" {
  49662. export * from "babylonjs/Helpers/environmentHelper";
  49663. export * from "babylonjs/Helpers/photoDome";
  49664. export * from "babylonjs/Helpers/sceneHelpers";
  49665. export * from "babylonjs/Helpers/videoDome";
  49666. }
  49667. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  49668. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  49669. import { IDisposable } from "babylonjs/scene";
  49670. import { Engine } from "babylonjs/Engines/engine";
  49671. /**
  49672. * This class can be used to get instrumentation data from a Babylon engine
  49673. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49674. */
  49675. export class EngineInstrumentation implements IDisposable {
  49676. /**
  49677. * Define the instrumented engine.
  49678. */
  49679. engine: Engine;
  49680. private _captureGPUFrameTime;
  49681. private _gpuFrameTimeToken;
  49682. private _gpuFrameTime;
  49683. private _captureShaderCompilationTime;
  49684. private _shaderCompilationTime;
  49685. private _onBeginFrameObserver;
  49686. private _onEndFrameObserver;
  49687. private _onBeforeShaderCompilationObserver;
  49688. private _onAfterShaderCompilationObserver;
  49689. /**
  49690. * Gets the perf counter used for GPU frame time
  49691. */
  49692. readonly gpuFrameTimeCounter: PerfCounter;
  49693. /**
  49694. * Gets the GPU frame time capture status
  49695. */
  49696. /**
  49697. * Enable or disable the GPU frame time capture
  49698. */
  49699. captureGPUFrameTime: boolean;
  49700. /**
  49701. * Gets the perf counter used for shader compilation time
  49702. */
  49703. readonly shaderCompilationTimeCounter: PerfCounter;
  49704. /**
  49705. * Gets the shader compilation time capture status
  49706. */
  49707. /**
  49708. * Enable or disable the shader compilation time capture
  49709. */
  49710. captureShaderCompilationTime: boolean;
  49711. /**
  49712. * Instantiates a new engine instrumentation.
  49713. * This class can be used to get instrumentation data from a Babylon engine
  49714. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49715. * @param engine Defines the engine to instrument
  49716. */
  49717. constructor(
  49718. /**
  49719. * Define the instrumented engine.
  49720. */
  49721. engine: Engine);
  49722. /**
  49723. * Dispose and release associated resources.
  49724. */
  49725. dispose(): void;
  49726. }
  49727. }
  49728. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  49729. import { Scene, IDisposable } from "babylonjs/scene";
  49730. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  49731. /**
  49732. * This class can be used to get instrumentation data from a Babylon engine
  49733. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  49734. */
  49735. export class SceneInstrumentation implements IDisposable {
  49736. /**
  49737. * Defines the scene to instrument
  49738. */
  49739. scene: Scene;
  49740. private _captureActiveMeshesEvaluationTime;
  49741. private _activeMeshesEvaluationTime;
  49742. private _captureRenderTargetsRenderTime;
  49743. private _renderTargetsRenderTime;
  49744. private _captureFrameTime;
  49745. private _frameTime;
  49746. private _captureRenderTime;
  49747. private _renderTime;
  49748. private _captureInterFrameTime;
  49749. private _interFrameTime;
  49750. private _captureParticlesRenderTime;
  49751. private _particlesRenderTime;
  49752. private _captureSpritesRenderTime;
  49753. private _spritesRenderTime;
  49754. private _capturePhysicsTime;
  49755. private _physicsTime;
  49756. private _captureAnimationsTime;
  49757. private _animationsTime;
  49758. private _captureCameraRenderTime;
  49759. private _cameraRenderTime;
  49760. private _onBeforeActiveMeshesEvaluationObserver;
  49761. private _onAfterActiveMeshesEvaluationObserver;
  49762. private _onBeforeRenderTargetsRenderObserver;
  49763. private _onAfterRenderTargetsRenderObserver;
  49764. private _onAfterRenderObserver;
  49765. private _onBeforeDrawPhaseObserver;
  49766. private _onAfterDrawPhaseObserver;
  49767. private _onBeforeAnimationsObserver;
  49768. private _onBeforeParticlesRenderingObserver;
  49769. private _onAfterParticlesRenderingObserver;
  49770. private _onBeforeSpritesRenderingObserver;
  49771. private _onAfterSpritesRenderingObserver;
  49772. private _onBeforePhysicsObserver;
  49773. private _onAfterPhysicsObserver;
  49774. private _onAfterAnimationsObserver;
  49775. private _onBeforeCameraRenderObserver;
  49776. private _onAfterCameraRenderObserver;
  49777. /**
  49778. * Gets the perf counter used for active meshes evaluation time
  49779. */
  49780. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  49781. /**
  49782. * Gets the active meshes evaluation time capture status
  49783. */
  49784. /**
  49785. * Enable or disable the active meshes evaluation time capture
  49786. */
  49787. captureActiveMeshesEvaluationTime: boolean;
  49788. /**
  49789. * Gets the perf counter used for render targets render time
  49790. */
  49791. readonly renderTargetsRenderTimeCounter: PerfCounter;
  49792. /**
  49793. * Gets the render targets render time capture status
  49794. */
  49795. /**
  49796. * Enable or disable the render targets render time capture
  49797. */
  49798. captureRenderTargetsRenderTime: boolean;
  49799. /**
  49800. * Gets the perf counter used for particles render time
  49801. */
  49802. readonly particlesRenderTimeCounter: PerfCounter;
  49803. /**
  49804. * Gets the particles render time capture status
  49805. */
  49806. /**
  49807. * Enable or disable the particles render time capture
  49808. */
  49809. captureParticlesRenderTime: boolean;
  49810. /**
  49811. * Gets the perf counter used for sprites render time
  49812. */
  49813. readonly spritesRenderTimeCounter: PerfCounter;
  49814. /**
  49815. * Gets the sprites render time capture status
  49816. */
  49817. /**
  49818. * Enable or disable the sprites render time capture
  49819. */
  49820. captureSpritesRenderTime: boolean;
  49821. /**
  49822. * Gets the perf counter used for physics time
  49823. */
  49824. readonly physicsTimeCounter: PerfCounter;
  49825. /**
  49826. * Gets the physics time capture status
  49827. */
  49828. /**
  49829. * Enable or disable the physics time capture
  49830. */
  49831. capturePhysicsTime: boolean;
  49832. /**
  49833. * Gets the perf counter used for animations time
  49834. */
  49835. readonly animationsTimeCounter: PerfCounter;
  49836. /**
  49837. * Gets the animations time capture status
  49838. */
  49839. /**
  49840. * Enable or disable the animations time capture
  49841. */
  49842. captureAnimationsTime: boolean;
  49843. /**
  49844. * Gets the perf counter used for frame time capture
  49845. */
  49846. readonly frameTimeCounter: PerfCounter;
  49847. /**
  49848. * Gets the frame time capture status
  49849. */
  49850. /**
  49851. * Enable or disable the frame time capture
  49852. */
  49853. captureFrameTime: boolean;
  49854. /**
  49855. * Gets the perf counter used for inter-frames time capture
  49856. */
  49857. readonly interFrameTimeCounter: PerfCounter;
  49858. /**
  49859. * Gets the inter-frames time capture status
  49860. */
  49861. /**
  49862. * Enable or disable the inter-frames time capture
  49863. */
  49864. captureInterFrameTime: boolean;
  49865. /**
  49866. * Gets the perf counter used for render time capture
  49867. */
  49868. readonly renderTimeCounter: PerfCounter;
  49869. /**
  49870. * Gets the render time capture status
  49871. */
  49872. /**
  49873. * Enable or disable the render time capture
  49874. */
  49875. captureRenderTime: boolean;
  49876. /**
  49877. * Gets the perf counter used for camera render time capture
  49878. */
  49879. readonly cameraRenderTimeCounter: PerfCounter;
  49880. /**
  49881. * Gets the camera render time capture status
  49882. */
  49883. /**
  49884. * Enable or disable the camera render time capture
  49885. */
  49886. captureCameraRenderTime: boolean;
  49887. /**
  49888. * Gets the perf counter used for draw calls
  49889. */
  49890. readonly drawCallsCounter: PerfCounter;
  49891. /**
  49892. * Instantiates a new scene instrumentation.
  49893. * This class can be used to get instrumentation data from a Babylon engine
  49894. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  49895. * @param scene Defines the scene to instrument
  49896. */
  49897. constructor(
  49898. /**
  49899. * Defines the scene to instrument
  49900. */
  49901. scene: Scene);
  49902. /**
  49903. * Dispose and release associated resources.
  49904. */
  49905. dispose(): void;
  49906. }
  49907. }
  49908. declare module "babylonjs/Instrumentation/index" {
  49909. export * from "babylonjs/Instrumentation/engineInstrumentation";
  49910. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  49911. export * from "babylonjs/Instrumentation/timeToken";
  49912. }
  49913. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  49914. /** @hidden */
  49915. export var glowMapGenerationPixelShader: {
  49916. name: string;
  49917. shader: string;
  49918. };
  49919. }
  49920. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  49921. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  49922. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  49923. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  49924. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  49925. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  49926. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  49927. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  49928. /** @hidden */
  49929. export var glowMapGenerationVertexShader: {
  49930. name: string;
  49931. shader: string;
  49932. };
  49933. }
  49934. declare module "babylonjs/Layers/effectLayer" {
  49935. import { Observable } from "babylonjs/Misc/observable";
  49936. import { Nullable } from "babylonjs/types";
  49937. import { Camera } from "babylonjs/Cameras/camera";
  49938. import { Scene } from "babylonjs/scene";
  49939. import { ISize } from "babylonjs/Maths/math.size";
  49940. import { Color4 } from "babylonjs/Maths/math.color";
  49941. import { Engine } from "babylonjs/Engines/engine";
  49942. import { SubMesh } from "babylonjs/Meshes/subMesh";
  49943. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49944. import { Mesh } from "babylonjs/Meshes/mesh";
  49945. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  49946. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49947. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49948. import { Effect } from "babylonjs/Materials/effect";
  49949. import { Material } from "babylonjs/Materials/material";
  49950. import "babylonjs/Shaders/glowMapGeneration.fragment";
  49951. import "babylonjs/Shaders/glowMapGeneration.vertex";
  49952. /**
  49953. * Effect layer options. This helps customizing the behaviour
  49954. * of the effect layer.
  49955. */
  49956. export interface IEffectLayerOptions {
  49957. /**
  49958. * Multiplication factor apply to the canvas size to compute the render target size
  49959. * used to generated the objects (the smaller the faster).
  49960. */
  49961. mainTextureRatio: number;
  49962. /**
  49963. * Enforces a fixed size texture to ensure effect stability across devices.
  49964. */
  49965. mainTextureFixedSize?: number;
  49966. /**
  49967. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  49968. */
  49969. alphaBlendingMode: number;
  49970. /**
  49971. * The camera attached to the layer.
  49972. */
  49973. camera: Nullable<Camera>;
  49974. /**
  49975. * The rendering group to draw the layer in.
  49976. */
  49977. renderingGroupId: number;
  49978. }
  49979. /**
  49980. * The effect layer Helps adding post process effect blended with the main pass.
  49981. *
  49982. * This can be for instance use to generate glow or higlight effects on the scene.
  49983. *
  49984. * The effect layer class can not be used directly and is intented to inherited from to be
  49985. * customized per effects.
  49986. */
  49987. export abstract class EffectLayer {
  49988. private _vertexBuffers;
  49989. private _indexBuffer;
  49990. private _cachedDefines;
  49991. private _effectLayerMapGenerationEffect;
  49992. private _effectLayerOptions;
  49993. private _mergeEffect;
  49994. protected _scene: Scene;
  49995. protected _engine: Engine;
  49996. protected _maxSize: number;
  49997. protected _mainTextureDesiredSize: ISize;
  49998. protected _mainTexture: RenderTargetTexture;
  49999. protected _shouldRender: boolean;
  50000. protected _postProcesses: PostProcess[];
  50001. protected _textures: BaseTexture[];
  50002. protected _emissiveTextureAndColor: {
  50003. texture: Nullable<BaseTexture>;
  50004. color: Color4;
  50005. };
  50006. /**
  50007. * The name of the layer
  50008. */
  50009. name: string;
  50010. /**
  50011. * The clear color of the texture used to generate the glow map.
  50012. */
  50013. neutralColor: Color4;
  50014. /**
  50015. * Specifies wether the highlight layer is enabled or not.
  50016. */
  50017. isEnabled: boolean;
  50018. /**
  50019. * Gets the camera attached to the layer.
  50020. */
  50021. readonly camera: Nullable<Camera>;
  50022. /**
  50023. * Gets the rendering group id the layer should render in.
  50024. */
  50025. renderingGroupId: number;
  50026. /**
  50027. * An event triggered when the effect layer has been disposed.
  50028. */
  50029. onDisposeObservable: Observable<EffectLayer>;
  50030. /**
  50031. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50032. */
  50033. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50034. /**
  50035. * An event triggered when the generated texture is being merged in the scene.
  50036. */
  50037. onBeforeComposeObservable: Observable<EffectLayer>;
  50038. /**
  50039. * An event triggered when the generated texture has been merged in the scene.
  50040. */
  50041. onAfterComposeObservable: Observable<EffectLayer>;
  50042. /**
  50043. * An event triggered when the efffect layer changes its size.
  50044. */
  50045. onSizeChangedObservable: Observable<EffectLayer>;
  50046. /** @hidden */
  50047. static _SceneComponentInitialization: (scene: Scene) => void;
  50048. /**
  50049. * Instantiates a new effect Layer and references it in the scene.
  50050. * @param name The name of the layer
  50051. * @param scene The scene to use the layer in
  50052. */
  50053. constructor(
  50054. /** The Friendly of the effect in the scene */
  50055. name: string, scene: Scene);
  50056. /**
  50057. * Get the effect name of the layer.
  50058. * @return The effect name
  50059. */
  50060. abstract getEffectName(): string;
  50061. /**
  50062. * Checks for the readiness of the element composing the layer.
  50063. * @param subMesh the mesh to check for
  50064. * @param useInstances specify wether or not to use instances to render the mesh
  50065. * @return true if ready otherwise, false
  50066. */
  50067. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50068. /**
  50069. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50070. * @returns true if the effect requires stencil during the main canvas render pass.
  50071. */
  50072. abstract needStencil(): boolean;
  50073. /**
  50074. * Create the merge effect. This is the shader use to blit the information back
  50075. * to the main canvas at the end of the scene rendering.
  50076. * @returns The effect containing the shader used to merge the effect on the main canvas
  50077. */
  50078. protected abstract _createMergeEffect(): Effect;
  50079. /**
  50080. * Creates the render target textures and post processes used in the effect layer.
  50081. */
  50082. protected abstract _createTextureAndPostProcesses(): void;
  50083. /**
  50084. * Implementation specific of rendering the generating effect on the main canvas.
  50085. * @param effect The effect used to render through
  50086. */
  50087. protected abstract _internalRender(effect: Effect): void;
  50088. /**
  50089. * Sets the required values for both the emissive texture and and the main color.
  50090. */
  50091. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50092. /**
  50093. * Free any resources and references associated to a mesh.
  50094. * Internal use
  50095. * @param mesh The mesh to free.
  50096. */
  50097. abstract _disposeMesh(mesh: Mesh): void;
  50098. /**
  50099. * Serializes this layer (Glow or Highlight for example)
  50100. * @returns a serialized layer object
  50101. */
  50102. abstract serialize?(): any;
  50103. /**
  50104. * Initializes the effect layer with the required options.
  50105. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50106. */
  50107. protected _init(options: Partial<IEffectLayerOptions>): void;
  50108. /**
  50109. * Generates the index buffer of the full screen quad blending to the main canvas.
  50110. */
  50111. private _generateIndexBuffer;
  50112. /**
  50113. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  50114. */
  50115. private _generateVertexBuffer;
  50116. /**
  50117. * Sets the main texture desired size which is the closest power of two
  50118. * of the engine canvas size.
  50119. */
  50120. private _setMainTextureSize;
  50121. /**
  50122. * Creates the main texture for the effect layer.
  50123. */
  50124. protected _createMainTexture(): void;
  50125. /**
  50126. * Adds specific effects defines.
  50127. * @param defines The defines to add specifics to.
  50128. */
  50129. protected _addCustomEffectDefines(defines: string[]): void;
  50130. /**
  50131. * Checks for the readiness of the element composing the layer.
  50132. * @param subMesh the mesh to check for
  50133. * @param useInstances specify wether or not to use instances to render the mesh
  50134. * @param emissiveTexture the associated emissive texture used to generate the glow
  50135. * @return true if ready otherwise, false
  50136. */
  50137. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  50138. /**
  50139. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  50140. */
  50141. render(): void;
  50142. /**
  50143. * Determine if a given mesh will be used in the current effect.
  50144. * @param mesh mesh to test
  50145. * @returns true if the mesh will be used
  50146. */
  50147. hasMesh(mesh: AbstractMesh): boolean;
  50148. /**
  50149. * Returns true if the layer contains information to display, otherwise false.
  50150. * @returns true if the glow layer should be rendered
  50151. */
  50152. shouldRender(): boolean;
  50153. /**
  50154. * Returns true if the mesh should render, otherwise false.
  50155. * @param mesh The mesh to render
  50156. * @returns true if it should render otherwise false
  50157. */
  50158. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  50159. /**
  50160. * Returns true if the mesh can be rendered, otherwise false.
  50161. * @param mesh The mesh to render
  50162. * @param material The material used on the mesh
  50163. * @returns true if it can be rendered otherwise false
  50164. */
  50165. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50166. /**
  50167. * Returns true if the mesh should render, otherwise false.
  50168. * @param mesh The mesh to render
  50169. * @returns true if it should render otherwise false
  50170. */
  50171. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  50172. /**
  50173. * Renders the submesh passed in parameter to the generation map.
  50174. */
  50175. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  50176. /**
  50177. * Rebuild the required buffers.
  50178. * @hidden Internal use only.
  50179. */
  50180. _rebuild(): void;
  50181. /**
  50182. * Dispose only the render target textures and post process.
  50183. */
  50184. private _disposeTextureAndPostProcesses;
  50185. /**
  50186. * Dispose the highlight layer and free resources.
  50187. */
  50188. dispose(): void;
  50189. /**
  50190. * Gets the class name of the effect layer
  50191. * @returns the string with the class name of the effect layer
  50192. */
  50193. getClassName(): string;
  50194. /**
  50195. * Creates an effect layer from parsed effect layer data
  50196. * @param parsedEffectLayer defines effect layer data
  50197. * @param scene defines the current scene
  50198. * @param rootUrl defines the root URL containing the effect layer information
  50199. * @returns a parsed effect Layer
  50200. */
  50201. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  50202. }
  50203. }
  50204. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  50205. import { Scene } from "babylonjs/scene";
  50206. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  50207. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50208. import { AbstractScene } from "babylonjs/abstractScene";
  50209. module "babylonjs/abstractScene" {
  50210. interface AbstractScene {
  50211. /**
  50212. * The list of effect layers (highlights/glow) added to the scene
  50213. * @see http://doc.babylonjs.com/how_to/highlight_layer
  50214. * @see http://doc.babylonjs.com/how_to/glow_layer
  50215. */
  50216. effectLayers: Array<EffectLayer>;
  50217. /**
  50218. * Removes the given effect layer from this scene.
  50219. * @param toRemove defines the effect layer to remove
  50220. * @returns the index of the removed effect layer
  50221. */
  50222. removeEffectLayer(toRemove: EffectLayer): number;
  50223. /**
  50224. * Adds the given effect layer to this scene
  50225. * @param newEffectLayer defines the effect layer to add
  50226. */
  50227. addEffectLayer(newEffectLayer: EffectLayer): void;
  50228. }
  50229. }
  50230. /**
  50231. * Defines the layer scene component responsible to manage any effect layers
  50232. * in a given scene.
  50233. */
  50234. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  50235. /**
  50236. * The component name helpfull to identify the component in the list of scene components.
  50237. */
  50238. readonly name: string;
  50239. /**
  50240. * The scene the component belongs to.
  50241. */
  50242. scene: Scene;
  50243. private _engine;
  50244. private _renderEffects;
  50245. private _needStencil;
  50246. private _previousStencilState;
  50247. /**
  50248. * Creates a new instance of the component for the given scene
  50249. * @param scene Defines the scene to register the component in
  50250. */
  50251. constructor(scene: Scene);
  50252. /**
  50253. * Registers the component in a given scene
  50254. */
  50255. register(): void;
  50256. /**
  50257. * Rebuilds the elements related to this component in case of
  50258. * context lost for instance.
  50259. */
  50260. rebuild(): void;
  50261. /**
  50262. * Serializes the component data to the specified json object
  50263. * @param serializationObject The object to serialize to
  50264. */
  50265. serialize(serializationObject: any): void;
  50266. /**
  50267. * Adds all the elements from the container to the scene
  50268. * @param container the container holding the elements
  50269. */
  50270. addFromContainer(container: AbstractScene): void;
  50271. /**
  50272. * Removes all the elements in the container from the scene
  50273. * @param container contains the elements to remove
  50274. * @param dispose if the removed element should be disposed (default: false)
  50275. */
  50276. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50277. /**
  50278. * Disposes the component and the associated ressources.
  50279. */
  50280. dispose(): void;
  50281. private _isReadyForMesh;
  50282. private _renderMainTexture;
  50283. private _setStencil;
  50284. private _setStencilBack;
  50285. private _draw;
  50286. private _drawCamera;
  50287. private _drawRenderingGroup;
  50288. }
  50289. }
  50290. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  50291. /** @hidden */
  50292. export var glowMapMergePixelShader: {
  50293. name: string;
  50294. shader: string;
  50295. };
  50296. }
  50297. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  50298. /** @hidden */
  50299. export var glowMapMergeVertexShader: {
  50300. name: string;
  50301. shader: string;
  50302. };
  50303. }
  50304. declare module "babylonjs/Layers/glowLayer" {
  50305. import { Nullable } from "babylonjs/types";
  50306. import { Camera } from "babylonjs/Cameras/camera";
  50307. import { Scene } from "babylonjs/scene";
  50308. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50309. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50310. import { Mesh } from "babylonjs/Meshes/mesh";
  50311. import { Texture } from "babylonjs/Materials/Textures/texture";
  50312. import { Effect } from "babylonjs/Materials/effect";
  50313. import { Material } from "babylonjs/Materials/material";
  50314. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50315. import { Color4 } from "babylonjs/Maths/math.color";
  50316. import "babylonjs/Shaders/glowMapMerge.fragment";
  50317. import "babylonjs/Shaders/glowMapMerge.vertex";
  50318. import "babylonjs/Layers/effectLayerSceneComponent";
  50319. module "babylonjs/abstractScene" {
  50320. interface AbstractScene {
  50321. /**
  50322. * Return a the first highlight layer of the scene with a given name.
  50323. * @param name The name of the highlight layer to look for.
  50324. * @return The highlight layer if found otherwise null.
  50325. */
  50326. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  50327. }
  50328. }
  50329. /**
  50330. * Glow layer options. This helps customizing the behaviour
  50331. * of the glow layer.
  50332. */
  50333. export interface IGlowLayerOptions {
  50334. /**
  50335. * Multiplication factor apply to the canvas size to compute the render target size
  50336. * used to generated the glowing objects (the smaller the faster).
  50337. */
  50338. mainTextureRatio: number;
  50339. /**
  50340. * Enforces a fixed size texture to ensure resize independant blur.
  50341. */
  50342. mainTextureFixedSize?: number;
  50343. /**
  50344. * How big is the kernel of the blur texture.
  50345. */
  50346. blurKernelSize: number;
  50347. /**
  50348. * The camera attached to the layer.
  50349. */
  50350. camera: Nullable<Camera>;
  50351. /**
  50352. * Enable MSAA by chosing the number of samples.
  50353. */
  50354. mainTextureSamples?: number;
  50355. /**
  50356. * The rendering group to draw the layer in.
  50357. */
  50358. renderingGroupId: number;
  50359. }
  50360. /**
  50361. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  50362. *
  50363. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50364. * glowy meshes to your scene.
  50365. *
  50366. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  50367. */
  50368. export class GlowLayer extends EffectLayer {
  50369. /**
  50370. * Effect Name of the layer.
  50371. */
  50372. static readonly EffectName: string;
  50373. /**
  50374. * The default blur kernel size used for the glow.
  50375. */
  50376. static DefaultBlurKernelSize: number;
  50377. /**
  50378. * The default texture size ratio used for the glow.
  50379. */
  50380. static DefaultTextureRatio: number;
  50381. /**
  50382. * Sets the kernel size of the blur.
  50383. */
  50384. /**
  50385. * Gets the kernel size of the blur.
  50386. */
  50387. blurKernelSize: number;
  50388. /**
  50389. * Sets the glow intensity.
  50390. */
  50391. /**
  50392. * Gets the glow intensity.
  50393. */
  50394. intensity: number;
  50395. private _options;
  50396. private _intensity;
  50397. private _horizontalBlurPostprocess1;
  50398. private _verticalBlurPostprocess1;
  50399. private _horizontalBlurPostprocess2;
  50400. private _verticalBlurPostprocess2;
  50401. private _blurTexture1;
  50402. private _blurTexture2;
  50403. private _postProcesses1;
  50404. private _postProcesses2;
  50405. private _includedOnlyMeshes;
  50406. private _excludedMeshes;
  50407. /**
  50408. * Callback used to let the user override the color selection on a per mesh basis
  50409. */
  50410. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  50411. /**
  50412. * Callback used to let the user override the texture selection on a per mesh basis
  50413. */
  50414. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  50415. /**
  50416. * Instantiates a new glow Layer and references it to the scene.
  50417. * @param name The name of the layer
  50418. * @param scene The scene to use the layer in
  50419. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  50420. */
  50421. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  50422. /**
  50423. * Get the effect name of the layer.
  50424. * @return The effect name
  50425. */
  50426. getEffectName(): string;
  50427. /**
  50428. * Create the merge effect. This is the shader use to blit the information back
  50429. * to the main canvas at the end of the scene rendering.
  50430. */
  50431. protected _createMergeEffect(): Effect;
  50432. /**
  50433. * Creates the render target textures and post processes used in the glow layer.
  50434. */
  50435. protected _createTextureAndPostProcesses(): void;
  50436. /**
  50437. * Checks for the readiness of the element composing the layer.
  50438. * @param subMesh the mesh to check for
  50439. * @param useInstances specify wether or not to use instances to render the mesh
  50440. * @param emissiveTexture the associated emissive texture used to generate the glow
  50441. * @return true if ready otherwise, false
  50442. */
  50443. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50444. /**
  50445. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50446. */
  50447. needStencil(): boolean;
  50448. /**
  50449. * Returns true if the mesh can be rendered, otherwise false.
  50450. * @param mesh The mesh to render
  50451. * @param material The material used on the mesh
  50452. * @returns true if it can be rendered otherwise false
  50453. */
  50454. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50455. /**
  50456. * Implementation specific of rendering the generating effect on the main canvas.
  50457. * @param effect The effect used to render through
  50458. */
  50459. protected _internalRender(effect: Effect): void;
  50460. /**
  50461. * Sets the required values for both the emissive texture and and the main color.
  50462. */
  50463. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50464. /**
  50465. * Returns true if the mesh should render, otherwise false.
  50466. * @param mesh The mesh to render
  50467. * @returns true if it should render otherwise false
  50468. */
  50469. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50470. /**
  50471. * Adds specific effects defines.
  50472. * @param defines The defines to add specifics to.
  50473. */
  50474. protected _addCustomEffectDefines(defines: string[]): void;
  50475. /**
  50476. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  50477. * @param mesh The mesh to exclude from the glow layer
  50478. */
  50479. addExcludedMesh(mesh: Mesh): void;
  50480. /**
  50481. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  50482. * @param mesh The mesh to remove
  50483. */
  50484. removeExcludedMesh(mesh: Mesh): void;
  50485. /**
  50486. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  50487. * @param mesh The mesh to include in the glow layer
  50488. */
  50489. addIncludedOnlyMesh(mesh: Mesh): void;
  50490. /**
  50491. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  50492. * @param mesh The mesh to remove
  50493. */
  50494. removeIncludedOnlyMesh(mesh: Mesh): void;
  50495. /**
  50496. * Determine if a given mesh will be used in the glow layer
  50497. * @param mesh The mesh to test
  50498. * @returns true if the mesh will be highlighted by the current glow layer
  50499. */
  50500. hasMesh(mesh: AbstractMesh): boolean;
  50501. /**
  50502. * Free any resources and references associated to a mesh.
  50503. * Internal use
  50504. * @param mesh The mesh to free.
  50505. * @hidden
  50506. */
  50507. _disposeMesh(mesh: Mesh): void;
  50508. /**
  50509. * Gets the class name of the effect layer
  50510. * @returns the string with the class name of the effect layer
  50511. */
  50512. getClassName(): string;
  50513. /**
  50514. * Serializes this glow layer
  50515. * @returns a serialized glow layer object
  50516. */
  50517. serialize(): any;
  50518. /**
  50519. * Creates a Glow Layer from parsed glow layer data
  50520. * @param parsedGlowLayer defines glow layer data
  50521. * @param scene defines the current scene
  50522. * @param rootUrl defines the root URL containing the glow layer information
  50523. * @returns a parsed Glow Layer
  50524. */
  50525. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  50526. }
  50527. }
  50528. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  50529. /** @hidden */
  50530. export var glowBlurPostProcessPixelShader: {
  50531. name: string;
  50532. shader: string;
  50533. };
  50534. }
  50535. declare module "babylonjs/Layers/highlightLayer" {
  50536. import { Observable } from "babylonjs/Misc/observable";
  50537. import { Nullable } from "babylonjs/types";
  50538. import { Camera } from "babylonjs/Cameras/camera";
  50539. import { Scene } from "babylonjs/scene";
  50540. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50541. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50542. import { Mesh } from "babylonjs/Meshes/mesh";
  50543. import { Effect } from "babylonjs/Materials/effect";
  50544. import { Material } from "babylonjs/Materials/material";
  50545. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50546. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  50547. import "babylonjs/Shaders/glowMapMerge.fragment";
  50548. import "babylonjs/Shaders/glowMapMerge.vertex";
  50549. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  50550. module "babylonjs/abstractScene" {
  50551. interface AbstractScene {
  50552. /**
  50553. * Return a the first highlight layer of the scene with a given name.
  50554. * @param name The name of the highlight layer to look for.
  50555. * @return The highlight layer if found otherwise null.
  50556. */
  50557. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  50558. }
  50559. }
  50560. /**
  50561. * Highlight layer options. This helps customizing the behaviour
  50562. * of the highlight layer.
  50563. */
  50564. export interface IHighlightLayerOptions {
  50565. /**
  50566. * Multiplication factor apply to the canvas size to compute the render target size
  50567. * used to generated the glowing objects (the smaller the faster).
  50568. */
  50569. mainTextureRatio: number;
  50570. /**
  50571. * Enforces a fixed size texture to ensure resize independant blur.
  50572. */
  50573. mainTextureFixedSize?: number;
  50574. /**
  50575. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  50576. * of the picture to blur (the smaller the faster).
  50577. */
  50578. blurTextureSizeRatio: number;
  50579. /**
  50580. * How big in texel of the blur texture is the vertical blur.
  50581. */
  50582. blurVerticalSize: number;
  50583. /**
  50584. * How big in texel of the blur texture is the horizontal blur.
  50585. */
  50586. blurHorizontalSize: number;
  50587. /**
  50588. * Alpha blending mode used to apply the blur. Default is combine.
  50589. */
  50590. alphaBlendingMode: number;
  50591. /**
  50592. * The camera attached to the layer.
  50593. */
  50594. camera: Nullable<Camera>;
  50595. /**
  50596. * Should we display highlight as a solid stroke?
  50597. */
  50598. isStroke?: boolean;
  50599. /**
  50600. * The rendering group to draw the layer in.
  50601. */
  50602. renderingGroupId: number;
  50603. }
  50604. /**
  50605. * The highlight layer Helps adding a glow effect around a mesh.
  50606. *
  50607. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50608. * glowy meshes to your scene.
  50609. *
  50610. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  50611. */
  50612. export class HighlightLayer extends EffectLayer {
  50613. name: string;
  50614. /**
  50615. * Effect Name of the highlight layer.
  50616. */
  50617. static readonly EffectName: string;
  50618. /**
  50619. * The neutral color used during the preparation of the glow effect.
  50620. * This is black by default as the blend operation is a blend operation.
  50621. */
  50622. static NeutralColor: Color4;
  50623. /**
  50624. * Stencil value used for glowing meshes.
  50625. */
  50626. static GlowingMeshStencilReference: number;
  50627. /**
  50628. * Stencil value used for the other meshes in the scene.
  50629. */
  50630. static NormalMeshStencilReference: number;
  50631. /**
  50632. * Specifies whether or not the inner glow is ACTIVE in the layer.
  50633. */
  50634. innerGlow: boolean;
  50635. /**
  50636. * Specifies whether or not the outer glow is ACTIVE in the layer.
  50637. */
  50638. outerGlow: boolean;
  50639. /**
  50640. * Specifies the horizontal size of the blur.
  50641. */
  50642. /**
  50643. * Gets the horizontal size of the blur.
  50644. */
  50645. blurHorizontalSize: number;
  50646. /**
  50647. * Specifies the vertical size of the blur.
  50648. */
  50649. /**
  50650. * Gets the vertical size of the blur.
  50651. */
  50652. blurVerticalSize: number;
  50653. /**
  50654. * An event triggered when the highlight layer is being blurred.
  50655. */
  50656. onBeforeBlurObservable: Observable<HighlightLayer>;
  50657. /**
  50658. * An event triggered when the highlight layer has been blurred.
  50659. */
  50660. onAfterBlurObservable: Observable<HighlightLayer>;
  50661. private _instanceGlowingMeshStencilReference;
  50662. private _options;
  50663. private _downSamplePostprocess;
  50664. private _horizontalBlurPostprocess;
  50665. private _verticalBlurPostprocess;
  50666. private _blurTexture;
  50667. private _meshes;
  50668. private _excludedMeshes;
  50669. /**
  50670. * Instantiates a new highlight Layer and references it to the scene..
  50671. * @param name The name of the layer
  50672. * @param scene The scene to use the layer in
  50673. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  50674. */
  50675. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  50676. /**
  50677. * Get the effect name of the layer.
  50678. * @return The effect name
  50679. */
  50680. getEffectName(): string;
  50681. /**
  50682. * Create the merge effect. This is the shader use to blit the information back
  50683. * to the main canvas at the end of the scene rendering.
  50684. */
  50685. protected _createMergeEffect(): Effect;
  50686. /**
  50687. * Creates the render target textures and post processes used in the highlight layer.
  50688. */
  50689. protected _createTextureAndPostProcesses(): void;
  50690. /**
  50691. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50692. */
  50693. needStencil(): boolean;
  50694. /**
  50695. * Checks for the readiness of the element composing the layer.
  50696. * @param subMesh the mesh to check for
  50697. * @param useInstances specify wether or not to use instances to render the mesh
  50698. * @param emissiveTexture the associated emissive texture used to generate the glow
  50699. * @return true if ready otherwise, false
  50700. */
  50701. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50702. /**
  50703. * Implementation specific of rendering the generating effect on the main canvas.
  50704. * @param effect The effect used to render through
  50705. */
  50706. protected _internalRender(effect: Effect): void;
  50707. /**
  50708. * Returns true if the layer contains information to display, otherwise false.
  50709. */
  50710. shouldRender(): boolean;
  50711. /**
  50712. * Returns true if the mesh should render, otherwise false.
  50713. * @param mesh The mesh to render
  50714. * @returns true if it should render otherwise false
  50715. */
  50716. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50717. /**
  50718. * Sets the required values for both the emissive texture and and the main color.
  50719. */
  50720. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50721. /**
  50722. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  50723. * @param mesh The mesh to exclude from the highlight layer
  50724. */
  50725. addExcludedMesh(mesh: Mesh): void;
  50726. /**
  50727. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  50728. * @param mesh The mesh to highlight
  50729. */
  50730. removeExcludedMesh(mesh: Mesh): void;
  50731. /**
  50732. * Determine if a given mesh will be highlighted by the current HighlightLayer
  50733. * @param mesh mesh to test
  50734. * @returns true if the mesh will be highlighted by the current HighlightLayer
  50735. */
  50736. hasMesh(mesh: AbstractMesh): boolean;
  50737. /**
  50738. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  50739. * @param mesh The mesh to highlight
  50740. * @param color The color of the highlight
  50741. * @param glowEmissiveOnly Extract the glow from the emissive texture
  50742. */
  50743. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  50744. /**
  50745. * Remove a mesh from the highlight layer in order to make it stop glowing.
  50746. * @param mesh The mesh to highlight
  50747. */
  50748. removeMesh(mesh: Mesh): void;
  50749. /**
  50750. * Force the stencil to the normal expected value for none glowing parts
  50751. */
  50752. private _defaultStencilReference;
  50753. /**
  50754. * Free any resources and references associated to a mesh.
  50755. * Internal use
  50756. * @param mesh The mesh to free.
  50757. * @hidden
  50758. */
  50759. _disposeMesh(mesh: Mesh): void;
  50760. /**
  50761. * Dispose the highlight layer and free resources.
  50762. */
  50763. dispose(): void;
  50764. /**
  50765. * Gets the class name of the effect layer
  50766. * @returns the string with the class name of the effect layer
  50767. */
  50768. getClassName(): string;
  50769. /**
  50770. * Serializes this Highlight layer
  50771. * @returns a serialized Highlight layer object
  50772. */
  50773. serialize(): any;
  50774. /**
  50775. * Creates a Highlight layer from parsed Highlight layer data
  50776. * @param parsedHightlightLayer defines the Highlight layer data
  50777. * @param scene defines the current scene
  50778. * @param rootUrl defines the root URL containing the Highlight layer information
  50779. * @returns a parsed Highlight layer
  50780. */
  50781. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  50782. }
  50783. }
  50784. declare module "babylonjs/Layers/layerSceneComponent" {
  50785. import { Scene } from "babylonjs/scene";
  50786. import { ISceneComponent } from "babylonjs/sceneComponent";
  50787. import { Layer } from "babylonjs/Layers/layer";
  50788. import { AbstractScene } from "babylonjs/abstractScene";
  50789. module "babylonjs/abstractScene" {
  50790. interface AbstractScene {
  50791. /**
  50792. * The list of layers (background and foreground) of the scene
  50793. */
  50794. layers: Array<Layer>;
  50795. }
  50796. }
  50797. /**
  50798. * Defines the layer scene component responsible to manage any layers
  50799. * in a given scene.
  50800. */
  50801. export class LayerSceneComponent implements ISceneComponent {
  50802. /**
  50803. * The component name helpfull to identify the component in the list of scene components.
  50804. */
  50805. readonly name: string;
  50806. /**
  50807. * The scene the component belongs to.
  50808. */
  50809. scene: Scene;
  50810. private _engine;
  50811. /**
  50812. * Creates a new instance of the component for the given scene
  50813. * @param scene Defines the scene to register the component in
  50814. */
  50815. constructor(scene: Scene);
  50816. /**
  50817. * Registers the component in a given scene
  50818. */
  50819. register(): void;
  50820. /**
  50821. * Rebuilds the elements related to this component in case of
  50822. * context lost for instance.
  50823. */
  50824. rebuild(): void;
  50825. /**
  50826. * Disposes the component and the associated ressources.
  50827. */
  50828. dispose(): void;
  50829. private _draw;
  50830. private _drawCameraPredicate;
  50831. private _drawCameraBackground;
  50832. private _drawCameraForeground;
  50833. private _drawRenderTargetPredicate;
  50834. private _drawRenderTargetBackground;
  50835. private _drawRenderTargetForeground;
  50836. /**
  50837. * Adds all the elements from the container to the scene
  50838. * @param container the container holding the elements
  50839. */
  50840. addFromContainer(container: AbstractScene): void;
  50841. /**
  50842. * Removes all the elements in the container from the scene
  50843. * @param container contains the elements to remove
  50844. * @param dispose if the removed element should be disposed (default: false)
  50845. */
  50846. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50847. }
  50848. }
  50849. declare module "babylonjs/Shaders/layer.fragment" {
  50850. /** @hidden */
  50851. export var layerPixelShader: {
  50852. name: string;
  50853. shader: string;
  50854. };
  50855. }
  50856. declare module "babylonjs/Shaders/layer.vertex" {
  50857. /** @hidden */
  50858. export var layerVertexShader: {
  50859. name: string;
  50860. shader: string;
  50861. };
  50862. }
  50863. declare module "babylonjs/Layers/layer" {
  50864. import { Observable } from "babylonjs/Misc/observable";
  50865. import { Nullable } from "babylonjs/types";
  50866. import { Scene } from "babylonjs/scene";
  50867. import { Vector2 } from "babylonjs/Maths/math.vector";
  50868. import { Color4 } from "babylonjs/Maths/math.color";
  50869. import { Texture } from "babylonjs/Materials/Textures/texture";
  50870. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50871. import "babylonjs/Shaders/layer.fragment";
  50872. import "babylonjs/Shaders/layer.vertex";
  50873. /**
  50874. * This represents a full screen 2d layer.
  50875. * This can be useful to display a picture in the background of your scene for instance.
  50876. * @see https://www.babylonjs-playground.com/#08A2BS#1
  50877. */
  50878. export class Layer {
  50879. /**
  50880. * Define the name of the layer.
  50881. */
  50882. name: string;
  50883. /**
  50884. * Define the texture the layer should display.
  50885. */
  50886. texture: Nullable<Texture>;
  50887. /**
  50888. * Is the layer in background or foreground.
  50889. */
  50890. isBackground: boolean;
  50891. /**
  50892. * Define the color of the layer (instead of texture).
  50893. */
  50894. color: Color4;
  50895. /**
  50896. * Define the scale of the layer in order to zoom in out of the texture.
  50897. */
  50898. scale: Vector2;
  50899. /**
  50900. * Define an offset for the layer in order to shift the texture.
  50901. */
  50902. offset: Vector2;
  50903. /**
  50904. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  50905. */
  50906. alphaBlendingMode: number;
  50907. /**
  50908. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  50909. * Alpha test will not mix with the background color in case of transparency.
  50910. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  50911. */
  50912. alphaTest: boolean;
  50913. /**
  50914. * Define a mask to restrict the layer to only some of the scene cameras.
  50915. */
  50916. layerMask: number;
  50917. /**
  50918. * Define the list of render target the layer is visible into.
  50919. */
  50920. renderTargetTextures: RenderTargetTexture[];
  50921. /**
  50922. * Define if the layer is only used in renderTarget or if it also
  50923. * renders in the main frame buffer of the canvas.
  50924. */
  50925. renderOnlyInRenderTargetTextures: boolean;
  50926. private _scene;
  50927. private _vertexBuffers;
  50928. private _indexBuffer;
  50929. private _effect;
  50930. private _alphaTestEffect;
  50931. /**
  50932. * An event triggered when the layer is disposed.
  50933. */
  50934. onDisposeObservable: Observable<Layer>;
  50935. private _onDisposeObserver;
  50936. /**
  50937. * Back compatibility with callback before the onDisposeObservable existed.
  50938. * The set callback will be triggered when the layer has been disposed.
  50939. */
  50940. onDispose: () => void;
  50941. /**
  50942. * An event triggered before rendering the scene
  50943. */
  50944. onBeforeRenderObservable: Observable<Layer>;
  50945. private _onBeforeRenderObserver;
  50946. /**
  50947. * Back compatibility with callback before the onBeforeRenderObservable existed.
  50948. * The set callback will be triggered just before rendering the layer.
  50949. */
  50950. onBeforeRender: () => void;
  50951. /**
  50952. * An event triggered after rendering the scene
  50953. */
  50954. onAfterRenderObservable: Observable<Layer>;
  50955. private _onAfterRenderObserver;
  50956. /**
  50957. * Back compatibility with callback before the onAfterRenderObservable existed.
  50958. * The set callback will be triggered just after rendering the layer.
  50959. */
  50960. onAfterRender: () => void;
  50961. /**
  50962. * Instantiates a new layer.
  50963. * This represents a full screen 2d layer.
  50964. * This can be useful to display a picture in the background of your scene for instance.
  50965. * @see https://www.babylonjs-playground.com/#08A2BS#1
  50966. * @param name Define the name of the layer in the scene
  50967. * @param imgUrl Define the url of the texture to display in the layer
  50968. * @param scene Define the scene the layer belongs to
  50969. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  50970. * @param color Defines a color for the layer
  50971. */
  50972. constructor(
  50973. /**
  50974. * Define the name of the layer.
  50975. */
  50976. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  50977. private _createIndexBuffer;
  50978. /** @hidden */
  50979. _rebuild(): void;
  50980. /**
  50981. * Renders the layer in the scene.
  50982. */
  50983. render(): void;
  50984. /**
  50985. * Disposes and releases the associated ressources.
  50986. */
  50987. dispose(): void;
  50988. }
  50989. }
  50990. declare module "babylonjs/Layers/index" {
  50991. export * from "babylonjs/Layers/effectLayer";
  50992. export * from "babylonjs/Layers/effectLayerSceneComponent";
  50993. export * from "babylonjs/Layers/glowLayer";
  50994. export * from "babylonjs/Layers/highlightLayer";
  50995. export * from "babylonjs/Layers/layer";
  50996. export * from "babylonjs/Layers/layerSceneComponent";
  50997. }
  50998. declare module "babylonjs/Shaders/lensFlare.fragment" {
  50999. /** @hidden */
  51000. export var lensFlarePixelShader: {
  51001. name: string;
  51002. shader: string;
  51003. };
  51004. }
  51005. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51006. /** @hidden */
  51007. export var lensFlareVertexShader: {
  51008. name: string;
  51009. shader: string;
  51010. };
  51011. }
  51012. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51013. import { Scene } from "babylonjs/scene";
  51014. import { Vector3 } from "babylonjs/Maths/math.vector";
  51015. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51016. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51017. import "babylonjs/Shaders/lensFlare.fragment";
  51018. import "babylonjs/Shaders/lensFlare.vertex";
  51019. import { Viewport } from "babylonjs/Maths/math.viewport";
  51020. /**
  51021. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51022. * It is usually composed of several `lensFlare`.
  51023. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51024. */
  51025. export class LensFlareSystem {
  51026. /**
  51027. * Define the name of the lens flare system
  51028. */
  51029. name: string;
  51030. /**
  51031. * List of lens flares used in this system.
  51032. */
  51033. lensFlares: LensFlare[];
  51034. /**
  51035. * Define a limit from the border the lens flare can be visible.
  51036. */
  51037. borderLimit: number;
  51038. /**
  51039. * Define a viewport border we do not want to see the lens flare in.
  51040. */
  51041. viewportBorder: number;
  51042. /**
  51043. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51044. */
  51045. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51046. /**
  51047. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51048. */
  51049. layerMask: number;
  51050. /**
  51051. * Define the id of the lens flare system in the scene.
  51052. * (equal to name by default)
  51053. */
  51054. id: string;
  51055. private _scene;
  51056. private _emitter;
  51057. private _vertexBuffers;
  51058. private _indexBuffer;
  51059. private _effect;
  51060. private _positionX;
  51061. private _positionY;
  51062. private _isEnabled;
  51063. /** @hidden */
  51064. static _SceneComponentInitialization: (scene: Scene) => void;
  51065. /**
  51066. * Instantiates a lens flare system.
  51067. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51068. * It is usually composed of several `lensFlare`.
  51069. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51070. * @param name Define the name of the lens flare system in the scene
  51071. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51072. * @param scene Define the scene the lens flare system belongs to
  51073. */
  51074. constructor(
  51075. /**
  51076. * Define the name of the lens flare system
  51077. */
  51078. name: string, emitter: any, scene: Scene);
  51079. /**
  51080. * Define if the lens flare system is enabled.
  51081. */
  51082. isEnabled: boolean;
  51083. /**
  51084. * Get the scene the effects belongs to.
  51085. * @returns the scene holding the lens flare system
  51086. */
  51087. getScene(): Scene;
  51088. /**
  51089. * Get the emitter of the lens flare system.
  51090. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51091. * @returns the emitter of the lens flare system
  51092. */
  51093. getEmitter(): any;
  51094. /**
  51095. * Set the emitter of the lens flare system.
  51096. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51097. * @param newEmitter Define the new emitter of the system
  51098. */
  51099. setEmitter(newEmitter: any): void;
  51100. /**
  51101. * Get the lens flare system emitter position.
  51102. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51103. * @returns the position
  51104. */
  51105. getEmitterPosition(): Vector3;
  51106. /**
  51107. * @hidden
  51108. */
  51109. computeEffectivePosition(globalViewport: Viewport): boolean;
  51110. /** @hidden */
  51111. _isVisible(): boolean;
  51112. /**
  51113. * @hidden
  51114. */
  51115. render(): boolean;
  51116. /**
  51117. * Dispose and release the lens flare with its associated resources.
  51118. */
  51119. dispose(): void;
  51120. /**
  51121. * Parse a lens flare system from a JSON repressentation
  51122. * @param parsedLensFlareSystem Define the JSON to parse
  51123. * @param scene Define the scene the parsed system should be instantiated in
  51124. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  51125. * @returns the parsed system
  51126. */
  51127. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  51128. /**
  51129. * Serialize the current Lens Flare System into a JSON representation.
  51130. * @returns the serialized JSON
  51131. */
  51132. serialize(): any;
  51133. }
  51134. }
  51135. declare module "babylonjs/LensFlares/lensFlare" {
  51136. import { Nullable } from "babylonjs/types";
  51137. import { Color3 } from "babylonjs/Maths/math.color";
  51138. import { Texture } from "babylonjs/Materials/Textures/texture";
  51139. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51140. /**
  51141. * This represents one of the lens effect in a `lensFlareSystem`.
  51142. * It controls one of the indiviual texture used in the effect.
  51143. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51144. */
  51145. export class LensFlare {
  51146. /**
  51147. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51148. */
  51149. size: number;
  51150. /**
  51151. * 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.
  51152. */
  51153. position: number;
  51154. /**
  51155. * Define the lens color.
  51156. */
  51157. color: Color3;
  51158. /**
  51159. * Define the lens texture.
  51160. */
  51161. texture: Nullable<Texture>;
  51162. /**
  51163. * Define the alpha mode to render this particular lens.
  51164. */
  51165. alphaMode: number;
  51166. private _system;
  51167. /**
  51168. * Creates a new Lens Flare.
  51169. * This represents one of the lens effect in a `lensFlareSystem`.
  51170. * It controls one of the indiviual texture used in the effect.
  51171. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51172. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  51173. * @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.
  51174. * @param color Define the lens color
  51175. * @param imgUrl Define the lens texture url
  51176. * @param system Define the `lensFlareSystem` this flare is part of
  51177. * @returns The newly created Lens Flare
  51178. */
  51179. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  51180. /**
  51181. * Instantiates a new Lens Flare.
  51182. * This represents one of the lens effect in a `lensFlareSystem`.
  51183. * It controls one of the indiviual texture used in the effect.
  51184. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51185. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  51186. * @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.
  51187. * @param color Define the lens color
  51188. * @param imgUrl Define the lens texture url
  51189. * @param system Define the `lensFlareSystem` this flare is part of
  51190. */
  51191. constructor(
  51192. /**
  51193. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51194. */
  51195. size: number,
  51196. /**
  51197. * 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.
  51198. */
  51199. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  51200. /**
  51201. * Dispose and release the lens flare with its associated resources.
  51202. */
  51203. dispose(): void;
  51204. }
  51205. }
  51206. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  51207. import { Nullable } from "babylonjs/types";
  51208. import { Scene } from "babylonjs/scene";
  51209. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51210. import { AbstractScene } from "babylonjs/abstractScene";
  51211. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51212. module "babylonjs/abstractScene" {
  51213. interface AbstractScene {
  51214. /**
  51215. * The list of lens flare system added to the scene
  51216. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51217. */
  51218. lensFlareSystems: Array<LensFlareSystem>;
  51219. /**
  51220. * Removes the given lens flare system from this scene.
  51221. * @param toRemove The lens flare system to remove
  51222. * @returns The index of the removed lens flare system
  51223. */
  51224. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  51225. /**
  51226. * Adds the given lens flare system to this scene
  51227. * @param newLensFlareSystem The lens flare system to add
  51228. */
  51229. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  51230. /**
  51231. * Gets a lens flare system using its name
  51232. * @param name defines the name to look for
  51233. * @returns the lens flare system or null if not found
  51234. */
  51235. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  51236. /**
  51237. * Gets a lens flare system using its id
  51238. * @param id defines the id to look for
  51239. * @returns the lens flare system or null if not found
  51240. */
  51241. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  51242. }
  51243. }
  51244. /**
  51245. * Defines the lens flare scene component responsible to manage any lens flares
  51246. * in a given scene.
  51247. */
  51248. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  51249. /**
  51250. * The component name helpfull to identify the component in the list of scene components.
  51251. */
  51252. readonly name: string;
  51253. /**
  51254. * The scene the component belongs to.
  51255. */
  51256. scene: Scene;
  51257. /**
  51258. * Creates a new instance of the component for the given scene
  51259. * @param scene Defines the scene to register the component in
  51260. */
  51261. constructor(scene: Scene);
  51262. /**
  51263. * Registers the component in a given scene
  51264. */
  51265. register(): void;
  51266. /**
  51267. * Rebuilds the elements related to this component in case of
  51268. * context lost for instance.
  51269. */
  51270. rebuild(): void;
  51271. /**
  51272. * Adds all the elements from the container to the scene
  51273. * @param container the container holding the elements
  51274. */
  51275. addFromContainer(container: AbstractScene): void;
  51276. /**
  51277. * Removes all the elements in the container from the scene
  51278. * @param container contains the elements to remove
  51279. * @param dispose if the removed element should be disposed (default: false)
  51280. */
  51281. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51282. /**
  51283. * Serializes the component data to the specified json object
  51284. * @param serializationObject The object to serialize to
  51285. */
  51286. serialize(serializationObject: any): void;
  51287. /**
  51288. * Disposes the component and the associated ressources.
  51289. */
  51290. dispose(): void;
  51291. private _draw;
  51292. }
  51293. }
  51294. declare module "babylonjs/LensFlares/index" {
  51295. export * from "babylonjs/LensFlares/lensFlare";
  51296. export * from "babylonjs/LensFlares/lensFlareSystem";
  51297. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  51298. }
  51299. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  51300. import { Scene } from "babylonjs/scene";
  51301. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51302. import { AbstractScene } from "babylonjs/abstractScene";
  51303. /**
  51304. * Defines the shadow generator component responsible to manage any shadow generators
  51305. * in a given scene.
  51306. */
  51307. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  51308. /**
  51309. * The component name helpfull to identify the component in the list of scene components.
  51310. */
  51311. readonly name: string;
  51312. /**
  51313. * The scene the component belongs to.
  51314. */
  51315. scene: Scene;
  51316. /**
  51317. * Creates a new instance of the component for the given scene
  51318. * @param scene Defines the scene to register the component in
  51319. */
  51320. constructor(scene: Scene);
  51321. /**
  51322. * Registers the component in a given scene
  51323. */
  51324. register(): void;
  51325. /**
  51326. * Rebuilds the elements related to this component in case of
  51327. * context lost for instance.
  51328. */
  51329. rebuild(): void;
  51330. /**
  51331. * Serializes the component data to the specified json object
  51332. * @param serializationObject The object to serialize to
  51333. */
  51334. serialize(serializationObject: any): void;
  51335. /**
  51336. * Adds all the elements from the container to the scene
  51337. * @param container the container holding the elements
  51338. */
  51339. addFromContainer(container: AbstractScene): void;
  51340. /**
  51341. * Removes all the elements in the container from the scene
  51342. * @param container contains the elements to remove
  51343. * @param dispose if the removed element should be disposed (default: false)
  51344. */
  51345. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51346. /**
  51347. * Rebuilds the elements related to this component in case of
  51348. * context lost for instance.
  51349. */
  51350. dispose(): void;
  51351. private _gatherRenderTargets;
  51352. }
  51353. }
  51354. declare module "babylonjs/Lights/Shadows/index" {
  51355. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  51356. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  51357. }
  51358. declare module "babylonjs/Lights/pointLight" {
  51359. import { Scene } from "babylonjs/scene";
  51360. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51361. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51362. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51363. import { Effect } from "babylonjs/Materials/effect";
  51364. /**
  51365. * A point light is a light defined by an unique point in world space.
  51366. * The light is emitted in every direction from this point.
  51367. * A good example of a point light is a standard light bulb.
  51368. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51369. */
  51370. export class PointLight extends ShadowLight {
  51371. private _shadowAngle;
  51372. /**
  51373. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51374. * This specifies what angle the shadow will use to be created.
  51375. *
  51376. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51377. */
  51378. /**
  51379. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51380. * This specifies what angle the shadow will use to be created.
  51381. *
  51382. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51383. */
  51384. shadowAngle: number;
  51385. /**
  51386. * Gets the direction if it has been set.
  51387. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51388. */
  51389. /**
  51390. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51391. */
  51392. direction: Vector3;
  51393. /**
  51394. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  51395. * A PointLight emits the light in every direction.
  51396. * It can cast shadows.
  51397. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  51398. * ```javascript
  51399. * var pointLight = new PointLight("pl", camera.position, scene);
  51400. * ```
  51401. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51402. * @param name The light friendly name
  51403. * @param position The position of the point light in the scene
  51404. * @param scene The scene the lights belongs to
  51405. */
  51406. constructor(name: string, position: Vector3, scene: Scene);
  51407. /**
  51408. * Returns the string "PointLight"
  51409. * @returns the class name
  51410. */
  51411. getClassName(): string;
  51412. /**
  51413. * Returns the integer 0.
  51414. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51415. */
  51416. getTypeID(): number;
  51417. /**
  51418. * Specifies wether or not the shadowmap should be a cube texture.
  51419. * @returns true if the shadowmap needs to be a cube texture.
  51420. */
  51421. needCube(): boolean;
  51422. /**
  51423. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  51424. * @param faceIndex The index of the face we are computed the direction to generate shadow
  51425. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  51426. */
  51427. getShadowDirection(faceIndex?: number): Vector3;
  51428. /**
  51429. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  51430. * - fov = PI / 2
  51431. * - aspect ratio : 1.0
  51432. * - z-near and far equal to the active camera minZ and maxZ.
  51433. * Returns the PointLight.
  51434. */
  51435. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51436. protected _buildUniformLayout(): void;
  51437. /**
  51438. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  51439. * @param effect The effect to update
  51440. * @param lightIndex The index of the light in the effect to update
  51441. * @returns The point light
  51442. */
  51443. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  51444. /**
  51445. * Prepares the list of defines specific to the light type.
  51446. * @param defines the list of defines
  51447. * @param lightIndex defines the index of the light for the effect
  51448. */
  51449. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  51450. }
  51451. }
  51452. declare module "babylonjs/Lights/index" {
  51453. export * from "babylonjs/Lights/light";
  51454. export * from "babylonjs/Lights/shadowLight";
  51455. export * from "babylonjs/Lights/Shadows/index";
  51456. export * from "babylonjs/Lights/directionalLight";
  51457. export * from "babylonjs/Lights/hemisphericLight";
  51458. export * from "babylonjs/Lights/pointLight";
  51459. export * from "babylonjs/Lights/spotLight";
  51460. }
  51461. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  51462. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  51463. /**
  51464. * Header information of HDR texture files.
  51465. */
  51466. export interface HDRInfo {
  51467. /**
  51468. * The height of the texture in pixels.
  51469. */
  51470. height: number;
  51471. /**
  51472. * The width of the texture in pixels.
  51473. */
  51474. width: number;
  51475. /**
  51476. * The index of the beginning of the data in the binary file.
  51477. */
  51478. dataPosition: number;
  51479. }
  51480. /**
  51481. * This groups tools to convert HDR texture to native colors array.
  51482. */
  51483. export class HDRTools {
  51484. private static Ldexp;
  51485. private static Rgbe2float;
  51486. private static readStringLine;
  51487. /**
  51488. * Reads header information from an RGBE texture stored in a native array.
  51489. * More information on this format are available here:
  51490. * https://en.wikipedia.org/wiki/RGBE_image_format
  51491. *
  51492. * @param uint8array The binary file stored in native array.
  51493. * @return The header information.
  51494. */
  51495. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  51496. /**
  51497. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  51498. * This RGBE texture needs to store the information as a panorama.
  51499. *
  51500. * More information on this format are available here:
  51501. * https://en.wikipedia.org/wiki/RGBE_image_format
  51502. *
  51503. * @param buffer The binary file stored in an array buffer.
  51504. * @param size The expected size of the extracted cubemap.
  51505. * @return The Cube Map information.
  51506. */
  51507. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  51508. /**
  51509. * Returns the pixels data extracted from an RGBE texture.
  51510. * This pixels will be stored left to right up to down in the R G B order in one array.
  51511. *
  51512. * More information on this format are available here:
  51513. * https://en.wikipedia.org/wiki/RGBE_image_format
  51514. *
  51515. * @param uint8array The binary file stored in an array buffer.
  51516. * @param hdrInfo The header information of the file.
  51517. * @return The pixels data in RGB right to left up to down order.
  51518. */
  51519. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  51520. private static RGBE_ReadPixels_RLE;
  51521. }
  51522. }
  51523. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  51524. import { Nullable } from "babylonjs/types";
  51525. import { Scene } from "babylonjs/scene";
  51526. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51527. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51528. import "babylonjs/Engines/Extensions/engine.rawTexture";
  51529. /**
  51530. * This represents a texture coming from an HDR input.
  51531. *
  51532. * The only supported format is currently panorama picture stored in RGBE format.
  51533. * Example of such files can be found on HDRLib: http://hdrlib.com/
  51534. */
  51535. export class HDRCubeTexture extends BaseTexture {
  51536. private static _facesMapping;
  51537. private _generateHarmonics;
  51538. private _noMipmap;
  51539. private _textureMatrix;
  51540. private _size;
  51541. private _onLoad;
  51542. private _onError;
  51543. /**
  51544. * The texture URL.
  51545. */
  51546. url: string;
  51547. /**
  51548. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  51549. */
  51550. coordinatesMode: number;
  51551. protected _isBlocking: boolean;
  51552. /**
  51553. * Sets wether or not the texture is blocking during loading.
  51554. */
  51555. /**
  51556. * Gets wether or not the texture is blocking during loading.
  51557. */
  51558. isBlocking: boolean;
  51559. protected _rotationY: number;
  51560. /**
  51561. * Sets texture matrix rotation angle around Y axis in radians.
  51562. */
  51563. /**
  51564. * Gets texture matrix rotation angle around Y axis radians.
  51565. */
  51566. rotationY: number;
  51567. /**
  51568. * Gets or sets the center of the bounding box associated with the cube texture
  51569. * It must define where the camera used to render the texture was set
  51570. */
  51571. boundingBoxPosition: Vector3;
  51572. private _boundingBoxSize;
  51573. /**
  51574. * Gets or sets the size of the bounding box associated with the cube texture
  51575. * When defined, the cubemap will switch to local mode
  51576. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  51577. * @example https://www.babylonjs-playground.com/#RNASML
  51578. */
  51579. boundingBoxSize: Vector3;
  51580. /**
  51581. * Instantiates an HDRTexture from the following parameters.
  51582. *
  51583. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  51584. * @param scene The scene the texture will be used in
  51585. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  51586. * @param noMipmap Forces to not generate the mipmap if true
  51587. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  51588. * @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)
  51589. * @param reserved Reserved flag for internal use.
  51590. */
  51591. 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>);
  51592. /**
  51593. * Get the current class name of the texture useful for serialization or dynamic coding.
  51594. * @returns "HDRCubeTexture"
  51595. */
  51596. getClassName(): string;
  51597. /**
  51598. * Occurs when the file is raw .hdr file.
  51599. */
  51600. private loadTexture;
  51601. clone(): HDRCubeTexture;
  51602. delayLoad(): void;
  51603. /**
  51604. * Get the texture reflection matrix used to rotate/transform the reflection.
  51605. * @returns the reflection matrix
  51606. */
  51607. getReflectionTextureMatrix(): Matrix;
  51608. /**
  51609. * Set the texture reflection matrix used to rotate/transform the reflection.
  51610. * @param value Define the reflection matrix to set
  51611. */
  51612. setReflectionTextureMatrix(value: Matrix): void;
  51613. /**
  51614. * Parses a JSON representation of an HDR Texture in order to create the texture
  51615. * @param parsedTexture Define the JSON representation
  51616. * @param scene Define the scene the texture should be created in
  51617. * @param rootUrl Define the root url in case we need to load relative dependencies
  51618. * @returns the newly created texture after parsing
  51619. */
  51620. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  51621. serialize(): any;
  51622. }
  51623. }
  51624. declare module "babylonjs/Physics/physicsEngine" {
  51625. import { Nullable } from "babylonjs/types";
  51626. import { Vector3 } from "babylonjs/Maths/math.vector";
  51627. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  51628. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  51629. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  51630. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51631. /**
  51632. * Class used to control physics engine
  51633. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  51634. */
  51635. export class PhysicsEngine implements IPhysicsEngine {
  51636. private _physicsPlugin;
  51637. /**
  51638. * Global value used to control the smallest number supported by the simulation
  51639. */
  51640. static Epsilon: number;
  51641. private _impostors;
  51642. private _joints;
  51643. /**
  51644. * Gets the gravity vector used by the simulation
  51645. */
  51646. gravity: Vector3;
  51647. /**
  51648. * Factory used to create the default physics plugin.
  51649. * @returns The default physics plugin
  51650. */
  51651. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  51652. /**
  51653. * Creates a new Physics Engine
  51654. * @param gravity defines the gravity vector used by the simulation
  51655. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  51656. */
  51657. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  51658. /**
  51659. * Sets the gravity vector used by the simulation
  51660. * @param gravity defines the gravity vector to use
  51661. */
  51662. setGravity(gravity: Vector3): void;
  51663. /**
  51664. * Set the time step of the physics engine.
  51665. * Default is 1/60.
  51666. * To slow it down, enter 1/600 for example.
  51667. * To speed it up, 1/30
  51668. * @param newTimeStep defines the new timestep to apply to this world.
  51669. */
  51670. setTimeStep(newTimeStep?: number): void;
  51671. /**
  51672. * Get the time step of the physics engine.
  51673. * @returns the current time step
  51674. */
  51675. getTimeStep(): number;
  51676. /**
  51677. * Release all resources
  51678. */
  51679. dispose(): void;
  51680. /**
  51681. * Gets the name of the current physics plugin
  51682. * @returns the name of the plugin
  51683. */
  51684. getPhysicsPluginName(): string;
  51685. /**
  51686. * Adding a new impostor for the impostor tracking.
  51687. * This will be done by the impostor itself.
  51688. * @param impostor the impostor to add
  51689. */
  51690. addImpostor(impostor: PhysicsImpostor): void;
  51691. /**
  51692. * Remove an impostor from the engine.
  51693. * This impostor and its mesh will not longer be updated by the physics engine.
  51694. * @param impostor the impostor to remove
  51695. */
  51696. removeImpostor(impostor: PhysicsImpostor): void;
  51697. /**
  51698. * Add a joint to the physics engine
  51699. * @param mainImpostor defines the main impostor to which the joint is added.
  51700. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  51701. * @param joint defines the joint that will connect both impostors.
  51702. */
  51703. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  51704. /**
  51705. * Removes a joint from the simulation
  51706. * @param mainImpostor defines the impostor used with the joint
  51707. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  51708. * @param joint defines the joint to remove
  51709. */
  51710. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  51711. /**
  51712. * Called by the scene. No need to call it.
  51713. * @param delta defines the timespam between frames
  51714. */
  51715. _step(delta: number): void;
  51716. /**
  51717. * Gets the current plugin used to run the simulation
  51718. * @returns current plugin
  51719. */
  51720. getPhysicsPlugin(): IPhysicsEnginePlugin;
  51721. /**
  51722. * Gets the list of physic impostors
  51723. * @returns an array of PhysicsImpostor
  51724. */
  51725. getImpostors(): Array<PhysicsImpostor>;
  51726. /**
  51727. * Gets the impostor for a physics enabled object
  51728. * @param object defines the object impersonated by the impostor
  51729. * @returns the PhysicsImpostor or null if not found
  51730. */
  51731. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  51732. /**
  51733. * Gets the impostor for a physics body object
  51734. * @param body defines physics body used by the impostor
  51735. * @returns the PhysicsImpostor or null if not found
  51736. */
  51737. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  51738. /**
  51739. * Does a raycast in the physics world
  51740. * @param from when should the ray start?
  51741. * @param to when should the ray end?
  51742. * @returns PhysicsRaycastResult
  51743. */
  51744. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51745. }
  51746. }
  51747. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  51748. import { Nullable } from "babylonjs/types";
  51749. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  51750. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51751. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  51752. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  51753. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  51754. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51755. /** @hidden */
  51756. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  51757. private _useDeltaForWorldStep;
  51758. world: any;
  51759. name: string;
  51760. private _physicsMaterials;
  51761. private _fixedTimeStep;
  51762. private _cannonRaycastResult;
  51763. private _raycastResult;
  51764. private _physicsBodysToRemoveAfterStep;
  51765. BJSCANNON: any;
  51766. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  51767. setGravity(gravity: Vector3): void;
  51768. setTimeStep(timeStep: number): void;
  51769. getTimeStep(): number;
  51770. executeStep(delta: number): void;
  51771. private _removeMarkedPhysicsBodiesFromWorld;
  51772. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51773. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51774. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51775. private _processChildMeshes;
  51776. removePhysicsBody(impostor: PhysicsImpostor): void;
  51777. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51778. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51779. private _addMaterial;
  51780. private _checkWithEpsilon;
  51781. private _createShape;
  51782. private _createHeightmap;
  51783. private _minus90X;
  51784. private _plus90X;
  51785. private _tmpPosition;
  51786. private _tmpDeltaPosition;
  51787. private _tmpUnityRotation;
  51788. private _updatePhysicsBodyTransformation;
  51789. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51790. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51791. isSupported(): boolean;
  51792. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51793. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51794. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51795. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51796. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51797. getBodyMass(impostor: PhysicsImpostor): number;
  51798. getBodyFriction(impostor: PhysicsImpostor): number;
  51799. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51800. getBodyRestitution(impostor: PhysicsImpostor): number;
  51801. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51802. sleepBody(impostor: PhysicsImpostor): void;
  51803. wakeUpBody(impostor: PhysicsImpostor): void;
  51804. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  51805. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  51806. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  51807. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51808. getRadius(impostor: PhysicsImpostor): number;
  51809. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51810. dispose(): void;
  51811. private _extendNamespace;
  51812. /**
  51813. * Does a raycast in the physics world
  51814. * @param from when should the ray start?
  51815. * @param to when should the ray end?
  51816. * @returns PhysicsRaycastResult
  51817. */
  51818. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51819. }
  51820. }
  51821. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  51822. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  51823. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  51824. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  51825. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51826. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  51827. import { Nullable } from "babylonjs/types";
  51828. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51829. /** @hidden */
  51830. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  51831. world: any;
  51832. name: string;
  51833. BJSOIMO: any;
  51834. private _raycastResult;
  51835. constructor(iterations?: number, oimoInjection?: any);
  51836. setGravity(gravity: Vector3): void;
  51837. setTimeStep(timeStep: number): void;
  51838. getTimeStep(): number;
  51839. private _tmpImpostorsArray;
  51840. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  51841. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51842. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51843. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51844. private _tmpPositionVector;
  51845. removePhysicsBody(impostor: PhysicsImpostor): void;
  51846. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51847. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51848. isSupported(): boolean;
  51849. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51850. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51851. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51852. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51853. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51854. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51855. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51856. getBodyMass(impostor: PhysicsImpostor): number;
  51857. getBodyFriction(impostor: PhysicsImpostor): number;
  51858. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51859. getBodyRestitution(impostor: PhysicsImpostor): number;
  51860. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51861. sleepBody(impostor: PhysicsImpostor): void;
  51862. wakeUpBody(impostor: PhysicsImpostor): void;
  51863. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  51864. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  51865. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  51866. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51867. getRadius(impostor: PhysicsImpostor): number;
  51868. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51869. dispose(): void;
  51870. /**
  51871. * Does a raycast in the physics world
  51872. * @param from when should the ray start?
  51873. * @param to when should the ray end?
  51874. * @returns PhysicsRaycastResult
  51875. */
  51876. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51877. }
  51878. }
  51879. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  51880. import { Nullable } from "babylonjs/types";
  51881. import { Scene } from "babylonjs/scene";
  51882. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  51883. import { Color4 } from "babylonjs/Maths/math.color";
  51884. import { Mesh } from "babylonjs/Meshes/mesh";
  51885. /**
  51886. * Class containing static functions to help procedurally build meshes
  51887. */
  51888. export class RibbonBuilder {
  51889. /**
  51890. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  51891. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  51892. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  51893. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  51894. * * 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
  51895. * * 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
  51896. * * 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
  51897. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  51898. * * If you create a double-sided mesh, you can choose what parts of 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
  51899. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  51900. * * 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
  51901. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  51902. * * 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
  51903. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  51904. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  51905. * @param name defines the name of the mesh
  51906. * @param options defines the options used to create the mesh
  51907. * @param scene defines the hosting scene
  51908. * @returns the ribbon mesh
  51909. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  51910. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  51911. */
  51912. static CreateRibbon(name: string, options: {
  51913. pathArray: Vector3[][];
  51914. closeArray?: boolean;
  51915. closePath?: boolean;
  51916. offset?: number;
  51917. updatable?: boolean;
  51918. sideOrientation?: number;
  51919. frontUVs?: Vector4;
  51920. backUVs?: Vector4;
  51921. instance?: Mesh;
  51922. invertUV?: boolean;
  51923. uvs?: Vector2[];
  51924. colors?: Color4[];
  51925. }, scene?: Nullable<Scene>): Mesh;
  51926. }
  51927. }
  51928. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  51929. import { Nullable } from "babylonjs/types";
  51930. import { Scene } from "babylonjs/scene";
  51931. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  51932. import { Mesh } from "babylonjs/Meshes/mesh";
  51933. /**
  51934. * Class containing static functions to help procedurally build meshes
  51935. */
  51936. export class ShapeBuilder {
  51937. /**
  51938. * 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.
  51939. * * 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.
  51940. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  51941. * * 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.
  51942. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  51943. * * 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
  51944. * * 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
  51945. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  51946. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  51947. * * If you create a double-sided mesh, you can choose what parts of 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
  51948. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  51949. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  51950. * @param name defines the name of the mesh
  51951. * @param options defines the options used to create the mesh
  51952. * @param scene defines the hosting scene
  51953. * @returns the extruded shape mesh
  51954. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  51955. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  51956. */
  51957. static ExtrudeShape(name: string, options: {
  51958. shape: Vector3[];
  51959. path: Vector3[];
  51960. scale?: number;
  51961. rotation?: number;
  51962. cap?: number;
  51963. updatable?: boolean;
  51964. sideOrientation?: number;
  51965. frontUVs?: Vector4;
  51966. backUVs?: Vector4;
  51967. instance?: Mesh;
  51968. invertUV?: boolean;
  51969. }, scene?: Nullable<Scene>): Mesh;
  51970. /**
  51971. * Creates an custom extruded shape mesh.
  51972. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  51973. * * 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.
  51974. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  51975. * * 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
  51976. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  51977. * * 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
  51978. * * It must returns a float value that will be the scale value applied to the shape on each path point
  51979. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  51980. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  51981. * * 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
  51982. * * 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
  51983. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  51984. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  51985. * * If you create a double-sided mesh, you can choose what parts of 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
  51986. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  51987. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  51988. * @param name defines the name of the mesh
  51989. * @param options defines the options used to create the mesh
  51990. * @param scene defines the hosting scene
  51991. * @returns the custom extruded shape mesh
  51992. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  51993. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  51994. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  51995. */
  51996. static ExtrudeShapeCustom(name: string, options: {
  51997. shape: Vector3[];
  51998. path: Vector3[];
  51999. scaleFunction?: any;
  52000. rotationFunction?: any;
  52001. ribbonCloseArray?: boolean;
  52002. ribbonClosePath?: boolean;
  52003. cap?: number;
  52004. updatable?: boolean;
  52005. sideOrientation?: number;
  52006. frontUVs?: Vector4;
  52007. backUVs?: Vector4;
  52008. instance?: Mesh;
  52009. invertUV?: boolean;
  52010. }, scene?: Nullable<Scene>): Mesh;
  52011. private static _ExtrudeShapeGeneric;
  52012. }
  52013. }
  52014. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52015. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52016. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52017. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52018. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52019. import { Nullable } from "babylonjs/types";
  52020. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52021. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52022. /**
  52023. * AmmoJS Physics plugin
  52024. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52025. * @see https://github.com/kripken/ammo.js/
  52026. */
  52027. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52028. private _useDeltaForWorldStep;
  52029. /**
  52030. * Reference to the Ammo library
  52031. */
  52032. bjsAMMO: any;
  52033. /**
  52034. * Created ammoJS world which physics bodies are added to
  52035. */
  52036. world: any;
  52037. /**
  52038. * Name of the plugin
  52039. */
  52040. name: string;
  52041. private _timeStep;
  52042. private _fixedTimeStep;
  52043. private _maxSteps;
  52044. private _tmpQuaternion;
  52045. private _tmpAmmoTransform;
  52046. private _tmpAmmoQuaternion;
  52047. private _tmpAmmoConcreteContactResultCallback;
  52048. private _collisionConfiguration;
  52049. private _dispatcher;
  52050. private _overlappingPairCache;
  52051. private _solver;
  52052. private _softBodySolver;
  52053. private _tmpAmmoVectorA;
  52054. private _tmpAmmoVectorB;
  52055. private _tmpAmmoVectorC;
  52056. private _tmpAmmoVectorD;
  52057. private _tmpContactCallbackResult;
  52058. private _tmpAmmoVectorRCA;
  52059. private _tmpAmmoVectorRCB;
  52060. private _raycastResult;
  52061. private static readonly DISABLE_COLLISION_FLAG;
  52062. private static readonly KINEMATIC_FLAG;
  52063. private static readonly DISABLE_DEACTIVATION_FLAG;
  52064. /**
  52065. * Initializes the ammoJS plugin
  52066. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52067. * @param ammoInjection can be used to inject your own ammo reference
  52068. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52069. */
  52070. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52071. /**
  52072. * Sets the gravity of the physics world (m/(s^2))
  52073. * @param gravity Gravity to set
  52074. */
  52075. setGravity(gravity: Vector3): void;
  52076. /**
  52077. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52078. * @param timeStep timestep to use in seconds
  52079. */
  52080. setTimeStep(timeStep: number): void;
  52081. /**
  52082. * 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)
  52083. * @param fixedTimeStep fixedTimeStep to use in seconds
  52084. */
  52085. setFixedTimeStep(fixedTimeStep: number): void;
  52086. /**
  52087. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52088. * @param maxSteps the maximum number of steps by the physics engine per frame
  52089. */
  52090. setMaxSteps(maxSteps: number): void;
  52091. /**
  52092. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52093. * @returns the current timestep in seconds
  52094. */
  52095. getTimeStep(): number;
  52096. private _isImpostorInContact;
  52097. private _isImpostorPairInContact;
  52098. private _stepSimulation;
  52099. /**
  52100. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52101. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52102. * After the step the babylon meshes are set to the position of the physics imposters
  52103. * @param delta amount of time to step forward
  52104. * @param impostors array of imposters to update before/after the step
  52105. */
  52106. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52107. /**
  52108. * Update babylon mesh to match physics world object
  52109. * @param impostor imposter to match
  52110. */
  52111. private _afterSoftStep;
  52112. /**
  52113. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52114. * @param impostor imposter to match
  52115. */
  52116. private _ropeStep;
  52117. /**
  52118. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52119. * @param impostor imposter to match
  52120. */
  52121. private _softbodyOrClothStep;
  52122. private _tmpVector;
  52123. private _tmpMatrix;
  52124. /**
  52125. * Applies an impulse on the imposter
  52126. * @param impostor imposter to apply impulse to
  52127. * @param force amount of force to be applied to the imposter
  52128. * @param contactPoint the location to apply the impulse on the imposter
  52129. */
  52130. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52131. /**
  52132. * Applies a force on the imposter
  52133. * @param impostor imposter to apply force
  52134. * @param force amount of force to be applied to the imposter
  52135. * @param contactPoint the location to apply the force on the imposter
  52136. */
  52137. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52138. /**
  52139. * Creates a physics body using the plugin
  52140. * @param impostor the imposter to create the physics body on
  52141. */
  52142. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52143. /**
  52144. * Removes the physics body from the imposter and disposes of the body's memory
  52145. * @param impostor imposter to remove the physics body from
  52146. */
  52147. removePhysicsBody(impostor: PhysicsImpostor): void;
  52148. /**
  52149. * Generates a joint
  52150. * @param impostorJoint the imposter joint to create the joint with
  52151. */
  52152. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52153. /**
  52154. * Removes a joint
  52155. * @param impostorJoint the imposter joint to remove the joint from
  52156. */
  52157. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52158. private _addMeshVerts;
  52159. /**
  52160. * Initialise the soft body vertices to match its object's (mesh) vertices
  52161. * Softbody vertices (nodes) are in world space and to match this
  52162. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  52163. * @param impostor to create the softbody for
  52164. */
  52165. private _softVertexData;
  52166. /**
  52167. * Create an impostor's soft body
  52168. * @param impostor to create the softbody for
  52169. */
  52170. private _createSoftbody;
  52171. /**
  52172. * Create cloth for an impostor
  52173. * @param impostor to create the softbody for
  52174. */
  52175. private _createCloth;
  52176. /**
  52177. * Create rope for an impostor
  52178. * @param impostor to create the softbody for
  52179. */
  52180. private _createRope;
  52181. private _addHullVerts;
  52182. private _createShape;
  52183. /**
  52184. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  52185. * @param impostor imposter containing the physics body and babylon object
  52186. */
  52187. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52188. /**
  52189. * Sets the babylon object's position/rotation from the physics body's position/rotation
  52190. * @param impostor imposter containing the physics body and babylon object
  52191. * @param newPosition new position
  52192. * @param newRotation new rotation
  52193. */
  52194. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52195. /**
  52196. * If this plugin is supported
  52197. * @returns true if its supported
  52198. */
  52199. isSupported(): boolean;
  52200. /**
  52201. * Sets the linear velocity of the physics body
  52202. * @param impostor imposter to set the velocity on
  52203. * @param velocity velocity to set
  52204. */
  52205. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52206. /**
  52207. * Sets the angular velocity of the physics body
  52208. * @param impostor imposter to set the velocity on
  52209. * @param velocity velocity to set
  52210. */
  52211. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52212. /**
  52213. * gets the linear velocity
  52214. * @param impostor imposter to get linear velocity from
  52215. * @returns linear velocity
  52216. */
  52217. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52218. /**
  52219. * gets the angular velocity
  52220. * @param impostor imposter to get angular velocity from
  52221. * @returns angular velocity
  52222. */
  52223. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52224. /**
  52225. * Sets the mass of physics body
  52226. * @param impostor imposter to set the mass on
  52227. * @param mass mass to set
  52228. */
  52229. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52230. /**
  52231. * Gets the mass of the physics body
  52232. * @param impostor imposter to get the mass from
  52233. * @returns mass
  52234. */
  52235. getBodyMass(impostor: PhysicsImpostor): number;
  52236. /**
  52237. * Gets friction of the impostor
  52238. * @param impostor impostor to get friction from
  52239. * @returns friction value
  52240. */
  52241. getBodyFriction(impostor: PhysicsImpostor): number;
  52242. /**
  52243. * Sets friction of the impostor
  52244. * @param impostor impostor to set friction on
  52245. * @param friction friction value
  52246. */
  52247. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52248. /**
  52249. * Gets restitution of the impostor
  52250. * @param impostor impostor to get restitution from
  52251. * @returns restitution value
  52252. */
  52253. getBodyRestitution(impostor: PhysicsImpostor): number;
  52254. /**
  52255. * Sets resitution of the impostor
  52256. * @param impostor impostor to set resitution on
  52257. * @param restitution resitution value
  52258. */
  52259. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52260. /**
  52261. * Gets pressure inside the impostor
  52262. * @param impostor impostor to get pressure from
  52263. * @returns pressure value
  52264. */
  52265. getBodyPressure(impostor: PhysicsImpostor): number;
  52266. /**
  52267. * Sets pressure inside a soft body impostor
  52268. * Cloth and rope must remain 0 pressure
  52269. * @param impostor impostor to set pressure on
  52270. * @param pressure pressure value
  52271. */
  52272. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  52273. /**
  52274. * Gets stiffness of the impostor
  52275. * @param impostor impostor to get stiffness from
  52276. * @returns pressure value
  52277. */
  52278. getBodyStiffness(impostor: PhysicsImpostor): number;
  52279. /**
  52280. * Sets stiffness of the impostor
  52281. * @param impostor impostor to set stiffness on
  52282. * @param stiffness stiffness value from 0 to 1
  52283. */
  52284. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  52285. /**
  52286. * Gets velocityIterations of the impostor
  52287. * @param impostor impostor to get velocity iterations from
  52288. * @returns velocityIterations value
  52289. */
  52290. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  52291. /**
  52292. * Sets velocityIterations of the impostor
  52293. * @param impostor impostor to set velocity iterations on
  52294. * @param velocityIterations velocityIterations value
  52295. */
  52296. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  52297. /**
  52298. * Gets positionIterations of the impostor
  52299. * @param impostor impostor to get position iterations from
  52300. * @returns positionIterations value
  52301. */
  52302. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  52303. /**
  52304. * Sets positionIterations of the impostor
  52305. * @param impostor impostor to set position on
  52306. * @param positionIterations positionIterations value
  52307. */
  52308. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  52309. /**
  52310. * Append an anchor to a cloth object
  52311. * @param impostor is the cloth impostor to add anchor to
  52312. * @param otherImpostor is the rigid impostor to anchor to
  52313. * @param width ratio across width from 0 to 1
  52314. * @param height ratio up height from 0 to 1
  52315. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  52316. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52317. */
  52318. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52319. /**
  52320. * Append an hook to a rope object
  52321. * @param impostor is the rope impostor to add hook to
  52322. * @param otherImpostor is the rigid impostor to hook to
  52323. * @param length ratio along the rope from 0 to 1
  52324. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  52325. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52326. */
  52327. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52328. /**
  52329. * Sleeps the physics body and stops it from being active
  52330. * @param impostor impostor to sleep
  52331. */
  52332. sleepBody(impostor: PhysicsImpostor): void;
  52333. /**
  52334. * Activates the physics body
  52335. * @param impostor impostor to activate
  52336. */
  52337. wakeUpBody(impostor: PhysicsImpostor): void;
  52338. /**
  52339. * Updates the distance parameters of the joint
  52340. * @param joint joint to update
  52341. * @param maxDistance maximum distance of the joint
  52342. * @param minDistance minimum distance of the joint
  52343. */
  52344. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52345. /**
  52346. * Sets a motor on the joint
  52347. * @param joint joint to set motor on
  52348. * @param speed speed of the motor
  52349. * @param maxForce maximum force of the motor
  52350. * @param motorIndex index of the motor
  52351. */
  52352. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52353. /**
  52354. * Sets the motors limit
  52355. * @param joint joint to set limit on
  52356. * @param upperLimit upper limit
  52357. * @param lowerLimit lower limit
  52358. */
  52359. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52360. /**
  52361. * Syncs the position and rotation of a mesh with the impostor
  52362. * @param mesh mesh to sync
  52363. * @param impostor impostor to update the mesh with
  52364. */
  52365. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52366. /**
  52367. * Gets the radius of the impostor
  52368. * @param impostor impostor to get radius from
  52369. * @returns the radius
  52370. */
  52371. getRadius(impostor: PhysicsImpostor): number;
  52372. /**
  52373. * Gets the box size of the impostor
  52374. * @param impostor impostor to get box size from
  52375. * @param result the resulting box size
  52376. */
  52377. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52378. /**
  52379. * Disposes of the impostor
  52380. */
  52381. dispose(): void;
  52382. /**
  52383. * Does a raycast in the physics world
  52384. * @param from when should the ray start?
  52385. * @param to when should the ray end?
  52386. * @returns PhysicsRaycastResult
  52387. */
  52388. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52389. }
  52390. }
  52391. declare module "babylonjs/Probes/reflectionProbe" {
  52392. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52393. import { Vector3 } from "babylonjs/Maths/math.vector";
  52394. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52395. import { Nullable } from "babylonjs/types";
  52396. import { Scene } from "babylonjs/scene";
  52397. module "babylonjs/abstractScene" {
  52398. interface AbstractScene {
  52399. /**
  52400. * The list of reflection probes added to the scene
  52401. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52402. */
  52403. reflectionProbes: Array<ReflectionProbe>;
  52404. /**
  52405. * Removes the given reflection probe from this scene.
  52406. * @param toRemove The reflection probe to remove
  52407. * @returns The index of the removed reflection probe
  52408. */
  52409. removeReflectionProbe(toRemove: ReflectionProbe): number;
  52410. /**
  52411. * Adds the given reflection probe to this scene.
  52412. * @param newReflectionProbe The reflection probe to add
  52413. */
  52414. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  52415. }
  52416. }
  52417. /**
  52418. * Class used to generate realtime reflection / refraction cube textures
  52419. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52420. */
  52421. export class ReflectionProbe {
  52422. /** defines the name of the probe */
  52423. name: string;
  52424. private _scene;
  52425. private _renderTargetTexture;
  52426. private _projectionMatrix;
  52427. private _viewMatrix;
  52428. private _target;
  52429. private _add;
  52430. private _attachedMesh;
  52431. private _invertYAxis;
  52432. /** Gets or sets probe position (center of the cube map) */
  52433. position: Vector3;
  52434. /**
  52435. * Creates a new reflection probe
  52436. * @param name defines the name of the probe
  52437. * @param size defines the texture resolution (for each face)
  52438. * @param scene defines the hosting scene
  52439. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  52440. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  52441. */
  52442. constructor(
  52443. /** defines the name of the probe */
  52444. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  52445. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  52446. samples: number;
  52447. /** Gets or sets the refresh rate to use (on every frame by default) */
  52448. refreshRate: number;
  52449. /**
  52450. * Gets the hosting scene
  52451. * @returns a Scene
  52452. */
  52453. getScene(): Scene;
  52454. /** Gets the internal CubeTexture used to render to */
  52455. readonly cubeTexture: RenderTargetTexture;
  52456. /** Gets the list of meshes to render */
  52457. readonly renderList: Nullable<AbstractMesh[]>;
  52458. /**
  52459. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  52460. * @param mesh defines the mesh to attach to
  52461. */
  52462. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  52463. /**
  52464. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  52465. * @param renderingGroupId The rendering group id corresponding to its index
  52466. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  52467. */
  52468. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  52469. /**
  52470. * Clean all associated resources
  52471. */
  52472. dispose(): void;
  52473. /**
  52474. * Converts the reflection probe information to a readable string for debug purpose.
  52475. * @param fullDetails Supports for multiple levels of logging within scene loading
  52476. * @returns the human readable reflection probe info
  52477. */
  52478. toString(fullDetails?: boolean): string;
  52479. /**
  52480. * Get the class name of the relfection probe.
  52481. * @returns "ReflectionProbe"
  52482. */
  52483. getClassName(): string;
  52484. /**
  52485. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  52486. * @returns The JSON representation of the texture
  52487. */
  52488. serialize(): any;
  52489. /**
  52490. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  52491. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  52492. * @param scene Define the scene the parsed reflection probe should be instantiated in
  52493. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  52494. * @returns The parsed reflection probe if successful
  52495. */
  52496. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  52497. }
  52498. }
  52499. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  52500. /** @hidden */
  52501. export var _BabylonLoaderRegistered: boolean;
  52502. }
  52503. declare module "babylonjs/Loading/Plugins/index" {
  52504. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  52505. }
  52506. declare module "babylonjs/Loading/index" {
  52507. export * from "babylonjs/Loading/loadingScreen";
  52508. export * from "babylonjs/Loading/Plugins/index";
  52509. export * from "babylonjs/Loading/sceneLoader";
  52510. export * from "babylonjs/Loading/sceneLoaderFlags";
  52511. }
  52512. declare module "babylonjs/Materials/Background/index" {
  52513. export * from "babylonjs/Materials/Background/backgroundMaterial";
  52514. }
  52515. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  52516. import { Scene } from "babylonjs/scene";
  52517. import { Color3 } from "babylonjs/Maths/math.color";
  52518. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52519. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52520. /**
  52521. * The Physically based simple base material of BJS.
  52522. *
  52523. * This enables better naming and convention enforcements on top of the pbrMaterial.
  52524. * It is used as the base class for both the specGloss and metalRough conventions.
  52525. */
  52526. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  52527. /**
  52528. * Number of Simultaneous lights allowed on the material.
  52529. */
  52530. maxSimultaneousLights: number;
  52531. /**
  52532. * If sets to true, disables all the lights affecting the material.
  52533. */
  52534. disableLighting: boolean;
  52535. /**
  52536. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  52537. */
  52538. environmentTexture: BaseTexture;
  52539. /**
  52540. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  52541. */
  52542. invertNormalMapX: boolean;
  52543. /**
  52544. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  52545. */
  52546. invertNormalMapY: boolean;
  52547. /**
  52548. * Normal map used in the model.
  52549. */
  52550. normalTexture: BaseTexture;
  52551. /**
  52552. * Emissivie color used to self-illuminate the model.
  52553. */
  52554. emissiveColor: Color3;
  52555. /**
  52556. * Emissivie texture used to self-illuminate the model.
  52557. */
  52558. emissiveTexture: BaseTexture;
  52559. /**
  52560. * Occlusion Channel Strenght.
  52561. */
  52562. occlusionStrength: number;
  52563. /**
  52564. * Occlusion Texture of the material (adding extra occlusion effects).
  52565. */
  52566. occlusionTexture: BaseTexture;
  52567. /**
  52568. * Defines the alpha limits in alpha test mode.
  52569. */
  52570. alphaCutOff: number;
  52571. /**
  52572. * Gets the current double sided mode.
  52573. */
  52574. /**
  52575. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  52576. */
  52577. doubleSided: boolean;
  52578. /**
  52579. * Stores the pre-calculated light information of a mesh in a texture.
  52580. */
  52581. lightmapTexture: BaseTexture;
  52582. /**
  52583. * If true, the light map contains occlusion information instead of lighting info.
  52584. */
  52585. useLightmapAsShadowmap: boolean;
  52586. /**
  52587. * Instantiates a new PBRMaterial instance.
  52588. *
  52589. * @param name The material name
  52590. * @param scene The scene the material will be use in.
  52591. */
  52592. constructor(name: string, scene: Scene);
  52593. getClassName(): string;
  52594. }
  52595. }
  52596. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  52597. import { Scene } from "babylonjs/scene";
  52598. import { Color3 } from "babylonjs/Maths/math.color";
  52599. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52600. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52601. /**
  52602. * The PBR material of BJS following the metal roughness convention.
  52603. *
  52604. * This fits to the PBR convention in the GLTF definition:
  52605. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  52606. */
  52607. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  52608. /**
  52609. * The base color has two different interpretations depending on the value of metalness.
  52610. * When the material is a metal, the base color is the specific measured reflectance value
  52611. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  52612. * of the material.
  52613. */
  52614. baseColor: Color3;
  52615. /**
  52616. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  52617. * well as opacity information in the alpha channel.
  52618. */
  52619. baseTexture: BaseTexture;
  52620. /**
  52621. * Specifies the metallic scalar value of the material.
  52622. * Can also be used to scale the metalness values of the metallic texture.
  52623. */
  52624. metallic: number;
  52625. /**
  52626. * Specifies the roughness scalar value of the material.
  52627. * Can also be used to scale the roughness values of the metallic texture.
  52628. */
  52629. roughness: number;
  52630. /**
  52631. * Texture containing both the metallic value in the B channel and the
  52632. * roughness value in the G channel to keep better precision.
  52633. */
  52634. metallicRoughnessTexture: BaseTexture;
  52635. /**
  52636. * Instantiates a new PBRMetalRoughnessMaterial instance.
  52637. *
  52638. * @param name The material name
  52639. * @param scene The scene the material will be use in.
  52640. */
  52641. constructor(name: string, scene: Scene);
  52642. /**
  52643. * Return the currrent class name of the material.
  52644. */
  52645. getClassName(): string;
  52646. /**
  52647. * Makes a duplicate of the current material.
  52648. * @param name - name to use for the new material.
  52649. */
  52650. clone(name: string): PBRMetallicRoughnessMaterial;
  52651. /**
  52652. * Serialize the material to a parsable JSON object.
  52653. */
  52654. serialize(): any;
  52655. /**
  52656. * Parses a JSON object correponding to the serialize function.
  52657. */
  52658. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  52659. }
  52660. }
  52661. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  52662. import { Scene } from "babylonjs/scene";
  52663. import { Color3 } from "babylonjs/Maths/math.color";
  52664. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52665. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52666. /**
  52667. * The PBR material of BJS following the specular glossiness convention.
  52668. *
  52669. * This fits to the PBR convention in the GLTF definition:
  52670. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  52671. */
  52672. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  52673. /**
  52674. * Specifies the diffuse color of the material.
  52675. */
  52676. diffuseColor: Color3;
  52677. /**
  52678. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  52679. * channel.
  52680. */
  52681. diffuseTexture: BaseTexture;
  52682. /**
  52683. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  52684. */
  52685. specularColor: Color3;
  52686. /**
  52687. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  52688. */
  52689. glossiness: number;
  52690. /**
  52691. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  52692. */
  52693. specularGlossinessTexture: BaseTexture;
  52694. /**
  52695. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  52696. *
  52697. * @param name The material name
  52698. * @param scene The scene the material will be use in.
  52699. */
  52700. constructor(name: string, scene: Scene);
  52701. /**
  52702. * Return the currrent class name of the material.
  52703. */
  52704. getClassName(): string;
  52705. /**
  52706. * Makes a duplicate of the current material.
  52707. * @param name - name to use for the new material.
  52708. */
  52709. clone(name: string): PBRSpecularGlossinessMaterial;
  52710. /**
  52711. * Serialize the material to a parsable JSON object.
  52712. */
  52713. serialize(): any;
  52714. /**
  52715. * Parses a JSON object correponding to the serialize function.
  52716. */
  52717. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  52718. }
  52719. }
  52720. declare module "babylonjs/Materials/PBR/index" {
  52721. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52722. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52723. export * from "babylonjs/Materials/PBR/pbrMaterial";
  52724. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  52725. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  52726. }
  52727. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  52728. import { Nullable } from "babylonjs/types";
  52729. import { Scene } from "babylonjs/scene";
  52730. import { Matrix } from "babylonjs/Maths/math.vector";
  52731. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52732. /**
  52733. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  52734. * It can help converting any input color in a desired output one. This can then be used to create effects
  52735. * from sepia, black and white to sixties or futuristic rendering...
  52736. *
  52737. * The only supported format is currently 3dl.
  52738. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  52739. */
  52740. export class ColorGradingTexture extends BaseTexture {
  52741. /**
  52742. * The current texture matrix. (will always be identity in color grading texture)
  52743. */
  52744. private _textureMatrix;
  52745. /**
  52746. * The texture URL.
  52747. */
  52748. url: string;
  52749. /**
  52750. * Empty line regex stored for GC.
  52751. */
  52752. private static _noneEmptyLineRegex;
  52753. private _engine;
  52754. /**
  52755. * Instantiates a ColorGradingTexture from the following parameters.
  52756. *
  52757. * @param url The location of the color gradind data (currently only supporting 3dl)
  52758. * @param scene The scene the texture will be used in
  52759. */
  52760. constructor(url: string, scene: Scene);
  52761. /**
  52762. * Returns the texture matrix used in most of the material.
  52763. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  52764. */
  52765. getTextureMatrix(): Matrix;
  52766. /**
  52767. * Occurs when the file being loaded is a .3dl LUT file.
  52768. */
  52769. private load3dlTexture;
  52770. /**
  52771. * Starts the loading process of the texture.
  52772. */
  52773. private loadTexture;
  52774. /**
  52775. * Clones the color gradind texture.
  52776. */
  52777. clone(): ColorGradingTexture;
  52778. /**
  52779. * Called during delayed load for textures.
  52780. */
  52781. delayLoad(): void;
  52782. /**
  52783. * Parses a color grading texture serialized by Babylon.
  52784. * @param parsedTexture The texture information being parsedTexture
  52785. * @param scene The scene to load the texture in
  52786. * @param rootUrl The root url of the data assets to load
  52787. * @return A color gradind texture
  52788. */
  52789. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  52790. /**
  52791. * Serializes the LUT texture to json format.
  52792. */
  52793. serialize(): any;
  52794. }
  52795. }
  52796. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  52797. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52798. import { Scene } from "babylonjs/scene";
  52799. import { Nullable } from "babylonjs/types";
  52800. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52801. /**
  52802. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  52803. */
  52804. export class EquiRectangularCubeTexture extends BaseTexture {
  52805. /** The six faces of the cube. */
  52806. private static _FacesMapping;
  52807. private _noMipmap;
  52808. private _onLoad;
  52809. private _onError;
  52810. /** The size of the cubemap. */
  52811. private _size;
  52812. /** The buffer of the image. */
  52813. private _buffer;
  52814. /** The width of the input image. */
  52815. private _width;
  52816. /** The height of the input image. */
  52817. private _height;
  52818. /** The URL to the image. */
  52819. url: string;
  52820. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  52821. coordinatesMode: number;
  52822. /**
  52823. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  52824. * @param url The location of the image
  52825. * @param scene The scene the texture will be used in
  52826. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52827. * @param noMipmap Forces to not generate the mipmap if true
  52828. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  52829. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  52830. * @param onLoad — defines a callback called when texture is loaded
  52831. * @param onError — defines a callback called if there is an error
  52832. */
  52833. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  52834. /**
  52835. * Load the image data, by putting the image on a canvas and extracting its buffer.
  52836. */
  52837. private loadImage;
  52838. /**
  52839. * Convert the image buffer into a cubemap and create a CubeTexture.
  52840. */
  52841. private loadTexture;
  52842. /**
  52843. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  52844. * @param buffer The ArrayBuffer that should be converted.
  52845. * @returns The buffer as Float32Array.
  52846. */
  52847. private getFloat32ArrayFromArrayBuffer;
  52848. /**
  52849. * Get the current class name of the texture useful for serialization or dynamic coding.
  52850. * @returns "EquiRectangularCubeTexture"
  52851. */
  52852. getClassName(): string;
  52853. /**
  52854. * Create a clone of the current EquiRectangularCubeTexture and return it.
  52855. * @returns A clone of the current EquiRectangularCubeTexture.
  52856. */
  52857. clone(): EquiRectangularCubeTexture;
  52858. }
  52859. }
  52860. declare module "babylonjs/Misc/tga" {
  52861. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52862. /**
  52863. * Based on jsTGALoader - Javascript loader for TGA file
  52864. * By Vincent Thibault
  52865. * @see http://blog.robrowser.com/javascript-tga-loader.html
  52866. */
  52867. export class TGATools {
  52868. private static _TYPE_INDEXED;
  52869. private static _TYPE_RGB;
  52870. private static _TYPE_GREY;
  52871. private static _TYPE_RLE_INDEXED;
  52872. private static _TYPE_RLE_RGB;
  52873. private static _TYPE_RLE_GREY;
  52874. private static _ORIGIN_MASK;
  52875. private static _ORIGIN_SHIFT;
  52876. private static _ORIGIN_BL;
  52877. private static _ORIGIN_BR;
  52878. private static _ORIGIN_UL;
  52879. private static _ORIGIN_UR;
  52880. /**
  52881. * Gets the header of a TGA file
  52882. * @param data defines the TGA data
  52883. * @returns the header
  52884. */
  52885. static GetTGAHeader(data: Uint8Array): any;
  52886. /**
  52887. * Uploads TGA content to a Babylon Texture
  52888. * @hidden
  52889. */
  52890. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  52891. /** @hidden */
  52892. 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;
  52893. /** @hidden */
  52894. 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;
  52895. /** @hidden */
  52896. 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;
  52897. /** @hidden */
  52898. 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;
  52899. /** @hidden */
  52900. 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;
  52901. /** @hidden */
  52902. 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;
  52903. }
  52904. }
  52905. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  52906. import { Nullable } from "babylonjs/types";
  52907. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52908. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  52909. /**
  52910. * Implementation of the TGA Texture Loader.
  52911. * @hidden
  52912. */
  52913. export class _TGATextureLoader implements IInternalTextureLoader {
  52914. /**
  52915. * Defines wether the loader supports cascade loading the different faces.
  52916. */
  52917. readonly supportCascades: boolean;
  52918. /**
  52919. * This returns if the loader support the current file information.
  52920. * @param extension defines the file extension of the file being loaded
  52921. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52922. * @param fallback defines the fallback internal texture if any
  52923. * @param isBase64 defines whether the texture is encoded as a base64
  52924. * @param isBuffer defines whether the texture data are stored as a buffer
  52925. * @returns true if the loader can load the specified file
  52926. */
  52927. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  52928. /**
  52929. * Transform the url before loading if required.
  52930. * @param rootUrl the url of the texture
  52931. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52932. * @returns the transformed texture
  52933. */
  52934. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  52935. /**
  52936. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  52937. * @param rootUrl the url of the texture
  52938. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52939. * @returns the fallback texture
  52940. */
  52941. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  52942. /**
  52943. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  52944. * @param data contains the texture data
  52945. * @param texture defines the BabylonJS internal texture
  52946. * @param createPolynomials will be true if polynomials have been requested
  52947. * @param onLoad defines the callback to trigger once the texture is ready
  52948. * @param onError defines the callback to trigger in case of error
  52949. */
  52950. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  52951. /**
  52952. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  52953. * @param data contains the texture data
  52954. * @param texture defines the BabylonJS internal texture
  52955. * @param callback defines the method to call once ready to upload
  52956. */
  52957. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  52958. }
  52959. }
  52960. declare module "babylonjs/Misc/basis" {
  52961. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52962. /**
  52963. * Info about the .basis files
  52964. */
  52965. class BasisFileInfo {
  52966. /**
  52967. * If the file has alpha
  52968. */
  52969. hasAlpha: boolean;
  52970. /**
  52971. * Info about each image of the basis file
  52972. */
  52973. images: Array<{
  52974. levels: Array<{
  52975. width: number;
  52976. height: number;
  52977. transcodedPixels: ArrayBufferView;
  52978. }>;
  52979. }>;
  52980. }
  52981. /**
  52982. * Result of transcoding a basis file
  52983. */
  52984. class TranscodeResult {
  52985. /**
  52986. * Info about the .basis file
  52987. */
  52988. fileInfo: BasisFileInfo;
  52989. /**
  52990. * Format to use when loading the file
  52991. */
  52992. format: number;
  52993. }
  52994. /**
  52995. * Configuration options for the Basis transcoder
  52996. */
  52997. export class BasisTranscodeConfiguration {
  52998. /**
  52999. * Supported compression formats used to determine the supported output format of the transcoder
  53000. */
  53001. supportedCompressionFormats?: {
  53002. /**
  53003. * etc1 compression format
  53004. */
  53005. etc1?: boolean;
  53006. /**
  53007. * s3tc compression format
  53008. */
  53009. s3tc?: boolean;
  53010. /**
  53011. * pvrtc compression format
  53012. */
  53013. pvrtc?: boolean;
  53014. /**
  53015. * etc2 compression format
  53016. */
  53017. etc2?: boolean;
  53018. };
  53019. /**
  53020. * If mipmap levels should be loaded for transcoded images (Default: true)
  53021. */
  53022. loadMipmapLevels?: boolean;
  53023. /**
  53024. * Index of a single image to load (Default: all images)
  53025. */
  53026. loadSingleImage?: number;
  53027. }
  53028. /**
  53029. * Used to load .Basis files
  53030. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53031. */
  53032. export class BasisTools {
  53033. private static _IgnoreSupportedFormats;
  53034. /**
  53035. * URL to use when loading the basis transcoder
  53036. */
  53037. static JSModuleURL: string;
  53038. /**
  53039. * URL to use when loading the wasm module for the transcoder
  53040. */
  53041. static WasmModuleURL: string;
  53042. /**
  53043. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53044. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53045. * @returns internal format corresponding to the Basis format
  53046. */
  53047. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53048. private static _WorkerPromise;
  53049. private static _Worker;
  53050. private static _actionId;
  53051. private static _CreateWorkerAsync;
  53052. /**
  53053. * Transcodes a loaded image file to compressed pixel data
  53054. * @param imageData image data to transcode
  53055. * @param config configuration options for the transcoding
  53056. * @returns a promise resulting in the transcoded image
  53057. */
  53058. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53059. /**
  53060. * Loads a texture from the transcode result
  53061. * @param texture texture load to
  53062. * @param transcodeResult the result of transcoding the basis file to load from
  53063. */
  53064. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53065. }
  53066. }
  53067. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53068. import { Nullable } from "babylonjs/types";
  53069. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53070. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53071. /**
  53072. * Loader for .basis file format
  53073. */
  53074. export class _BasisTextureLoader implements IInternalTextureLoader {
  53075. /**
  53076. * Defines whether the loader supports cascade loading the different faces.
  53077. */
  53078. readonly supportCascades: boolean;
  53079. /**
  53080. * This returns if the loader support the current file information.
  53081. * @param extension defines the file extension of the file being loaded
  53082. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53083. * @param fallback defines the fallback internal texture if any
  53084. * @param isBase64 defines whether the texture is encoded as a base64
  53085. * @param isBuffer defines whether the texture data are stored as a buffer
  53086. * @returns true if the loader can load the specified file
  53087. */
  53088. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53089. /**
  53090. * Transform the url before loading if required.
  53091. * @param rootUrl the url of the texture
  53092. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53093. * @returns the transformed texture
  53094. */
  53095. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53096. /**
  53097. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53098. * @param rootUrl the url of the texture
  53099. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53100. * @returns the fallback texture
  53101. */
  53102. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53103. /**
  53104. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53105. * @param data contains the texture data
  53106. * @param texture defines the BabylonJS internal texture
  53107. * @param createPolynomials will be true if polynomials have been requested
  53108. * @param onLoad defines the callback to trigger once the texture is ready
  53109. * @param onError defines the callback to trigger in case of error
  53110. */
  53111. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53112. /**
  53113. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53114. * @param data contains the texture data
  53115. * @param texture defines the BabylonJS internal texture
  53116. * @param callback defines the method to call once ready to upload
  53117. */
  53118. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53119. }
  53120. }
  53121. declare module "babylonjs/Materials/Textures/Loaders/index" {
  53122. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  53123. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  53124. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  53125. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  53126. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  53127. }
  53128. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  53129. import { Scene } from "babylonjs/scene";
  53130. import { Texture } from "babylonjs/Materials/Textures/texture";
  53131. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53132. /**
  53133. * 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.
  53134. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53135. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53136. */
  53137. export class CustomProceduralTexture extends ProceduralTexture {
  53138. private _animate;
  53139. private _time;
  53140. private _config;
  53141. private _texturePath;
  53142. /**
  53143. * Instantiates a new Custom Procedural Texture.
  53144. * 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.
  53145. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53146. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53147. * @param name Define the name of the texture
  53148. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  53149. * @param size Define the size of the texture to create
  53150. * @param scene Define the scene the texture belongs to
  53151. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  53152. * @param generateMipMaps Define if the texture should creates mip maps or not
  53153. */
  53154. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53155. private _loadJson;
  53156. /**
  53157. * Is the texture ready to be used ? (rendered at least once)
  53158. * @returns true if ready, otherwise, false.
  53159. */
  53160. isReady(): boolean;
  53161. /**
  53162. * Render the texture to its associated render target.
  53163. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  53164. */
  53165. render(useCameraPostProcess?: boolean): void;
  53166. /**
  53167. * Update the list of dependant textures samplers in the shader.
  53168. */
  53169. updateTextures(): void;
  53170. /**
  53171. * Update the uniform values of the procedural texture in the shader.
  53172. */
  53173. updateShaderUniforms(): void;
  53174. /**
  53175. * Define if the texture animates or not.
  53176. */
  53177. animate: boolean;
  53178. }
  53179. }
  53180. declare module "babylonjs/Shaders/noise.fragment" {
  53181. /** @hidden */
  53182. export var noisePixelShader: {
  53183. name: string;
  53184. shader: string;
  53185. };
  53186. }
  53187. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  53188. import { Nullable } from "babylonjs/types";
  53189. import { Scene } from "babylonjs/scene";
  53190. import { Texture } from "babylonjs/Materials/Textures/texture";
  53191. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53192. import "babylonjs/Shaders/noise.fragment";
  53193. /**
  53194. * Class used to generate noise procedural textures
  53195. */
  53196. export class NoiseProceduralTexture extends ProceduralTexture {
  53197. private _time;
  53198. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  53199. brightness: number;
  53200. /** Defines the number of octaves to process */
  53201. octaves: number;
  53202. /** Defines the level of persistence (0.8 by default) */
  53203. persistence: number;
  53204. /** Gets or sets animation speed factor (default is 1) */
  53205. animationSpeedFactor: number;
  53206. /**
  53207. * Creates a new NoiseProceduralTexture
  53208. * @param name defines the name fo the texture
  53209. * @param size defines the size of the texture (default is 256)
  53210. * @param scene defines the hosting scene
  53211. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  53212. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  53213. */
  53214. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53215. private _updateShaderUniforms;
  53216. protected _getDefines(): string;
  53217. /** Generate the current state of the procedural texture */
  53218. render(useCameraPostProcess?: boolean): void;
  53219. /**
  53220. * Serializes this noise procedural texture
  53221. * @returns a serialized noise procedural texture object
  53222. */
  53223. serialize(): any;
  53224. /**
  53225. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  53226. * @param parsedTexture defines parsed texture data
  53227. * @param scene defines the current scene
  53228. * @param rootUrl defines the root URL containing noise procedural texture information
  53229. * @returns a parsed NoiseProceduralTexture
  53230. */
  53231. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  53232. }
  53233. }
  53234. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  53235. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  53236. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  53237. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53238. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  53239. }
  53240. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  53241. import { Nullable } from "babylonjs/types";
  53242. import { Scene } from "babylonjs/scene";
  53243. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  53244. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53245. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  53246. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53247. /**
  53248. * Raw cube texture where the raw buffers are passed in
  53249. */
  53250. export class RawCubeTexture extends CubeTexture {
  53251. /**
  53252. * Creates a cube texture where the raw buffers are passed in.
  53253. * @param scene defines the scene the texture is attached to
  53254. * @param data defines the array of data to use to create each face
  53255. * @param size defines the size of the textures
  53256. * @param format defines the format of the data
  53257. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  53258. * @param generateMipMaps defines if the engine should generate the mip levels
  53259. * @param invertY defines if data must be stored with Y axis inverted
  53260. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  53261. * @param compression defines the compression used (null by default)
  53262. */
  53263. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  53264. /**
  53265. * Updates the raw cube texture.
  53266. * @param data defines the data to store
  53267. * @param format defines the data format
  53268. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  53269. * @param invertY defines if data must be stored with Y axis inverted
  53270. * @param compression defines the compression used (null by default)
  53271. * @param level defines which level of the texture to update
  53272. */
  53273. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  53274. /**
  53275. * Updates a raw cube texture with RGBD encoded data.
  53276. * @param data defines the array of data [mipmap][face] to use to create each face
  53277. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  53278. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  53279. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  53280. * @returns a promsie that resolves when the operation is complete
  53281. */
  53282. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  53283. /**
  53284. * Clones the raw cube texture.
  53285. * @return a new cube texture
  53286. */
  53287. clone(): CubeTexture;
  53288. /** @hidden */
  53289. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  53290. }
  53291. }
  53292. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  53293. import { Scene } from "babylonjs/scene";
  53294. import { Texture } from "babylonjs/Materials/Textures/texture";
  53295. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53296. /**
  53297. * Class used to store 3D textures containing user data
  53298. */
  53299. export class RawTexture3D extends Texture {
  53300. /** Gets or sets the texture format to use */
  53301. format: number;
  53302. private _engine;
  53303. /**
  53304. * Create a new RawTexture3D
  53305. * @param data defines the data of the texture
  53306. * @param width defines the width of the texture
  53307. * @param height defines the height of the texture
  53308. * @param depth defines the depth of the texture
  53309. * @param format defines the texture format to use
  53310. * @param scene defines the hosting scene
  53311. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  53312. * @param invertY defines if texture must be stored with Y axis inverted
  53313. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  53314. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  53315. */
  53316. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  53317. /** Gets or sets the texture format to use */
  53318. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  53319. /**
  53320. * Update the texture with new data
  53321. * @param data defines the data to store in the texture
  53322. */
  53323. update(data: ArrayBufferView): void;
  53324. }
  53325. }
  53326. declare module "babylonjs/Materials/Textures/refractionTexture" {
  53327. import { Scene } from "babylonjs/scene";
  53328. import { Plane } from "babylonjs/Maths/math.plane";
  53329. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53330. /**
  53331. * Creates a refraction texture used by refraction channel of the standard material.
  53332. * It is like a mirror but to see through a material.
  53333. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53334. */
  53335. export class RefractionTexture extends RenderTargetTexture {
  53336. /**
  53337. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  53338. * 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.
  53339. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53340. */
  53341. refractionPlane: Plane;
  53342. /**
  53343. * Define how deep under the surface we should see.
  53344. */
  53345. depth: number;
  53346. /**
  53347. * Creates a refraction texture used by refraction channel of the standard material.
  53348. * It is like a mirror but to see through a material.
  53349. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53350. * @param name Define the texture name
  53351. * @param size Define the size of the underlying texture
  53352. * @param scene Define the scene the refraction belongs to
  53353. * @param generateMipMaps Define if we need to generate mips level for the refraction
  53354. */
  53355. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  53356. /**
  53357. * Clone the refraction texture.
  53358. * @returns the cloned texture
  53359. */
  53360. clone(): RefractionTexture;
  53361. /**
  53362. * Serialize the texture to a JSON representation you could use in Parse later on
  53363. * @returns the serialized JSON representation
  53364. */
  53365. serialize(): any;
  53366. }
  53367. }
  53368. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  53369. import { Nullable } from "babylonjs/types";
  53370. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53371. import { Matrix } from "babylonjs/Maths/math.vector";
  53372. import { Engine } from "babylonjs/Engines/engine";
  53373. import { Scene } from "babylonjs/scene";
  53374. /**
  53375. * Defines the options related to the creation of an HtmlElementTexture
  53376. */
  53377. export interface IHtmlElementTextureOptions {
  53378. /**
  53379. * Defines wether mip maps should be created or not.
  53380. */
  53381. generateMipMaps?: boolean;
  53382. /**
  53383. * Defines the sampling mode of the texture.
  53384. */
  53385. samplingMode?: number;
  53386. /**
  53387. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  53388. */
  53389. engine: Nullable<Engine>;
  53390. /**
  53391. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  53392. */
  53393. scene: Nullable<Scene>;
  53394. }
  53395. /**
  53396. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  53397. * To be as efficient as possible depending on your constraints nothing aside the first upload
  53398. * is automatically managed.
  53399. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  53400. * in your application.
  53401. *
  53402. * As the update is not automatic, you need to call them manually.
  53403. */
  53404. export class HtmlElementTexture extends BaseTexture {
  53405. /**
  53406. * The texture URL.
  53407. */
  53408. element: HTMLVideoElement | HTMLCanvasElement;
  53409. private static readonly DefaultOptions;
  53410. private _textureMatrix;
  53411. private _engine;
  53412. private _isVideo;
  53413. private _generateMipMaps;
  53414. private _samplingMode;
  53415. /**
  53416. * Instantiates a HtmlElementTexture from the following parameters.
  53417. *
  53418. * @param name Defines the name of the texture
  53419. * @param element Defines the video or canvas the texture is filled with
  53420. * @param options Defines the other none mandatory texture creation options
  53421. */
  53422. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  53423. private _createInternalTexture;
  53424. /**
  53425. * Returns the texture matrix used in most of the material.
  53426. */
  53427. getTextureMatrix(): Matrix;
  53428. /**
  53429. * Updates the content of the texture.
  53430. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  53431. */
  53432. update(invertY?: Nullable<boolean>): void;
  53433. }
  53434. }
  53435. declare module "babylonjs/Materials/Textures/index" {
  53436. export * from "babylonjs/Materials/Textures/baseTexture";
  53437. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  53438. export * from "babylonjs/Materials/Textures/cubeTexture";
  53439. export * from "babylonjs/Materials/Textures/dynamicTexture";
  53440. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  53441. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  53442. export * from "babylonjs/Materials/Textures/internalTexture";
  53443. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  53444. export * from "babylonjs/Materials/Textures/Loaders/index";
  53445. export * from "babylonjs/Materials/Textures/mirrorTexture";
  53446. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  53447. export * from "babylonjs/Materials/Textures/Procedurals/index";
  53448. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  53449. export * from "babylonjs/Materials/Textures/rawTexture";
  53450. export * from "babylonjs/Materials/Textures/rawTexture3D";
  53451. export * from "babylonjs/Materials/Textures/refractionTexture";
  53452. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  53453. export * from "babylonjs/Materials/Textures/texture";
  53454. export * from "babylonjs/Materials/Textures/videoTexture";
  53455. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  53456. }
  53457. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  53458. /**
  53459. * Enum used to define the target of a block
  53460. */
  53461. export enum NodeMaterialBlockTargets {
  53462. /** Vertex shader */
  53463. Vertex = 1,
  53464. /** Fragment shader */
  53465. Fragment = 2,
  53466. /** Neutral */
  53467. Neutral = 4,
  53468. /** Vertex and Fragment */
  53469. VertexAndFragment = 3
  53470. }
  53471. }
  53472. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  53473. /**
  53474. * Defines the kind of connection point for node based material
  53475. */
  53476. export enum NodeMaterialBlockConnectionPointTypes {
  53477. /** Float */
  53478. Float = 1,
  53479. /** Int */
  53480. Int = 2,
  53481. /** Vector2 */
  53482. Vector2 = 4,
  53483. /** Vector3 */
  53484. Vector3 = 8,
  53485. /** Vector4 */
  53486. Vector4 = 16,
  53487. /** Color3 */
  53488. Color3 = 32,
  53489. /** Color4 */
  53490. Color4 = 64,
  53491. /** Matrix */
  53492. Matrix = 128,
  53493. /** Vector3 or Color3 */
  53494. Vector3OrColor3 = 40,
  53495. /** Vector3 or Vector4 */
  53496. Vector3OrVector4 = 24,
  53497. /** Vector4 or Color4 */
  53498. Vector4OrColor4 = 80,
  53499. /** Color3 or Color4 */
  53500. Color3OrColor4 = 96,
  53501. /** Vector2 or Color3 or Color4 */
  53502. Vector2OrColor3OrColor4 = 100,
  53503. /** Vector3 or Color3 or Color4 or Vector4 */
  53504. Vector3OrColor3OrVector4OrColor4 = 120,
  53505. /** Vector2 or Vector3 or Color3 or Color4 or Vector4 */
  53506. Vector2OrVector3OrColor3OrVector4OrColor4 = 124,
  53507. /** Detect type based on connection */
  53508. AutoDetect = 1024,
  53509. /** Output type that will be defined by input type */
  53510. BasedOnInput = 2048
  53511. }
  53512. }
  53513. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  53514. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53515. /**
  53516. * Root class for all node material optimizers
  53517. */
  53518. export class NodeMaterialOptimizer {
  53519. /**
  53520. * Function used to optimize a NodeMaterial graph
  53521. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  53522. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  53523. */
  53524. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  53525. }
  53526. }
  53527. declare module "babylonjs/Materials/Node/Blocks/vectorTransformBlock" {
  53528. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53529. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53530. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53531. /**
  53532. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  53533. */
  53534. export class VectorTransformBlock extends NodeMaterialBlock {
  53535. /**
  53536. * Defines the value to use to complement W value to transform it to a Vector4
  53537. */
  53538. complementW: number;
  53539. /**
  53540. * Defines the value to use to complement z value to transform it to a Vector4
  53541. */
  53542. complementZ: number;
  53543. /**
  53544. * Creates a new VectorTransformBlock
  53545. * @param name defines the block name
  53546. */
  53547. constructor(name: string);
  53548. /**
  53549. * Gets the current class name
  53550. * @returns the class name
  53551. */
  53552. getClassName(): string;
  53553. /**
  53554. * Gets the vector input
  53555. */
  53556. readonly vector: NodeMaterialConnectionPoint;
  53557. /**
  53558. * Gets the output component
  53559. */
  53560. readonly output: NodeMaterialConnectionPoint;
  53561. /**
  53562. * Gets the matrix transform input
  53563. */
  53564. readonly transform: NodeMaterialConnectionPoint;
  53565. protected _buildBlock(state: NodeMaterialBuildState): this;
  53566. }
  53567. }
  53568. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  53569. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53570. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53571. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53572. /**
  53573. * Block used to output the vertex position
  53574. */
  53575. export class VertexOutputBlock extends NodeMaterialBlock {
  53576. /**
  53577. * Creates a new VertexOutputBlock
  53578. * @param name defines the block name
  53579. */
  53580. constructor(name: string);
  53581. /**
  53582. * Gets the current class name
  53583. * @returns the class name
  53584. */
  53585. getClassName(): string;
  53586. /**
  53587. * Gets the vector input component
  53588. */
  53589. readonly vector: NodeMaterialConnectionPoint;
  53590. protected _buildBlock(state: NodeMaterialBuildState): this;
  53591. }
  53592. }
  53593. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  53594. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53595. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53596. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53597. /**
  53598. * Block used to output the final color
  53599. */
  53600. export class FragmentOutputBlock extends NodeMaterialBlock {
  53601. /**
  53602. * Gets or sets a boolean indicating if this block will output an alpha value
  53603. */
  53604. alphaBlendingEnabled: boolean;
  53605. /**
  53606. * Create a new FragmentOutputBlock
  53607. * @param name defines the block name
  53608. */
  53609. constructor(name: string);
  53610. /**
  53611. * Gets the current class name
  53612. * @returns the class name
  53613. */
  53614. getClassName(): string;
  53615. /**
  53616. * Gets the color input component
  53617. */
  53618. readonly color: NodeMaterialConnectionPoint;
  53619. protected _buildBlock(state: NodeMaterialBuildState): this;
  53620. }
  53621. }
  53622. declare module "babylonjs/Materials/Node/nodeMaterial" {
  53623. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53624. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  53625. import { Scene } from "babylonjs/scene";
  53626. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53627. import { Matrix } from "babylonjs/Maths/math.vector";
  53628. import { Mesh } from "babylonjs/Meshes/mesh";
  53629. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53630. import { Observable } from "babylonjs/Misc/observable";
  53631. import { SubMesh } from "babylonjs/Meshes/subMesh";
  53632. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  53633. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  53634. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  53635. import { Nullable } from "babylonjs/types";
  53636. /**
  53637. * Interface used to configure the node material editor
  53638. */
  53639. export interface INodeMaterialEditorOptions {
  53640. /** Define the URl to load node editor script */
  53641. editorURL?: string;
  53642. }
  53643. /** @hidden */
  53644. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  53645. /** BONES */
  53646. NUM_BONE_INFLUENCERS: number;
  53647. BonesPerMesh: number;
  53648. BONETEXTURE: boolean;
  53649. /** MORPH TARGETS */
  53650. MORPHTARGETS: boolean;
  53651. MORPHTARGETS_NORMAL: boolean;
  53652. MORPHTARGETS_TANGENT: boolean;
  53653. MORPHTARGETS_UV: boolean;
  53654. NUM_MORPH_INFLUENCERS: number;
  53655. /** IMAGE PROCESSING */
  53656. IMAGEPROCESSING: boolean;
  53657. VIGNETTE: boolean;
  53658. VIGNETTEBLENDMODEMULTIPLY: boolean;
  53659. VIGNETTEBLENDMODEOPAQUE: boolean;
  53660. TONEMAPPING: boolean;
  53661. TONEMAPPING_ACES: boolean;
  53662. CONTRAST: boolean;
  53663. EXPOSURE: boolean;
  53664. COLORCURVES: boolean;
  53665. COLORGRADING: boolean;
  53666. COLORGRADING3D: boolean;
  53667. SAMPLER3DGREENDEPTH: boolean;
  53668. SAMPLER3DBGRMAP: boolean;
  53669. IMAGEPROCESSINGPOSTPROCESS: boolean;
  53670. constructor();
  53671. setValue(name: string, value: boolean): void;
  53672. }
  53673. /**
  53674. * Class used to configure NodeMaterial
  53675. */
  53676. export interface INodeMaterialOptions {
  53677. /**
  53678. * Defines if blocks should emit comments
  53679. */
  53680. emitComments: boolean;
  53681. }
  53682. /**
  53683. * Class used to create a node based material built by assembling shader blocks
  53684. */
  53685. export class NodeMaterial extends PushMaterial {
  53686. private _options;
  53687. private _vertexCompilationState;
  53688. private _fragmentCompilationState;
  53689. private _sharedData;
  53690. private _buildId;
  53691. private _buildWasSuccessful;
  53692. private _cachedWorldViewMatrix;
  53693. private _cachedWorldViewProjectionMatrix;
  53694. private _optimizers;
  53695. /** Define the URl to load node editor script */
  53696. static EditorURL: string;
  53697. private BJSNODEMATERIALEDITOR;
  53698. /** Get the inspector from bundle or global */
  53699. private _getGlobalNodeMaterialEditor;
  53700. /**
  53701. * Defines the maximum number of lights that can be used in the material
  53702. */
  53703. maxSimultaneousLights: number;
  53704. /**
  53705. * Observable raised when the material is built
  53706. */
  53707. onBuildObservable: Observable<NodeMaterial>;
  53708. /**
  53709. * Gets or sets the root nodes of the material vertex shader
  53710. */
  53711. _vertexOutputNodes: NodeMaterialBlock[];
  53712. /**
  53713. * Gets or sets the root nodes of the material fragment (pixel) shader
  53714. */
  53715. _fragmentOutputNodes: NodeMaterialBlock[];
  53716. /** Gets or sets options to control the node material overall behavior */
  53717. options: INodeMaterialOptions;
  53718. /**
  53719. * Default configuration related to image processing available in the standard Material.
  53720. */
  53721. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  53722. /**
  53723. * Gets the image processing configuration used either in this material.
  53724. */
  53725. /**
  53726. * Sets the Default image processing configuration used either in the this material.
  53727. *
  53728. * If sets to null, the scene one is in use.
  53729. */
  53730. imageProcessingConfiguration: ImageProcessingConfiguration;
  53731. /**
  53732. * Create a new node based material
  53733. * @param name defines the material name
  53734. * @param scene defines the hosting scene
  53735. * @param options defines creation option
  53736. */
  53737. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  53738. /**
  53739. * Gets the current class name of the material e.g. "NodeMaterial"
  53740. * @returns the class name
  53741. */
  53742. getClassName(): string;
  53743. /**
  53744. * Keep track of the image processing observer to allow dispose and replace.
  53745. */
  53746. private _imageProcessingObserver;
  53747. /**
  53748. * Attaches a new image processing configuration to the Standard Material.
  53749. * @param configuration
  53750. */
  53751. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  53752. /**
  53753. * Adds a new optimizer to the list of optimizers
  53754. * @param optimizer defines the optimizers to add
  53755. * @returns the current material
  53756. */
  53757. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  53758. /**
  53759. * Remove an optimizer from the list of optimizers
  53760. * @param optimizer defines the optimizers to remove
  53761. * @returns the current material
  53762. */
  53763. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  53764. /**
  53765. * Add a new block to the list of output nodes
  53766. * @param node defines the node to add
  53767. * @returns the current material
  53768. */
  53769. addOutputNode(node: NodeMaterialBlock): this;
  53770. /**
  53771. * Remove a block from the list of root nodes
  53772. * @param node defines the node to remove
  53773. * @returns the current material
  53774. */
  53775. removeOutputNode(node: NodeMaterialBlock): this;
  53776. private _addVertexOutputNode;
  53777. private _removeVertexOutputNode;
  53778. private _addFragmentOutputNode;
  53779. private _removeFragmentOutputNode;
  53780. /**
  53781. * Specifies if the material will require alpha blending
  53782. * @returns a boolean specifying if alpha blending is needed
  53783. */
  53784. needAlphaBlending(): boolean;
  53785. /**
  53786. * Specifies if this material should be rendered in alpha test mode
  53787. * @returns a boolean specifying if an alpha test is needed.
  53788. */
  53789. needAlphaTesting(): boolean;
  53790. private _initializeBlock;
  53791. private _resetDualBlocks;
  53792. /**
  53793. * Build the material and generates the inner effect
  53794. * @param verbose defines if the build should log activity
  53795. */
  53796. build(verbose?: boolean): void;
  53797. /**
  53798. * Runs an otpimization phase to try to improve the shader code
  53799. */
  53800. optimize(): void;
  53801. private _prepareDefinesForAttributes;
  53802. /**
  53803. * Get if the submesh is ready to be used and all its information available.
  53804. * Child classes can use it to update shaders
  53805. * @param mesh defines the mesh to check
  53806. * @param subMesh defines which submesh to check
  53807. * @param useInstances specifies that instances should be used
  53808. * @returns a boolean indicating that the submesh is ready or not
  53809. */
  53810. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  53811. /**
  53812. * Get a string representing the shaders built by the current node graph
  53813. */
  53814. readonly compiledShaders: string;
  53815. /**
  53816. * Binds the world matrix to the material
  53817. * @param world defines the world transformation matrix
  53818. */
  53819. bindOnlyWorldMatrix(world: Matrix): void;
  53820. /**
  53821. * Binds the submesh to this material by preparing the effect and shader to draw
  53822. * @param world defines the world transformation matrix
  53823. * @param mesh defines the mesh containing the submesh
  53824. * @param subMesh defines the submesh to bind the material to
  53825. */
  53826. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  53827. /**
  53828. * Gets the active textures from the material
  53829. * @returns an array of textures
  53830. */
  53831. getActiveTextures(): BaseTexture[];
  53832. /**
  53833. * Specifies if the material uses a texture
  53834. * @param texture defines the texture to check against the material
  53835. * @returns a boolean specifying if the material uses the texture
  53836. */
  53837. hasTexture(texture: BaseTexture): boolean;
  53838. /**
  53839. * Disposes the material
  53840. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  53841. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  53842. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  53843. */
  53844. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  53845. /** Creates the node editor window. */
  53846. private _createNodeEditor;
  53847. /**
  53848. * Launch the node material editor
  53849. * @param config Define the configuration of the editor
  53850. * @return a promise fulfilled when the node editor is visible
  53851. */
  53852. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  53853. /**
  53854. * Clear the current material
  53855. */
  53856. clear(): void;
  53857. /**
  53858. * Clear the current material and set it to a default state
  53859. */
  53860. setToDefault(): void;
  53861. private _gatherBlocks;
  53862. /**
  53863. * Serializes this material in a JSON representation
  53864. * @returns the serialized material object
  53865. */
  53866. serialize(): any;
  53867. /**
  53868. * Creates a node material from parsed material data
  53869. * @param source defines the JSON representation of the material
  53870. * @param scene defines the hosting scene
  53871. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  53872. * @returns a new node material
  53873. */
  53874. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  53875. }
  53876. }
  53877. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  53878. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53879. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53880. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53881. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53882. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53883. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  53884. import { Effect } from "babylonjs/Materials/effect";
  53885. import { Mesh } from "babylonjs/Meshes/mesh";
  53886. import { Nullable } from "babylonjs/types";
  53887. import { Scene } from "babylonjs/scene";
  53888. /**
  53889. * Block used to read a texture from a sampler
  53890. */
  53891. export class TextureBlock extends NodeMaterialBlock {
  53892. private _defineName;
  53893. private _samplerName;
  53894. private _transformedUVName;
  53895. private _textureTransformName;
  53896. private _textureInfoName;
  53897. private _mainUVName;
  53898. private _mainUVDefineName;
  53899. /**
  53900. * Gets or sets the texture associated with the node
  53901. */
  53902. texture: Nullable<BaseTexture>;
  53903. /**
  53904. * Create a new TextureBlock
  53905. * @param name defines the block name
  53906. */
  53907. constructor(name: string);
  53908. /**
  53909. * Gets the current class name
  53910. * @returns the class name
  53911. */
  53912. getClassName(): string;
  53913. /**
  53914. * Gets the uv input component
  53915. */
  53916. readonly uv: NodeMaterialConnectionPoint;
  53917. /**
  53918. * Gets the output component
  53919. */
  53920. readonly output: NodeMaterialConnectionPoint;
  53921. autoConfigure(): void;
  53922. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  53923. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  53924. isReady(): boolean;
  53925. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  53926. private _injectVertexCode;
  53927. private _writeOutput;
  53928. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  53929. serialize(): any;
  53930. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  53931. }
  53932. }
  53933. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  53934. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53935. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53936. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  53937. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  53938. /**
  53939. * Class used to store shared data between 2 NodeMaterialBuildState
  53940. */
  53941. export class NodeMaterialBuildStateSharedData {
  53942. /**
  53943. * Gets the list of emitted varyings
  53944. */
  53945. varyings: string[];
  53946. /**
  53947. * Gets the varying declaration string
  53948. */
  53949. varyingDeclaration: string;
  53950. /**
  53951. * Input blocks
  53952. */
  53953. inputBlocks: InputBlock[];
  53954. /**
  53955. * Input blocks
  53956. */
  53957. textureBlocks: TextureBlock[];
  53958. /**
  53959. * Bindable blocks (Blocks that need to set data to the effect)
  53960. */
  53961. bindableBlocks: NodeMaterialBlock[];
  53962. /**
  53963. * List of blocks that can provide a compilation fallback
  53964. */
  53965. blocksWithFallbacks: NodeMaterialBlock[];
  53966. /**
  53967. * List of blocks that can provide a define update
  53968. */
  53969. blocksWithDefines: NodeMaterialBlock[];
  53970. /**
  53971. * List of blocks that can provide a repeatable content
  53972. */
  53973. repeatableContentBlocks: NodeMaterialBlock[];
  53974. /**
  53975. * List of blocks that can provide a dynamic list of uniforms
  53976. */
  53977. dynamicUniformBlocks: NodeMaterialBlock[];
  53978. /**
  53979. * List of blocks that can block the isReady function for the material
  53980. */
  53981. blockingBlocks: NodeMaterialBlock[];
  53982. /**
  53983. * Build Id used to avoid multiple recompilations
  53984. */
  53985. buildId: number;
  53986. /** List of emitted variables */
  53987. variableNames: {
  53988. [key: string]: number;
  53989. };
  53990. /** List of emitted defines */
  53991. defineNames: {
  53992. [key: string]: number;
  53993. };
  53994. /** Should emit comments? */
  53995. emitComments: boolean;
  53996. /** Emit build activity */
  53997. verbose: boolean;
  53998. /**
  53999. * Gets the compilation hints emitted at compilation time
  54000. */
  54001. hints: {
  54002. needWorldViewMatrix: boolean;
  54003. needWorldViewProjectionMatrix: boolean;
  54004. needAlphaBlending: boolean;
  54005. needAlphaTesting: boolean;
  54006. };
  54007. /**
  54008. * List of compilation checks
  54009. */
  54010. checks: {
  54011. emitVertex: boolean;
  54012. emitFragment: boolean;
  54013. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  54014. };
  54015. /** Creates a new shared data */
  54016. constructor();
  54017. /**
  54018. * Emits console errors and exceptions if there is a failing check
  54019. */
  54020. emitErrors(): void;
  54021. }
  54022. }
  54023. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  54024. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54025. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54026. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  54027. /**
  54028. * Class used to store node based material build state
  54029. */
  54030. export class NodeMaterialBuildState {
  54031. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  54032. supportUniformBuffers: boolean;
  54033. /**
  54034. * Gets the list of emitted attributes
  54035. */
  54036. attributes: string[];
  54037. /**
  54038. * Gets the list of emitted uniforms
  54039. */
  54040. uniforms: string[];
  54041. /**
  54042. * Gets the list of emitted uniform buffers
  54043. */
  54044. uniformBuffers: string[];
  54045. /**
  54046. * Gets the list of emitted samplers
  54047. */
  54048. samplers: string[];
  54049. /**
  54050. * Gets the list of emitted functions
  54051. */
  54052. functions: {
  54053. [key: string]: string;
  54054. };
  54055. /**
  54056. * Gets the target of the compilation state
  54057. */
  54058. target: NodeMaterialBlockTargets;
  54059. /**
  54060. * Gets the list of emitted counters
  54061. */
  54062. counters: {
  54063. [key: string]: number;
  54064. };
  54065. /**
  54066. * Shared data between multiple NodeMaterialBuildState instances
  54067. */
  54068. sharedData: NodeMaterialBuildStateSharedData;
  54069. /** @hidden */
  54070. _vertexState: NodeMaterialBuildState;
  54071. /** @hidden */
  54072. _attributeDeclaration: string;
  54073. /** @hidden */
  54074. _uniformDeclaration: string;
  54075. /** @hidden */
  54076. _samplerDeclaration: string;
  54077. /** @hidden */
  54078. _varyingTransfer: string;
  54079. private _repeatableContentAnchorIndex;
  54080. /** @hidden */
  54081. _builtCompilationString: string;
  54082. /**
  54083. * Gets the emitted compilation strings
  54084. */
  54085. compilationString: string;
  54086. /**
  54087. * Finalize the compilation strings
  54088. * @param state defines the current compilation state
  54089. */
  54090. finalize(state: NodeMaterialBuildState): void;
  54091. /** @hidden */
  54092. readonly _repeatableContentAnchor: string;
  54093. /** @hidden */
  54094. _getFreeVariableName(prefix: string): string;
  54095. /** @hidden */
  54096. _getFreeDefineName(prefix: string): string;
  54097. /** @hidden */
  54098. _excludeVariableName(name: string): void;
  54099. /** @hidden */
  54100. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  54101. /** @hidden */
  54102. _emitFunction(name: string, code: string, comments: string): void;
  54103. /** @hidden */
  54104. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  54105. replaceStrings?: {
  54106. search: RegExp;
  54107. replace: string;
  54108. }[];
  54109. repeatKey?: string;
  54110. }): string;
  54111. /** @hidden */
  54112. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  54113. repeatKey?: string;
  54114. removeAttributes?: boolean;
  54115. removeUniforms?: boolean;
  54116. removeVaryings?: boolean;
  54117. removeIfDef?: boolean;
  54118. replaceStrings?: {
  54119. search: RegExp;
  54120. replace: string;
  54121. }[];
  54122. }, storeKey?: string): void;
  54123. /** @hidden */
  54124. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54125. /** @hidden */
  54126. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54127. }
  54128. }
  54129. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  54130. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54131. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54132. import { Nullable } from "babylonjs/types";
  54133. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54134. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54135. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54136. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54137. import { Mesh } from "babylonjs/Meshes/mesh";
  54138. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54139. import { Scene } from "babylonjs/scene";
  54140. /**
  54141. * Defines a block that can be used inside a node based material
  54142. */
  54143. export class NodeMaterialBlock {
  54144. private _buildId;
  54145. private _buildTarget;
  54146. private _target;
  54147. private _isFinalMerger;
  54148. private _isInput;
  54149. /** @hidden */
  54150. _inputs: NodeMaterialConnectionPoint[];
  54151. /** @hidden */
  54152. _outputs: NodeMaterialConnectionPoint[];
  54153. /**
  54154. * Gets or sets the name of the block
  54155. */
  54156. name: string;
  54157. /**
  54158. * Gets or sets the unique id of the node
  54159. */
  54160. uniqueId: number;
  54161. /**
  54162. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  54163. */
  54164. readonly isFinalMerger: boolean;
  54165. /**
  54166. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  54167. */
  54168. readonly isInput: boolean;
  54169. /**
  54170. * Gets or sets the build Id
  54171. */
  54172. buildId: number;
  54173. /**
  54174. * Gets or sets the target of the block
  54175. */
  54176. target: NodeMaterialBlockTargets;
  54177. /**
  54178. * Gets the list of input points
  54179. */
  54180. readonly inputs: NodeMaterialConnectionPoint[];
  54181. /** Gets the list of output points */
  54182. readonly outputs: NodeMaterialConnectionPoint[];
  54183. /**
  54184. * Find an input by its name
  54185. * @param name defines the name of the input to look for
  54186. * @returns the input or null if not found
  54187. */
  54188. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54189. /**
  54190. * Find an output by its name
  54191. * @param name defines the name of the outputto look for
  54192. * @returns the output or null if not found
  54193. */
  54194. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54195. /**
  54196. * Creates a new NodeMaterialBlock
  54197. * @param name defines the block name
  54198. * @param target defines the target of that block (Vertex by default)
  54199. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  54200. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  54201. */
  54202. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  54203. /**
  54204. * Initialize the block and prepare the context for build
  54205. * @param state defines the state that will be used for the build
  54206. */
  54207. initialize(state: NodeMaterialBuildState): void;
  54208. /**
  54209. * Bind data to effect. Will only be called for blocks with isBindable === true
  54210. * @param effect defines the effect to bind data to
  54211. * @param nodeMaterial defines the hosting NodeMaterial
  54212. * @param mesh defines the mesh that will be rendered
  54213. */
  54214. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54215. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  54216. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  54217. protected _writeFloat(value: number): string;
  54218. /**
  54219. * Gets the current class name e.g. "NodeMaterialBlock"
  54220. * @returns the class name
  54221. */
  54222. getClassName(): string;
  54223. /**
  54224. * Register a new input. Must be called inside a block constructor
  54225. * @param name defines the connection point name
  54226. * @param type defines the connection point type
  54227. * @param isOptional defines a boolean indicating that this input can be omitted
  54228. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54229. * @returns the current block
  54230. */
  54231. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  54232. /**
  54233. * Register a new output. Must be called inside a block constructor
  54234. * @param name defines the connection point name
  54235. * @param type defines the connection point type
  54236. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54237. * @returns the current block
  54238. */
  54239. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  54240. /**
  54241. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  54242. * @param forOutput defines an optional connection point to check compatibility with
  54243. * @returns the first available input or null
  54244. */
  54245. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  54246. /**
  54247. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  54248. * @param forBlock defines an optional block to check compatibility with
  54249. * @returns the first available input or null
  54250. */
  54251. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  54252. /**
  54253. * Connect current block with another block
  54254. * @param other defines the block to connect with
  54255. * @param options define the various options to help pick the right connections
  54256. * @returns the current block
  54257. */
  54258. connectTo(other: NodeMaterialBlock, options?: {
  54259. input?: string;
  54260. output?: string;
  54261. outputSwizzle?: string;
  54262. }): this | undefined;
  54263. protected _buildBlock(state: NodeMaterialBuildState): void;
  54264. /**
  54265. * Add uniforms, samplers and uniform buffers at compilation time
  54266. * @param state defines the state to update
  54267. * @param nodeMaterial defines the node material requesting the update
  54268. * @param defines defines the material defines to update
  54269. */
  54270. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54271. /**
  54272. * Add potential fallbacks if shader compilation fails
  54273. * @param mesh defines the mesh to be rendered
  54274. * @param fallbacks defines the current prioritized list of fallbacks
  54275. */
  54276. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54277. /**
  54278. * Update defines for shader compilation
  54279. * @param mesh defines the mesh to be rendered
  54280. * @param nodeMaterial defines the node material requesting the update
  54281. * @param defines defines the material defines to update
  54282. * @param useInstances specifies that instances should be used
  54283. */
  54284. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54285. /**
  54286. * Initialize defines for shader compilation
  54287. * @param mesh defines the mesh to be rendered
  54288. * @param nodeMaterial defines the node material requesting the update
  54289. * @param defines defines the material defines to be prepared
  54290. * @param useInstances specifies that instances should be used
  54291. */
  54292. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54293. /**
  54294. * Lets the block try to connect some inputs automatically
  54295. */
  54296. autoConfigure(): void;
  54297. /**
  54298. * Function called when a block is declared as repeatable content generator
  54299. * @param vertexShaderState defines the current compilation state for the vertex shader
  54300. * @param fragmentShaderState defines the current compilation state for the fragment shader
  54301. * @param mesh defines the mesh to be rendered
  54302. * @param defines defines the material defines to update
  54303. */
  54304. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54305. /**
  54306. * Checks if the block is ready
  54307. * @param mesh defines the mesh to be rendered
  54308. * @param nodeMaterial defines the node material requesting the update
  54309. * @param defines defines the material defines to update
  54310. * @param useInstances specifies that instances should be used
  54311. * @returns true if the block is ready
  54312. */
  54313. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  54314. private _processBuild;
  54315. /**
  54316. * Compile the current node and generate the shader code
  54317. * @param state defines the current compilation state (uniforms, samplers, current string)
  54318. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  54319. * @returns true if already built
  54320. */
  54321. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  54322. /**
  54323. * Serializes this block in a JSON representation
  54324. * @returns the serialized block object
  54325. */
  54326. serialize(): any;
  54327. /** @hidden */
  54328. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54329. }
  54330. }
  54331. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  54332. /**
  54333. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  54334. */
  54335. export enum NodeMaterialBlockConnectionPointMode {
  54336. /** Value is an uniform */
  54337. Uniform = 0,
  54338. /** Value is a mesh attribute */
  54339. Attribute = 1,
  54340. /** Value is a varying between vertex and fragment shaders */
  54341. Varying = 2,
  54342. /** Mode is undefined */
  54343. Undefined = 3
  54344. }
  54345. }
  54346. declare module "babylonjs/Materials/Node/nodeMaterialWellKnownValues" {
  54347. /**
  54348. * Enum used to define well known values e.g. values automatically provided by the system
  54349. */
  54350. export enum NodeMaterialWellKnownValues {
  54351. /** World */
  54352. World = 1,
  54353. /** View */
  54354. View = 2,
  54355. /** Projection */
  54356. Projection = 3,
  54357. /** ViewProjection */
  54358. ViewProjection = 4,
  54359. /** WorldView */
  54360. WorldView = 5,
  54361. /** WorldViewProjection */
  54362. WorldViewProjection = 6,
  54363. /** CameraPosition */
  54364. CameraPosition = 7,
  54365. /** Fog Color */
  54366. FogColor = 8
  54367. }
  54368. }
  54369. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  54370. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54371. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54372. import { NodeMaterialWellKnownValues } from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  54373. import { Nullable } from "babylonjs/types";
  54374. import { Effect } from "babylonjs/Materials/effect";
  54375. import { Matrix } from "babylonjs/Maths/math.vector";
  54376. import { Scene } from "babylonjs/scene";
  54377. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54378. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54379. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54380. /**
  54381. * Block used to expose an input value
  54382. */
  54383. export class InputBlock extends NodeMaterialBlock {
  54384. private _mode;
  54385. private _associatedVariableName;
  54386. private _storedValue;
  54387. private _valueCallback;
  54388. private _type;
  54389. /** @hidden */
  54390. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54391. /**
  54392. * Gets or sets the connection point type (default is float)
  54393. */
  54394. readonly type: NodeMaterialBlockConnectionPointTypes;
  54395. /**
  54396. * Creates a new InputBlock
  54397. * @param name defines the block name
  54398. * @param target defines the target of that block (Vertex by default)
  54399. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  54400. */
  54401. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  54402. /**
  54403. * Gets the output component
  54404. */
  54405. readonly output: NodeMaterialConnectionPoint;
  54406. /**
  54407. * Set the source of this connection point to a vertex attribute
  54408. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  54409. * @returns the current connection point
  54410. */
  54411. setAsAttribute(attributeName?: string): InputBlock;
  54412. /**
  54413. * Set the source of this connection point to a well known value
  54414. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  54415. * @returns the current connection point
  54416. */
  54417. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  54418. /**
  54419. * Gets or sets the value of that point.
  54420. * Please note that this value will be ignored if valueCallback is defined
  54421. */
  54422. value: any;
  54423. /**
  54424. * Gets or sets a callback used to get the value of that point.
  54425. * Please note that setting this value will force the connection point to ignore the value property
  54426. */
  54427. valueCallback: () => any;
  54428. /**
  54429. * Gets or sets the associated variable name in the shader
  54430. */
  54431. associatedVariableName: string;
  54432. /**
  54433. * Gets a boolean indicating that this connection point not defined yet
  54434. */
  54435. readonly isUndefined: boolean;
  54436. /**
  54437. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  54438. * In this case the connection point name must be the name of the uniform to use.
  54439. * Can only be set on inputs
  54440. */
  54441. isUniform: boolean;
  54442. /**
  54443. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  54444. * In this case the connection point name must be the name of the attribute to use
  54445. * Can only be set on inputs
  54446. */
  54447. isAttribute: boolean;
  54448. /**
  54449. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  54450. * Can only be set on exit points
  54451. */
  54452. isVarying: boolean;
  54453. /**
  54454. * Gets a boolean indicating that the current connection point is a well known value
  54455. */
  54456. readonly isWellKnownValue: boolean;
  54457. /**
  54458. * Gets or sets the current well known value or null if not defined as well know value
  54459. */
  54460. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54461. /**
  54462. * Gets the current class name
  54463. * @returns the class name
  54464. */
  54465. getClassName(): string;
  54466. private _emitDefine;
  54467. /**
  54468. * Set the input block to its default value (based on its type)
  54469. */
  54470. setDefaultValue(): void;
  54471. private _emit;
  54472. /** @hidden */
  54473. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  54474. /** @hidden */
  54475. _transmit(effect: Effect, scene: Scene): void;
  54476. protected _buildBlock(state: NodeMaterialBuildState): void;
  54477. serialize(): any;
  54478. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54479. }
  54480. }
  54481. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  54482. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54483. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54484. import { Nullable } from "babylonjs/types";
  54485. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54486. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54487. /**
  54488. * Defines a connection point for a block
  54489. */
  54490. export class NodeMaterialConnectionPoint {
  54491. /** @hidden */
  54492. _ownerBlock: NodeMaterialBlock;
  54493. /** @hidden */
  54494. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  54495. private _endpoints;
  54496. private _associatedVariableName;
  54497. /** @hidden */
  54498. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  54499. private _type;
  54500. /** @hidden */
  54501. _enforceAssociatedVariableName: boolean;
  54502. /**
  54503. * Gets or sets the associated variable name in the shader
  54504. */
  54505. associatedVariableName: string;
  54506. /**
  54507. * Gets or sets the connection point type (default is float)
  54508. */
  54509. type: NodeMaterialBlockConnectionPointTypes;
  54510. /**
  54511. * Gets or sets the connection point name
  54512. */
  54513. name: string;
  54514. /**
  54515. * Gets or sets the swizzle to apply to this connection point when reading or writing
  54516. */
  54517. swizzle: string;
  54518. /**
  54519. * Gets or sets a boolean indicating that this connection point can be omitted
  54520. */
  54521. isOptional: boolean;
  54522. /**
  54523. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  54524. */
  54525. define: string;
  54526. /** Gets or sets the target of that connection point */
  54527. target: NodeMaterialBlockTargets;
  54528. /**
  54529. * Gets a boolean indicating that the current point is connected
  54530. */
  54531. readonly isConnected: boolean;
  54532. /**
  54533. * Gets a boolean indicating that the current point is connected to an input block
  54534. */
  54535. readonly isConnectedToInput: boolean;
  54536. /**
  54537. * Gets a the connected input block (if any)
  54538. */
  54539. readonly connectInputBlock: Nullable<InputBlock>;
  54540. /** Get the other side of the connection (if any) */
  54541. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  54542. /** Get the block that owns this connection point */
  54543. readonly ownerBlock: NodeMaterialBlock;
  54544. /** Get the block connected on the other side of this connection (if any) */
  54545. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  54546. /** Get the block connected on the endpoints of this connection (if any) */
  54547. readonly connectedBlocks: Array<NodeMaterialBlock>;
  54548. /** Gets the list of connected endpoints */
  54549. readonly endpoints: NodeMaterialConnectionPoint[];
  54550. /**
  54551. * Creates a new connection point
  54552. * @param name defines the connection point name
  54553. * @param ownerBlock defines the block hosting this connection point
  54554. */
  54555. constructor(name: string, ownerBlock: NodeMaterialBlock);
  54556. /**
  54557. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  54558. * @returns the class name
  54559. */
  54560. getClassName(): string;
  54561. /**
  54562. * Gets an boolean indicating if the current point can be connected to another point
  54563. * @param connectionPoint defines the other connection point
  54564. * @returns true if the connection is possible
  54565. */
  54566. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  54567. /**
  54568. * Connect this point to another connection point
  54569. * @param connectionPoint defines the other connection point
  54570. * @returns the current connection point
  54571. */
  54572. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  54573. /**
  54574. * Disconnect this point from one of his endpoint
  54575. * @param endpoint defines the other connection point
  54576. * @returns the current connection point
  54577. */
  54578. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  54579. /**
  54580. * Serializes this point in a JSON representation
  54581. * @returns the serialized point object
  54582. */
  54583. serialize(): any;
  54584. private static _GetTypeLength;
  54585. }
  54586. }
  54587. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  54588. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54589. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54590. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54591. import { Mesh } from "babylonjs/Meshes/mesh";
  54592. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54593. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54594. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54595. /**
  54596. * Block used to add support for vertex skinning (bones)
  54597. */
  54598. export class BonesBlock extends NodeMaterialBlock {
  54599. /**
  54600. * Creates a new BonesBlock
  54601. * @param name defines the block name
  54602. */
  54603. constructor(name: string);
  54604. /**
  54605. * Initialize the block and prepare the context for build
  54606. * @param state defines the state that will be used for the build
  54607. */
  54608. initialize(state: NodeMaterialBuildState): void;
  54609. /**
  54610. * Gets the current class name
  54611. * @returns the class name
  54612. */
  54613. getClassName(): string;
  54614. /**
  54615. * Gets the matrix indices input component
  54616. */
  54617. readonly matricesIndices: NodeMaterialConnectionPoint;
  54618. /**
  54619. * Gets the matrix weights input component
  54620. */
  54621. readonly matricesWeights: NodeMaterialConnectionPoint;
  54622. /**
  54623. * Gets the extra matrix indices input component
  54624. */
  54625. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  54626. /**
  54627. * Gets the extra matrix weights input component
  54628. */
  54629. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  54630. /**
  54631. * Gets the world input component
  54632. */
  54633. readonly world: NodeMaterialConnectionPoint;
  54634. /**
  54635. * Gets the output component
  54636. */
  54637. readonly output: NodeMaterialConnectionPoint;
  54638. autoConfigure(): void;
  54639. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54640. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54641. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54642. protected _buildBlock(state: NodeMaterialBuildState): this;
  54643. }
  54644. }
  54645. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  54646. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54647. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54648. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54649. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54650. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54651. /**
  54652. * Block used to add support for instances
  54653. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  54654. */
  54655. export class InstancesBlock extends NodeMaterialBlock {
  54656. /**
  54657. * Creates a new InstancesBlock
  54658. * @param name defines the block name
  54659. */
  54660. constructor(name: string);
  54661. /**
  54662. * Gets the current class name
  54663. * @returns the class name
  54664. */
  54665. getClassName(): string;
  54666. /**
  54667. * Gets the first world row input component
  54668. */
  54669. readonly world0: NodeMaterialConnectionPoint;
  54670. /**
  54671. * Gets the second world row input component
  54672. */
  54673. readonly world1: NodeMaterialConnectionPoint;
  54674. /**
  54675. * Gets the third world row input component
  54676. */
  54677. readonly world2: NodeMaterialConnectionPoint;
  54678. /**
  54679. * Gets the forth world row input component
  54680. */
  54681. readonly world3: NodeMaterialConnectionPoint;
  54682. /**
  54683. * Gets the world input component
  54684. */
  54685. readonly world: NodeMaterialConnectionPoint;
  54686. /**
  54687. * Gets the output component
  54688. */
  54689. readonly output: NodeMaterialConnectionPoint;
  54690. autoConfigure(): void;
  54691. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54692. protected _buildBlock(state: NodeMaterialBuildState): this;
  54693. }
  54694. }
  54695. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  54696. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54697. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54698. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54699. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54700. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54701. import { Effect } from "babylonjs/Materials/effect";
  54702. import { Mesh } from "babylonjs/Meshes/mesh";
  54703. /**
  54704. * Block used to add morph targets support to vertex shader
  54705. */
  54706. export class MorphTargetsBlock extends NodeMaterialBlock {
  54707. private _repeatableContentAnchor;
  54708. private _repeatebleContentGenerated;
  54709. /**
  54710. * Create a new MorphTargetsBlock
  54711. * @param name defines the block name
  54712. */
  54713. constructor(name: string);
  54714. /**
  54715. * Gets the current class name
  54716. * @returns the class name
  54717. */
  54718. getClassName(): string;
  54719. /**
  54720. * Gets the position input component
  54721. */
  54722. readonly position: NodeMaterialConnectionPoint;
  54723. /**
  54724. * Gets the normal input component
  54725. */
  54726. readonly normal: NodeMaterialConnectionPoint;
  54727. /**
  54728. * Gets the tangent input component
  54729. */
  54730. readonly tangent: NodeMaterialConnectionPoint;
  54731. /**
  54732. * Gets the tangent input component
  54733. */
  54734. readonly uv: NodeMaterialConnectionPoint;
  54735. /**
  54736. * Gets the position output component
  54737. */
  54738. readonly positionOutput: NodeMaterialConnectionPoint;
  54739. /**
  54740. * Gets the normal output component
  54741. */
  54742. readonly normalOutput: NodeMaterialConnectionPoint;
  54743. /**
  54744. * Gets the tangent output component
  54745. */
  54746. readonly tangentOutput: NodeMaterialConnectionPoint;
  54747. /**
  54748. * Gets the tangent output component
  54749. */
  54750. readonly uvOutput: NodeMaterialConnectionPoint;
  54751. initialize(state: NodeMaterialBuildState): void;
  54752. autoConfigure(): void;
  54753. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54754. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54755. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54756. protected _buildBlock(state: NodeMaterialBuildState): this;
  54757. }
  54758. }
  54759. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  54760. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  54761. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  54762. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  54763. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  54764. }
  54765. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  54766. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54767. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54768. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54769. /**
  54770. * Block used to add an alpha test in the fragment shader
  54771. */
  54772. export class AlphaTestBlock extends NodeMaterialBlock {
  54773. /**
  54774. * Gets or sets the alpha value where alpha testing happens
  54775. */
  54776. alphaCutOff: number;
  54777. /**
  54778. * Create a new AlphaTestBlock
  54779. * @param name defines the block name
  54780. */
  54781. constructor(name: string);
  54782. /**
  54783. * Gets the current class name
  54784. * @returns the class name
  54785. */
  54786. getClassName(): string;
  54787. /**
  54788. * Gets the color input component
  54789. */
  54790. readonly color: NodeMaterialConnectionPoint;
  54791. protected _buildBlock(state: NodeMaterialBuildState): this;
  54792. }
  54793. }
  54794. declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbaMergerBlock" {
  54795. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54796. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54797. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54798. /**
  54799. * Block used to create a Color4 out of 4 inputs (one for each component)
  54800. */
  54801. export class RGBAMergerBlock extends NodeMaterialBlock {
  54802. /**
  54803. * Create a new RGBAMergerBlock
  54804. * @param name defines the block name
  54805. */
  54806. constructor(name: string);
  54807. /**
  54808. * Gets the current class name
  54809. * @returns the class name
  54810. */
  54811. getClassName(): string;
  54812. /**
  54813. * Gets the R input component
  54814. */
  54815. readonly r: NodeMaterialConnectionPoint;
  54816. /**
  54817. * Gets the G input component
  54818. */
  54819. readonly g: NodeMaterialConnectionPoint;
  54820. /**
  54821. * Gets the B input component
  54822. */
  54823. readonly b: NodeMaterialConnectionPoint;
  54824. /**
  54825. * Gets the RGB input component
  54826. */
  54827. readonly rgb: NodeMaterialConnectionPoint;
  54828. /**
  54829. * Gets the R input component
  54830. */
  54831. readonly a: NodeMaterialConnectionPoint;
  54832. /**
  54833. * Gets the output component
  54834. */
  54835. readonly output: NodeMaterialConnectionPoint;
  54836. protected _buildBlock(state: NodeMaterialBuildState): this;
  54837. }
  54838. }
  54839. declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbMergerBlock" {
  54840. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54841. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54842. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54843. /**
  54844. * Block used to create a Color3 out of 3 inputs (one for each component)
  54845. */
  54846. export class RGBMergerBlock extends NodeMaterialBlock {
  54847. /**
  54848. * Create a new RGBMergerBlock
  54849. * @param name defines the block name
  54850. */
  54851. constructor(name: string);
  54852. /**
  54853. * Gets the current class name
  54854. * @returns the class name
  54855. */
  54856. getClassName(): string;
  54857. /**
  54858. * Gets the R component input
  54859. */
  54860. readonly r: NodeMaterialConnectionPoint;
  54861. /**
  54862. * Gets the G component input
  54863. */
  54864. readonly g: NodeMaterialConnectionPoint;
  54865. /**
  54866. * Gets the B component input
  54867. */
  54868. readonly b: NodeMaterialConnectionPoint;
  54869. /**
  54870. * Gets the output component
  54871. */
  54872. readonly output: NodeMaterialConnectionPoint;
  54873. protected _buildBlock(state: NodeMaterialBuildState): this;
  54874. }
  54875. }
  54876. declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbaSplitterBlock" {
  54877. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54878. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54879. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54880. /**
  54881. * Block used to expand a Color4 or a Vector4 into 4 outputs (one for each component)
  54882. */
  54883. export class RGBASplitterBlock extends NodeMaterialBlock {
  54884. /**
  54885. * Create a new RGBASplitterBlock
  54886. * @param name defines the block name
  54887. */
  54888. constructor(name: string);
  54889. /**
  54890. * Gets the current class name
  54891. * @returns the class name
  54892. */
  54893. getClassName(): string;
  54894. /**
  54895. * Gets the input component
  54896. */
  54897. readonly input: NodeMaterialConnectionPoint;
  54898. protected _buildBlock(state: NodeMaterialBuildState): this;
  54899. }
  54900. }
  54901. declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbSplitterBlock" {
  54902. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54903. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54904. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54905. /**
  54906. * Block used to expand a Color3 or a Vector3 into 3 outputs (one for each component)
  54907. */
  54908. export class RGBSplitterBlock extends NodeMaterialBlock {
  54909. /**
  54910. * Create a new RGBSplitterBlock
  54911. * @param name defines the block name
  54912. */
  54913. constructor(name: string);
  54914. /**
  54915. * Gets the current class name
  54916. * @returns the class name
  54917. */
  54918. getClassName(): string;
  54919. /**
  54920. * Gets the input component
  54921. */
  54922. readonly input: NodeMaterialConnectionPoint;
  54923. protected _buildBlock(state: NodeMaterialBuildState): this;
  54924. }
  54925. }
  54926. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  54927. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54928. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54929. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54930. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54931. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54932. import { Effect } from "babylonjs/Materials/effect";
  54933. import { Mesh } from "babylonjs/Meshes/mesh";
  54934. /**
  54935. * Block used to add image processing support to fragment shader
  54936. */
  54937. export class ImageProcessingBlock extends NodeMaterialBlock {
  54938. /**
  54939. * Create a new ImageProcessingBlock
  54940. * @param name defines the block name
  54941. */
  54942. constructor(name: string);
  54943. /**
  54944. * Gets the current class name
  54945. * @returns the class name
  54946. */
  54947. getClassName(): string;
  54948. /**
  54949. * Gets the color input component
  54950. */
  54951. readonly color: NodeMaterialConnectionPoint;
  54952. /**
  54953. * Gets the output component
  54954. */
  54955. readonly output: NodeMaterialConnectionPoint;
  54956. /**
  54957. * Initialize the block and prepare the context for build
  54958. * @param state defines the state that will be used for the build
  54959. */
  54960. initialize(state: NodeMaterialBuildState): void;
  54961. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  54962. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54963. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54964. protected _buildBlock(state: NodeMaterialBuildState): this;
  54965. }
  54966. }
  54967. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  54968. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  54969. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  54970. export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbaMergerBlock";
  54971. export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbMergerBlock";
  54972. export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbaSplitterBlock";
  54973. export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbSplitterBlock";
  54974. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  54975. }
  54976. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  54977. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54978. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54979. import { Mesh } from "babylonjs/Meshes/mesh";
  54980. import { Effect } from "babylonjs/Materials/effect";
  54981. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54982. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54983. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54984. /**
  54985. * Block used to add support for scene fog
  54986. */
  54987. export class FogBlock extends NodeMaterialBlock {
  54988. private _fogDistanceName;
  54989. private _fogParameters;
  54990. /**
  54991. * Create a new FogBlock
  54992. * @param name defines the block name
  54993. */
  54994. constructor(name: string);
  54995. /**
  54996. * Gets the current class name
  54997. * @returns the class name
  54998. */
  54999. getClassName(): string;
  55000. /**
  55001. * Gets the world position input component
  55002. */
  55003. readonly worldPosition: NodeMaterialConnectionPoint;
  55004. /**
  55005. * Gets the view input component
  55006. */
  55007. readonly view: NodeMaterialConnectionPoint;
  55008. /**
  55009. * Gets the color input component
  55010. */
  55011. readonly color: NodeMaterialConnectionPoint;
  55012. /**
  55013. * Gets the fog color input component
  55014. */
  55015. readonly fogColor: NodeMaterialConnectionPoint;
  55016. /**
  55017. * Gets the output component
  55018. */
  55019. readonly output: NodeMaterialConnectionPoint;
  55020. autoConfigure(): void;
  55021. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55022. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55023. protected _buildBlock(state: NodeMaterialBuildState): this;
  55024. }
  55025. }
  55026. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  55027. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55028. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55029. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55030. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55031. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55032. import { Effect } from "babylonjs/Materials/effect";
  55033. import { Mesh } from "babylonjs/Meshes/mesh";
  55034. import { Light } from "babylonjs/Lights/light";
  55035. import { Nullable } from "babylonjs/types";
  55036. import { Scene } from "babylonjs/scene";
  55037. /**
  55038. * Block used to add light in the fragment shader
  55039. */
  55040. export class LightBlock extends NodeMaterialBlock {
  55041. private _lightId;
  55042. /**
  55043. * Gets or sets the light associated with this block
  55044. */
  55045. light: Nullable<Light>;
  55046. /**
  55047. * Create a new LightBlock
  55048. * @param name defines the block name
  55049. */
  55050. constructor(name: string);
  55051. /**
  55052. * Gets the current class name
  55053. * @returns the class name
  55054. */
  55055. getClassName(): string;
  55056. /**
  55057. * Gets the world position input component
  55058. */
  55059. readonly worldPosition: NodeMaterialConnectionPoint;
  55060. /**
  55061. * Gets the world normal input component
  55062. */
  55063. readonly worldNormal: NodeMaterialConnectionPoint;
  55064. /**
  55065. * Gets the camera (or eye) position component
  55066. */
  55067. readonly cameraPosition: NodeMaterialConnectionPoint;
  55068. /**
  55069. * Gets the diffuse output component
  55070. */
  55071. readonly diffuseOutput: NodeMaterialConnectionPoint;
  55072. /**
  55073. * Gets the specular output component
  55074. */
  55075. readonly specularOutput: NodeMaterialConnectionPoint;
  55076. autoConfigure(): void;
  55077. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55078. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55079. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55080. private _injectVertexCode;
  55081. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55082. serialize(): any;
  55083. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55084. }
  55085. }
  55086. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  55087. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  55088. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  55089. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55090. }
  55091. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  55092. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55093. }
  55094. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  55095. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55096. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55097. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55098. /**
  55099. * Block used to multiply 2 values
  55100. */
  55101. export class MultiplyBlock extends NodeMaterialBlock {
  55102. /**
  55103. * Creates a new MultiplyBlock
  55104. * @param name defines the block name
  55105. */
  55106. constructor(name: string);
  55107. /**
  55108. * Gets the current class name
  55109. * @returns the class name
  55110. */
  55111. getClassName(): string;
  55112. /**
  55113. * Gets the left operand input component
  55114. */
  55115. readonly left: NodeMaterialConnectionPoint;
  55116. /**
  55117. * Gets the right operand input component
  55118. */
  55119. readonly right: NodeMaterialConnectionPoint;
  55120. /**
  55121. * Gets the output component
  55122. */
  55123. readonly output: NodeMaterialConnectionPoint;
  55124. protected _buildBlock(state: NodeMaterialBuildState): this;
  55125. }
  55126. }
  55127. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  55128. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55129. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55130. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55131. /**
  55132. * Block used to add 2 vectors
  55133. */
  55134. export class AddBlock extends NodeMaterialBlock {
  55135. /**
  55136. * Creates a new AddBlock
  55137. * @param name defines the block name
  55138. */
  55139. constructor(name: string);
  55140. /**
  55141. * Gets the current class name
  55142. * @returns the class name
  55143. */
  55144. getClassName(): string;
  55145. /**
  55146. * Gets the left operand input component
  55147. */
  55148. readonly left: NodeMaterialConnectionPoint;
  55149. /**
  55150. * Gets the right operand input component
  55151. */
  55152. readonly right: NodeMaterialConnectionPoint;
  55153. /**
  55154. * Gets the output component
  55155. */
  55156. readonly output: NodeMaterialConnectionPoint;
  55157. protected _buildBlock(state: NodeMaterialBuildState): this;
  55158. }
  55159. }
  55160. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  55161. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55162. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55163. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55164. /**
  55165. * Block used to clamp a float
  55166. */
  55167. export class ClampBlock extends NodeMaterialBlock {
  55168. /** Gets or sets the minimum range */
  55169. minimum: number;
  55170. /** Gets or sets the maximum range */
  55171. maximum: number;
  55172. /**
  55173. * Creates a new ClampBlock
  55174. * @param name defines the block name
  55175. */
  55176. constructor(name: string);
  55177. /**
  55178. * Gets the current class name
  55179. * @returns the class name
  55180. */
  55181. getClassName(): string;
  55182. /**
  55183. * Gets the value input component
  55184. */
  55185. readonly value: NodeMaterialConnectionPoint;
  55186. /**
  55187. * Gets the output component
  55188. */
  55189. readonly output: NodeMaterialConnectionPoint;
  55190. protected _buildBlock(state: NodeMaterialBuildState): this;
  55191. }
  55192. }
  55193. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  55194. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55195. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55196. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55197. /**
  55198. * Block used to apply a cross product between 2 vectors
  55199. */
  55200. export class CrossBlock extends NodeMaterialBlock {
  55201. /**
  55202. * Creates a new CrossBlock
  55203. * @param name defines the block name
  55204. */
  55205. constructor(name: string);
  55206. /**
  55207. * Gets the current class name
  55208. * @returns the class name
  55209. */
  55210. getClassName(): string;
  55211. /**
  55212. * Gets the left operand input component
  55213. */
  55214. readonly left: NodeMaterialConnectionPoint;
  55215. /**
  55216. * Gets the right operand input component
  55217. */
  55218. readonly right: NodeMaterialConnectionPoint;
  55219. /**
  55220. * Gets the output component
  55221. */
  55222. readonly output: NodeMaterialConnectionPoint;
  55223. protected _buildBlock(state: NodeMaterialBuildState): this;
  55224. }
  55225. }
  55226. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  55227. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55228. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55229. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55230. /**
  55231. * Block used to apply a dot product between 2 vectors
  55232. */
  55233. export class DotBlock extends NodeMaterialBlock {
  55234. /**
  55235. * Creates a new DotBlock
  55236. * @param name defines the block name
  55237. */
  55238. constructor(name: string);
  55239. /**
  55240. * Gets the current class name
  55241. * @returns the class name
  55242. */
  55243. getClassName(): string;
  55244. /**
  55245. * Gets the left operand input component
  55246. */
  55247. readonly left: NodeMaterialConnectionPoint;
  55248. /**
  55249. * Gets the right operand input component
  55250. */
  55251. readonly right: NodeMaterialConnectionPoint;
  55252. /**
  55253. * Gets the output component
  55254. */
  55255. readonly output: NodeMaterialConnectionPoint;
  55256. protected _buildBlock(state: NodeMaterialBuildState): this;
  55257. }
  55258. }
  55259. declare module "babylonjs/Materials/Node/Blocks/index" {
  55260. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  55261. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  55262. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  55263. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  55264. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  55265. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  55266. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  55267. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  55268. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  55269. export * from "babylonjs/Materials/Node/Blocks/vectorTransformBlock";
  55270. }
  55271. declare module "babylonjs/Materials/Node/Optimizers/index" {
  55272. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  55273. }
  55274. declare module "babylonjs/Materials/Node/index" {
  55275. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55276. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55277. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55278. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  55279. export * from "babylonjs/Materials/Node/nodeMaterial";
  55280. export * from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  55281. export * from "babylonjs/Materials/Node/Blocks/index";
  55282. export * from "babylonjs/Materials/Node/Optimizers/index";
  55283. }
  55284. declare module "babylonjs/Materials/effectRenderer" {
  55285. import { Nullable } from "babylonjs/types";
  55286. import { Texture } from "babylonjs/Materials/Textures/texture";
  55287. import { Engine } from "babylonjs/Engines/engine";
  55288. import { Viewport } from "babylonjs/Maths/math.viewport";
  55289. import { Observable } from "babylonjs/Misc/observable";
  55290. import { Effect } from "babylonjs/Materials/effect";
  55291. import "babylonjs/Shaders/postprocess.vertex";
  55292. /**
  55293. * Effect Render Options
  55294. */
  55295. export interface IEffectRendererOptions {
  55296. /**
  55297. * Defines the vertices positions.
  55298. */
  55299. positions?: number[];
  55300. /**
  55301. * Defines the indices.
  55302. */
  55303. indices?: number[];
  55304. }
  55305. /**
  55306. * Helper class to render one or more effects
  55307. */
  55308. export class EffectRenderer {
  55309. private engine;
  55310. private static _DefaultOptions;
  55311. private _vertexBuffers;
  55312. private _indexBuffer;
  55313. private _ringBufferIndex;
  55314. private _ringScreenBuffer;
  55315. private _fullscreenViewport;
  55316. private _getNextFrameBuffer;
  55317. /**
  55318. * Creates an effect renderer
  55319. * @param engine the engine to use for rendering
  55320. * @param options defines the options of the effect renderer
  55321. */
  55322. constructor(engine: Engine, options?: IEffectRendererOptions);
  55323. /**
  55324. * Sets the current viewport in normalized coordinates 0-1
  55325. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  55326. */
  55327. setViewport(viewport?: Viewport): void;
  55328. /**
  55329. * Sets the current effect wrapper to use during draw.
  55330. * The effect needs to be ready before calling this api.
  55331. * This also sets the default full screen position attribute.
  55332. * @param effectWrapper Defines the effect to draw with
  55333. */
  55334. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  55335. /**
  55336. * Draws a full screen quad.
  55337. */
  55338. draw(): void;
  55339. /**
  55340. * renders one or more effects to a specified texture
  55341. * @param effectWrappers list of effects to renderer
  55342. * @param outputTexture texture to draw to, if null it will render to the screen
  55343. */
  55344. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  55345. /**
  55346. * Disposes of the effect renderer
  55347. */
  55348. dispose(): void;
  55349. }
  55350. /**
  55351. * Options to create an EffectWrapper
  55352. */
  55353. interface EffectWrapperCreationOptions {
  55354. /**
  55355. * Engine to use to create the effect
  55356. */
  55357. engine: Engine;
  55358. /**
  55359. * Fragment shader for the effect
  55360. */
  55361. fragmentShader: string;
  55362. /**
  55363. * Vertex shader for the effect
  55364. */
  55365. vertexShader: string;
  55366. /**
  55367. * Attributes to use in the shader
  55368. */
  55369. attributeNames?: Array<string>;
  55370. /**
  55371. * Uniforms to use in the shader
  55372. */
  55373. uniformNames?: Array<string>;
  55374. /**
  55375. * Texture sampler names to use in the shader
  55376. */
  55377. samplerNames?: Array<string>;
  55378. /**
  55379. * The friendly name of the effect displayed in Spector.
  55380. */
  55381. name?: string;
  55382. }
  55383. /**
  55384. * Wraps an effect to be used for rendering
  55385. */
  55386. export class EffectWrapper {
  55387. /**
  55388. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  55389. */
  55390. onApplyObservable: Observable<{}>;
  55391. /**
  55392. * The underlying effect
  55393. */
  55394. effect: Effect;
  55395. /**
  55396. * Creates an effect to be renderer
  55397. * @param creationOptions options to create the effect
  55398. */
  55399. constructor(creationOptions: EffectWrapperCreationOptions);
  55400. /**
  55401. * Disposes of the effect wrapper
  55402. */
  55403. dispose(): void;
  55404. }
  55405. }
  55406. declare module "babylonjs/Materials/index" {
  55407. export * from "babylonjs/Materials/Background/index";
  55408. export * from "babylonjs/Materials/colorCurves";
  55409. export * from "babylonjs/Materials/effect";
  55410. export * from "babylonjs/Materials/fresnelParameters";
  55411. export * from "babylonjs/Materials/imageProcessingConfiguration";
  55412. export * from "babylonjs/Materials/material";
  55413. export * from "babylonjs/Materials/materialDefines";
  55414. export * from "babylonjs/Materials/materialHelper";
  55415. export * from "babylonjs/Materials/multiMaterial";
  55416. export * from "babylonjs/Materials/PBR/index";
  55417. export * from "babylonjs/Materials/pushMaterial";
  55418. export * from "babylonjs/Materials/shaderMaterial";
  55419. export * from "babylonjs/Materials/standardMaterial";
  55420. export * from "babylonjs/Materials/Textures/index";
  55421. export * from "babylonjs/Materials/uniformBuffer";
  55422. export * from "babylonjs/Materials/materialFlags";
  55423. export * from "babylonjs/Materials/Node/index";
  55424. export * from "babylonjs/Materials/effectRenderer";
  55425. }
  55426. declare module "babylonjs/Maths/math.vertexFormat" {
  55427. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  55428. /**
  55429. * Contains position and normal vectors for a vertex
  55430. */
  55431. export class PositionNormalVertex {
  55432. /** the position of the vertex (defaut: 0,0,0) */
  55433. position: Vector3;
  55434. /** the normal of the vertex (defaut: 0,1,0) */
  55435. normal: Vector3;
  55436. /**
  55437. * Creates a PositionNormalVertex
  55438. * @param position the position of the vertex (defaut: 0,0,0)
  55439. * @param normal the normal of the vertex (defaut: 0,1,0)
  55440. */
  55441. constructor(
  55442. /** the position of the vertex (defaut: 0,0,0) */
  55443. position?: Vector3,
  55444. /** the normal of the vertex (defaut: 0,1,0) */
  55445. normal?: Vector3);
  55446. /**
  55447. * Clones the PositionNormalVertex
  55448. * @returns the cloned PositionNormalVertex
  55449. */
  55450. clone(): PositionNormalVertex;
  55451. }
  55452. /**
  55453. * Contains position, normal and uv vectors for a vertex
  55454. */
  55455. export class PositionNormalTextureVertex {
  55456. /** the position of the vertex (defaut: 0,0,0) */
  55457. position: Vector3;
  55458. /** the normal of the vertex (defaut: 0,1,0) */
  55459. normal: Vector3;
  55460. /** the uv of the vertex (default: 0,0) */
  55461. uv: Vector2;
  55462. /**
  55463. * Creates a PositionNormalTextureVertex
  55464. * @param position the position of the vertex (defaut: 0,0,0)
  55465. * @param normal the normal of the vertex (defaut: 0,1,0)
  55466. * @param uv the uv of the vertex (default: 0,0)
  55467. */
  55468. constructor(
  55469. /** the position of the vertex (defaut: 0,0,0) */
  55470. position?: Vector3,
  55471. /** the normal of the vertex (defaut: 0,1,0) */
  55472. normal?: Vector3,
  55473. /** the uv of the vertex (default: 0,0) */
  55474. uv?: Vector2);
  55475. /**
  55476. * Clones the PositionNormalTextureVertex
  55477. * @returns the cloned PositionNormalTextureVertex
  55478. */
  55479. clone(): PositionNormalTextureVertex;
  55480. }
  55481. }
  55482. declare module "babylonjs/Maths/math" {
  55483. export * from "babylonjs/Maths/math.axis";
  55484. export * from "babylonjs/Maths/math.color";
  55485. export * from "babylonjs/Maths/math.constants";
  55486. export * from "babylonjs/Maths/math.frustum";
  55487. export * from "babylonjs/Maths/math.path";
  55488. export * from "babylonjs/Maths/math.plane";
  55489. export * from "babylonjs/Maths/math.size";
  55490. export * from "babylonjs/Maths/math.vector";
  55491. export * from "babylonjs/Maths/math.vertexFormat";
  55492. export * from "babylonjs/Maths/math.viewport";
  55493. }
  55494. declare module "babylonjs/Maths/index" {
  55495. export * from "babylonjs/Maths/math.scalar";
  55496. export * from "babylonjs/Maths/math";
  55497. export * from "babylonjs/Maths/sphericalPolynomial";
  55498. }
  55499. declare module "babylonjs/Misc/workerPool" {
  55500. import { IDisposable } from "babylonjs/scene";
  55501. /**
  55502. * Helper class to push actions to a pool of workers.
  55503. */
  55504. export class WorkerPool implements IDisposable {
  55505. private _workerInfos;
  55506. private _pendingActions;
  55507. /**
  55508. * Constructor
  55509. * @param workers Array of workers to use for actions
  55510. */
  55511. constructor(workers: Array<Worker>);
  55512. /**
  55513. * Terminates all workers and clears any pending actions.
  55514. */
  55515. dispose(): void;
  55516. /**
  55517. * Pushes an action to the worker pool. If all the workers are active, the action will be
  55518. * pended until a worker has completed its action.
  55519. * @param action The action to perform. Call onComplete when the action is complete.
  55520. */
  55521. push(action: (worker: Worker, onComplete: () => void) => void): void;
  55522. private _execute;
  55523. }
  55524. }
  55525. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  55526. import { IDisposable } from "babylonjs/scene";
  55527. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  55528. /**
  55529. * Configuration for Draco compression
  55530. */
  55531. export interface IDracoCompressionConfiguration {
  55532. /**
  55533. * Configuration for the decoder.
  55534. */
  55535. decoder: {
  55536. /**
  55537. * The url to the WebAssembly module.
  55538. */
  55539. wasmUrl?: string;
  55540. /**
  55541. * The url to the WebAssembly binary.
  55542. */
  55543. wasmBinaryUrl?: string;
  55544. /**
  55545. * The url to the fallback JavaScript module.
  55546. */
  55547. fallbackUrl?: string;
  55548. };
  55549. }
  55550. /**
  55551. * Draco compression (https://google.github.io/draco/)
  55552. *
  55553. * This class wraps the Draco module.
  55554. *
  55555. * **Encoder**
  55556. *
  55557. * The encoder is not currently implemented.
  55558. *
  55559. * **Decoder**
  55560. *
  55561. * 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.
  55562. *
  55563. * To update the configuration, use the following code:
  55564. * ```javascript
  55565. * DracoCompression.Configuration = {
  55566. * decoder: {
  55567. * wasmUrl: "<url to the WebAssembly library>",
  55568. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  55569. * fallbackUrl: "<url to the fallback JavaScript library>",
  55570. * }
  55571. * };
  55572. * ```
  55573. *
  55574. * 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.
  55575. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  55576. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  55577. *
  55578. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  55579. * ```javascript
  55580. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  55581. * ```
  55582. *
  55583. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  55584. */
  55585. export class DracoCompression implements IDisposable {
  55586. private _workerPoolPromise?;
  55587. private _decoderModulePromise?;
  55588. /**
  55589. * The configuration. Defaults to the following urls:
  55590. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  55591. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  55592. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  55593. */
  55594. static Configuration: IDracoCompressionConfiguration;
  55595. /**
  55596. * Returns true if the decoder configuration is available.
  55597. */
  55598. static readonly DecoderAvailable: boolean;
  55599. /**
  55600. * Default number of workers to create when creating the draco compression object.
  55601. */
  55602. static DefaultNumWorkers: number;
  55603. private static GetDefaultNumWorkers;
  55604. private static _Default;
  55605. /**
  55606. * Default instance for the draco compression object.
  55607. */
  55608. static readonly Default: DracoCompression;
  55609. /**
  55610. * Constructor
  55611. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  55612. */
  55613. constructor(numWorkers?: number);
  55614. /**
  55615. * Stop all async operations and release resources.
  55616. */
  55617. dispose(): void;
  55618. /**
  55619. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  55620. * @returns a promise that resolves when ready
  55621. */
  55622. whenReadyAsync(): Promise<void>;
  55623. /**
  55624. * Decode Draco compressed mesh data to vertex data.
  55625. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  55626. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  55627. * @returns A promise that resolves with the decoded vertex data
  55628. */
  55629. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  55630. [kind: string]: number;
  55631. }): Promise<VertexData>;
  55632. }
  55633. }
  55634. declare module "babylonjs/Meshes/Compression/index" {
  55635. export * from "babylonjs/Meshes/Compression/dracoCompression";
  55636. }
  55637. declare module "babylonjs/Meshes/csg" {
  55638. import { Nullable } from "babylonjs/types";
  55639. import { Scene } from "babylonjs/scene";
  55640. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  55641. import { Mesh } from "babylonjs/Meshes/mesh";
  55642. import { Material } from "babylonjs/Materials/material";
  55643. /**
  55644. * Class for building Constructive Solid Geometry
  55645. */
  55646. export class CSG {
  55647. private polygons;
  55648. /**
  55649. * The world matrix
  55650. */
  55651. matrix: Matrix;
  55652. /**
  55653. * Stores the position
  55654. */
  55655. position: Vector3;
  55656. /**
  55657. * Stores the rotation
  55658. */
  55659. rotation: Vector3;
  55660. /**
  55661. * Stores the rotation quaternion
  55662. */
  55663. rotationQuaternion: Nullable<Quaternion>;
  55664. /**
  55665. * Stores the scaling vector
  55666. */
  55667. scaling: Vector3;
  55668. /**
  55669. * Convert the Mesh to CSG
  55670. * @param mesh The Mesh to convert to CSG
  55671. * @returns A new CSG from the Mesh
  55672. */
  55673. static FromMesh(mesh: Mesh): CSG;
  55674. /**
  55675. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  55676. * @param polygons Polygons used to construct a CSG solid
  55677. */
  55678. private static FromPolygons;
  55679. /**
  55680. * Clones, or makes a deep copy, of the CSG
  55681. * @returns A new CSG
  55682. */
  55683. clone(): CSG;
  55684. /**
  55685. * Unions this CSG with another CSG
  55686. * @param csg The CSG to union against this CSG
  55687. * @returns The unioned CSG
  55688. */
  55689. union(csg: CSG): CSG;
  55690. /**
  55691. * Unions this CSG with another CSG in place
  55692. * @param csg The CSG to union against this CSG
  55693. */
  55694. unionInPlace(csg: CSG): void;
  55695. /**
  55696. * Subtracts this CSG with another CSG
  55697. * @param csg The CSG to subtract against this CSG
  55698. * @returns A new CSG
  55699. */
  55700. subtract(csg: CSG): CSG;
  55701. /**
  55702. * Subtracts this CSG with another CSG in place
  55703. * @param csg The CSG to subtact against this CSG
  55704. */
  55705. subtractInPlace(csg: CSG): void;
  55706. /**
  55707. * Intersect this CSG with another CSG
  55708. * @param csg The CSG to intersect against this CSG
  55709. * @returns A new CSG
  55710. */
  55711. intersect(csg: CSG): CSG;
  55712. /**
  55713. * Intersects this CSG with another CSG in place
  55714. * @param csg The CSG to intersect against this CSG
  55715. */
  55716. intersectInPlace(csg: CSG): void;
  55717. /**
  55718. * Return a new CSG solid with solid and empty space switched. This solid is
  55719. * not modified.
  55720. * @returns A new CSG solid with solid and empty space switched
  55721. */
  55722. inverse(): CSG;
  55723. /**
  55724. * Inverses the CSG in place
  55725. */
  55726. inverseInPlace(): void;
  55727. /**
  55728. * This is used to keep meshes transformations so they can be restored
  55729. * when we build back a Babylon Mesh
  55730. * NB : All CSG operations are performed in world coordinates
  55731. * @param csg The CSG to copy the transform attributes from
  55732. * @returns This CSG
  55733. */
  55734. copyTransformAttributes(csg: CSG): CSG;
  55735. /**
  55736. * Build Raw mesh from CSG
  55737. * Coordinates here are in world space
  55738. * @param name The name of the mesh geometry
  55739. * @param scene The Scene
  55740. * @param keepSubMeshes Specifies if the submeshes should be kept
  55741. * @returns A new Mesh
  55742. */
  55743. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  55744. /**
  55745. * Build Mesh from CSG taking material and transforms into account
  55746. * @param name The name of the Mesh
  55747. * @param material The material of the Mesh
  55748. * @param scene The Scene
  55749. * @param keepSubMeshes Specifies if submeshes should be kept
  55750. * @returns The new Mesh
  55751. */
  55752. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  55753. }
  55754. }
  55755. declare module "babylonjs/Meshes/trailMesh" {
  55756. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55757. import { Mesh } from "babylonjs/Meshes/mesh";
  55758. import { Scene } from "babylonjs/scene";
  55759. /**
  55760. * Class used to create a trail following a mesh
  55761. */
  55762. export class TrailMesh extends Mesh {
  55763. private _generator;
  55764. private _autoStart;
  55765. private _running;
  55766. private _diameter;
  55767. private _length;
  55768. private _sectionPolygonPointsCount;
  55769. private _sectionVectors;
  55770. private _sectionNormalVectors;
  55771. private _beforeRenderObserver;
  55772. /**
  55773. * @constructor
  55774. * @param name The value used by scene.getMeshByName() to do a lookup.
  55775. * @param generator The mesh to generate a trail.
  55776. * @param scene The scene to add this mesh to.
  55777. * @param diameter Diameter of trailing mesh. Default is 1.
  55778. * @param length Length of trailing mesh. Default is 60.
  55779. * @param autoStart Automatically start trailing mesh. Default true.
  55780. */
  55781. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  55782. /**
  55783. * "TrailMesh"
  55784. * @returns "TrailMesh"
  55785. */
  55786. getClassName(): string;
  55787. private _createMesh;
  55788. /**
  55789. * Start trailing mesh.
  55790. */
  55791. start(): void;
  55792. /**
  55793. * Stop trailing mesh.
  55794. */
  55795. stop(): void;
  55796. /**
  55797. * Update trailing mesh geometry.
  55798. */
  55799. update(): void;
  55800. /**
  55801. * Returns a new TrailMesh object.
  55802. * @param name is a string, the name given to the new mesh
  55803. * @param newGenerator use new generator object for cloned trail mesh
  55804. * @returns a new mesh
  55805. */
  55806. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  55807. /**
  55808. * Serializes this trail mesh
  55809. * @param serializationObject object to write serialization to
  55810. */
  55811. serialize(serializationObject: any): void;
  55812. /**
  55813. * Parses a serialized trail mesh
  55814. * @param parsedMesh the serialized mesh
  55815. * @param scene the scene to create the trail mesh in
  55816. * @returns the created trail mesh
  55817. */
  55818. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  55819. }
  55820. }
  55821. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  55822. import { Nullable } from "babylonjs/types";
  55823. import { Scene } from "babylonjs/scene";
  55824. import { Vector4 } from "babylonjs/Maths/math.vector";
  55825. import { Color4 } from "babylonjs/Maths/math.color";
  55826. import { Mesh } from "babylonjs/Meshes/mesh";
  55827. /**
  55828. * Class containing static functions to help procedurally build meshes
  55829. */
  55830. export class TiledBoxBuilder {
  55831. /**
  55832. * Creates a box mesh
  55833. * 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)
  55834. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  55835. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  55836. * * If you create a double-sided mesh, you can choose what parts of 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
  55837. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  55838. * @param name defines the name of the mesh
  55839. * @param options defines the options used to create the mesh
  55840. * @param scene defines the hosting scene
  55841. * @returns the box mesh
  55842. */
  55843. static CreateTiledBox(name: string, options: {
  55844. pattern?: number;
  55845. width?: number;
  55846. height?: number;
  55847. depth?: number;
  55848. tileSize?: number;
  55849. tileWidth?: number;
  55850. tileHeight?: number;
  55851. alignHorizontal?: number;
  55852. alignVertical?: number;
  55853. faceUV?: Vector4[];
  55854. faceColors?: Color4[];
  55855. sideOrientation?: number;
  55856. updatable?: boolean;
  55857. }, scene?: Nullable<Scene>): Mesh;
  55858. }
  55859. }
  55860. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  55861. import { Vector4 } from "babylonjs/Maths/math.vector";
  55862. import { Mesh } from "babylonjs/Meshes/mesh";
  55863. /**
  55864. * Class containing static functions to help procedurally build meshes
  55865. */
  55866. export class TorusKnotBuilder {
  55867. /**
  55868. * Creates a torus knot mesh
  55869. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  55870. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  55871. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  55872. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  55873. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  55874. * * If you create a double-sided mesh, you can choose what parts of 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
  55875. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  55876. * @param name defines the name of the mesh
  55877. * @param options defines the options used to create the mesh
  55878. * @param scene defines the hosting scene
  55879. * @returns the torus knot mesh
  55880. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  55881. */
  55882. static CreateTorusKnot(name: string, options: {
  55883. radius?: number;
  55884. tube?: number;
  55885. radialSegments?: number;
  55886. tubularSegments?: number;
  55887. p?: number;
  55888. q?: number;
  55889. updatable?: boolean;
  55890. sideOrientation?: number;
  55891. frontUVs?: Vector4;
  55892. backUVs?: Vector4;
  55893. }, scene: any): Mesh;
  55894. }
  55895. }
  55896. declare module "babylonjs/Meshes/polygonMesh" {
  55897. import { Scene } from "babylonjs/scene";
  55898. import { Vector2 } from "babylonjs/Maths/math.vector";
  55899. import { Mesh } from "babylonjs/Meshes/mesh";
  55900. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  55901. import { Path2 } from "babylonjs/Maths/math.path";
  55902. /**
  55903. * Polygon
  55904. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  55905. */
  55906. export class Polygon {
  55907. /**
  55908. * Creates a rectangle
  55909. * @param xmin bottom X coord
  55910. * @param ymin bottom Y coord
  55911. * @param xmax top X coord
  55912. * @param ymax top Y coord
  55913. * @returns points that make the resulting rectation
  55914. */
  55915. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  55916. /**
  55917. * Creates a circle
  55918. * @param radius radius of circle
  55919. * @param cx scale in x
  55920. * @param cy scale in y
  55921. * @param numberOfSides number of sides that make up the circle
  55922. * @returns points that make the resulting circle
  55923. */
  55924. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  55925. /**
  55926. * Creates a polygon from input string
  55927. * @param input Input polygon data
  55928. * @returns the parsed points
  55929. */
  55930. static Parse(input: string): Vector2[];
  55931. /**
  55932. * Starts building a polygon from x and y coordinates
  55933. * @param x x coordinate
  55934. * @param y y coordinate
  55935. * @returns the started path2
  55936. */
  55937. static StartingAt(x: number, y: number): Path2;
  55938. }
  55939. /**
  55940. * Builds a polygon
  55941. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  55942. */
  55943. export class PolygonMeshBuilder {
  55944. private _points;
  55945. private _outlinepoints;
  55946. private _holes;
  55947. private _name;
  55948. private _scene;
  55949. private _epoints;
  55950. private _eholes;
  55951. private _addToepoint;
  55952. /**
  55953. * Babylon reference to the earcut plugin.
  55954. */
  55955. bjsEarcut: any;
  55956. /**
  55957. * Creates a PolygonMeshBuilder
  55958. * @param name name of the builder
  55959. * @param contours Path of the polygon
  55960. * @param scene scene to add to when creating the mesh
  55961. * @param earcutInjection can be used to inject your own earcut reference
  55962. */
  55963. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  55964. /**
  55965. * Adds a whole within the polygon
  55966. * @param hole Array of points defining the hole
  55967. * @returns this
  55968. */
  55969. addHole(hole: Vector2[]): PolygonMeshBuilder;
  55970. /**
  55971. * Creates the polygon
  55972. * @param updatable If the mesh should be updatable
  55973. * @param depth The depth of the mesh created
  55974. * @returns the created mesh
  55975. */
  55976. build(updatable?: boolean, depth?: number): Mesh;
  55977. /**
  55978. * Creates the polygon
  55979. * @param depth The depth of the mesh created
  55980. * @returns the created VertexData
  55981. */
  55982. buildVertexData(depth?: number): VertexData;
  55983. /**
  55984. * Adds a side to the polygon
  55985. * @param positions points that make the polygon
  55986. * @param normals normals of the polygon
  55987. * @param uvs uvs of the polygon
  55988. * @param indices indices of the polygon
  55989. * @param bounds bounds of the polygon
  55990. * @param points points of the polygon
  55991. * @param depth depth of the polygon
  55992. * @param flip flip of the polygon
  55993. */
  55994. private addSide;
  55995. }
  55996. }
  55997. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  55998. import { Scene } from "babylonjs/scene";
  55999. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56000. import { Color4 } from "babylonjs/Maths/math.color";
  56001. import { Mesh } from "babylonjs/Meshes/mesh";
  56002. import { Nullable } from "babylonjs/types";
  56003. /**
  56004. * Class containing static functions to help procedurally build meshes
  56005. */
  56006. export class PolygonBuilder {
  56007. /**
  56008. * Creates a polygon mesh
  56009. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56010. * * 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
  56011. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56012. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56013. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  56014. * * Remember you can only change the shape positions, not their number when updating a polygon
  56015. * @param name defines the name of the mesh
  56016. * @param options defines the options used to create the mesh
  56017. * @param scene defines the hosting scene
  56018. * @param earcutInjection can be used to inject your own earcut reference
  56019. * @returns the polygon mesh
  56020. */
  56021. static CreatePolygon(name: string, options: {
  56022. shape: Vector3[];
  56023. holes?: Vector3[][];
  56024. depth?: number;
  56025. faceUV?: Vector4[];
  56026. faceColors?: Color4[];
  56027. updatable?: boolean;
  56028. sideOrientation?: number;
  56029. frontUVs?: Vector4;
  56030. backUVs?: Vector4;
  56031. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56032. /**
  56033. * Creates an extruded polygon mesh, with depth in the Y direction.
  56034. * * 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)
  56035. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56036. * @param name defines the name of the mesh
  56037. * @param options defines the options used to create the mesh
  56038. * @param scene defines the hosting scene
  56039. * @param earcutInjection can be used to inject your own earcut reference
  56040. * @returns the polygon mesh
  56041. */
  56042. static ExtrudePolygon(name: string, options: {
  56043. shape: Vector3[];
  56044. holes?: Vector3[][];
  56045. depth?: number;
  56046. faceUV?: Vector4[];
  56047. faceColors?: Color4[];
  56048. updatable?: boolean;
  56049. sideOrientation?: number;
  56050. frontUVs?: Vector4;
  56051. backUVs?: Vector4;
  56052. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56053. }
  56054. }
  56055. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  56056. import { Scene } from "babylonjs/scene";
  56057. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56058. import { Mesh } from "babylonjs/Meshes/mesh";
  56059. import { Nullable } from "babylonjs/types";
  56060. /**
  56061. * Class containing static functions to help procedurally build meshes
  56062. */
  56063. export class LatheBuilder {
  56064. /**
  56065. * Creates lathe mesh.
  56066. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56067. * * 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
  56068. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56069. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56070. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56071. * * 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
  56072. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56073. * * 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
  56074. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56075. * * If you create a double-sided mesh, you can choose what parts of 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
  56076. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56077. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56078. * @param name defines the name of the mesh
  56079. * @param options defines the options used to create the mesh
  56080. * @param scene defines the hosting scene
  56081. * @returns the lathe mesh
  56082. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56083. */
  56084. static CreateLathe(name: string, options: {
  56085. shape: Vector3[];
  56086. radius?: number;
  56087. tessellation?: number;
  56088. clip?: number;
  56089. arc?: number;
  56090. closed?: boolean;
  56091. updatable?: boolean;
  56092. sideOrientation?: number;
  56093. frontUVs?: Vector4;
  56094. backUVs?: Vector4;
  56095. cap?: number;
  56096. invertUV?: boolean;
  56097. }, scene?: Nullable<Scene>): Mesh;
  56098. }
  56099. }
  56100. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  56101. import { Nullable } from "babylonjs/types";
  56102. import { Scene } from "babylonjs/scene";
  56103. import { Vector4 } from "babylonjs/Maths/math.vector";
  56104. import { Mesh } from "babylonjs/Meshes/mesh";
  56105. /**
  56106. * Class containing static functions to help procedurally build meshes
  56107. */
  56108. export class TiledPlaneBuilder {
  56109. /**
  56110. * Creates a tiled plane mesh
  56111. * * The parameter `pattern` will, depending on value, do nothing or
  56112. * * * flip (reflect about central vertical) alternate tiles across and up
  56113. * * * flip every tile on alternate rows
  56114. * * * rotate (180 degs) alternate tiles across and up
  56115. * * * rotate every tile on alternate rows
  56116. * * * flip and rotate alternate tiles across and up
  56117. * * * flip and rotate every tile on alternate rows
  56118. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  56119. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  56120. * * If you create a double-sided mesh, you can choose what parts of 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
  56121. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56122. * * 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)
  56123. * * 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)
  56124. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56125. * @param name defines the name of the mesh
  56126. * @param options defines the options used to create the mesh
  56127. * @param scene defines the hosting scene
  56128. * @returns the box mesh
  56129. */
  56130. static CreateTiledPlane(name: string, options: {
  56131. pattern?: number;
  56132. tileSize?: number;
  56133. tileWidth?: number;
  56134. tileHeight?: number;
  56135. size?: number;
  56136. width?: number;
  56137. height?: number;
  56138. alignHorizontal?: number;
  56139. alignVertical?: number;
  56140. sideOrientation?: number;
  56141. frontUVs?: Vector4;
  56142. backUVs?: Vector4;
  56143. updatable?: boolean;
  56144. }, scene?: Nullable<Scene>): Mesh;
  56145. }
  56146. }
  56147. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  56148. import { Nullable } from "babylonjs/types";
  56149. import { Scene } from "babylonjs/scene";
  56150. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56151. import { Mesh } from "babylonjs/Meshes/mesh";
  56152. /**
  56153. * Class containing static functions to help procedurally build meshes
  56154. */
  56155. export class TubeBuilder {
  56156. /**
  56157. * Creates a tube mesh.
  56158. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56159. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56160. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56161. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56162. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56163. * * 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)
  56164. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56165. * * 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
  56166. * * 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
  56167. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56168. * * If you create a double-sided mesh, you can choose what parts of 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
  56169. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56170. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56171. * @param name defines the name of the mesh
  56172. * @param options defines the options used to create the mesh
  56173. * @param scene defines the hosting scene
  56174. * @returns the tube mesh
  56175. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56176. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56177. */
  56178. static CreateTube(name: string, options: {
  56179. path: Vector3[];
  56180. radius?: number;
  56181. tessellation?: number;
  56182. radiusFunction?: {
  56183. (i: number, distance: number): number;
  56184. };
  56185. cap?: number;
  56186. arc?: number;
  56187. updatable?: boolean;
  56188. sideOrientation?: number;
  56189. frontUVs?: Vector4;
  56190. backUVs?: Vector4;
  56191. instance?: Mesh;
  56192. invertUV?: boolean;
  56193. }, scene?: Nullable<Scene>): Mesh;
  56194. }
  56195. }
  56196. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  56197. import { Scene } from "babylonjs/scene";
  56198. import { Vector4 } from "babylonjs/Maths/math.vector";
  56199. import { Mesh } from "babylonjs/Meshes/mesh";
  56200. import { Nullable } from "babylonjs/types";
  56201. /**
  56202. * Class containing static functions to help procedurally build meshes
  56203. */
  56204. export class IcoSphereBuilder {
  56205. /**
  56206. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56207. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56208. * * 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`)
  56209. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56210. * * 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
  56211. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56212. * * If you create a double-sided mesh, you can choose what parts of 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
  56213. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56214. * @param name defines the name of the mesh
  56215. * @param options defines the options used to create the mesh
  56216. * @param scene defines the hosting scene
  56217. * @returns the icosahedron mesh
  56218. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56219. */
  56220. static CreateIcoSphere(name: string, options: {
  56221. radius?: number;
  56222. radiusX?: number;
  56223. radiusY?: number;
  56224. radiusZ?: number;
  56225. flat?: boolean;
  56226. subdivisions?: number;
  56227. sideOrientation?: number;
  56228. frontUVs?: Vector4;
  56229. backUVs?: Vector4;
  56230. updatable?: boolean;
  56231. }, scene?: Nullable<Scene>): Mesh;
  56232. }
  56233. }
  56234. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  56235. import { Vector3 } from "babylonjs/Maths/math.vector";
  56236. import { Mesh } from "babylonjs/Meshes/mesh";
  56237. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56238. /**
  56239. * Class containing static functions to help procedurally build meshes
  56240. */
  56241. export class DecalBuilder {
  56242. /**
  56243. * Creates a decal mesh.
  56244. * 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
  56245. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  56246. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  56247. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  56248. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  56249. * @param name defines the name of the mesh
  56250. * @param sourceMesh defines the mesh where the decal must be applied
  56251. * @param options defines the options used to create the mesh
  56252. * @param scene defines the hosting scene
  56253. * @returns the decal mesh
  56254. * @see https://doc.babylonjs.com/how_to/decals
  56255. */
  56256. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  56257. position?: Vector3;
  56258. normal?: Vector3;
  56259. size?: Vector3;
  56260. angle?: number;
  56261. }): Mesh;
  56262. }
  56263. }
  56264. declare module "babylonjs/Meshes/meshBuilder" {
  56265. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  56266. import { Nullable } from "babylonjs/types";
  56267. import { Scene } from "babylonjs/scene";
  56268. import { Mesh } from "babylonjs/Meshes/mesh";
  56269. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  56270. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  56271. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56272. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  56273. import { Plane } from "babylonjs/Maths/math.plane";
  56274. /**
  56275. * Class containing static functions to help procedurally build meshes
  56276. */
  56277. export class MeshBuilder {
  56278. /**
  56279. * Creates a box mesh
  56280. * * The parameter `size` sets the size (float) of each box side (default 1)
  56281. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  56282. * * 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)
  56283. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56284. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56285. * * If you create a double-sided mesh, you can choose what parts of 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
  56286. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56287. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56288. * @param name defines the name of the mesh
  56289. * @param options defines the options used to create the mesh
  56290. * @param scene defines the hosting scene
  56291. * @returns the box mesh
  56292. */
  56293. static CreateBox(name: string, options: {
  56294. size?: number;
  56295. width?: number;
  56296. height?: number;
  56297. depth?: number;
  56298. faceUV?: Vector4[];
  56299. faceColors?: Color4[];
  56300. sideOrientation?: number;
  56301. frontUVs?: Vector4;
  56302. backUVs?: Vector4;
  56303. updatable?: boolean;
  56304. }, scene?: Nullable<Scene>): Mesh;
  56305. /**
  56306. * Creates a tiled box mesh
  56307. * * faceTiles sets the pattern, tile size and number of tiles for a face
  56308. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56309. * @param name defines the name of the mesh
  56310. * @param options defines the options used to create the mesh
  56311. * @param scene defines the hosting scene
  56312. * @returns the tiled box mesh
  56313. */
  56314. static CreateTiledBox(name: string, options: {
  56315. pattern?: number;
  56316. size?: number;
  56317. width?: number;
  56318. height?: number;
  56319. depth: number;
  56320. tileSize?: number;
  56321. tileWidth?: number;
  56322. tileHeight?: number;
  56323. faceUV?: Vector4[];
  56324. faceColors?: Color4[];
  56325. alignHorizontal?: number;
  56326. alignVertical?: number;
  56327. sideOrientation?: number;
  56328. updatable?: boolean;
  56329. }, scene?: Nullable<Scene>): Mesh;
  56330. /**
  56331. * Creates a sphere mesh
  56332. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  56333. * * 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`)
  56334. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  56335. * * 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
  56336. * * 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)
  56337. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56338. * * If you create a double-sided mesh, you can choose what parts of 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
  56339. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56340. * @param name defines the name of the mesh
  56341. * @param options defines the options used to create the mesh
  56342. * @param scene defines the hosting scene
  56343. * @returns the sphere mesh
  56344. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  56345. */
  56346. static CreateSphere(name: string, options: {
  56347. segments?: number;
  56348. diameter?: number;
  56349. diameterX?: number;
  56350. diameterY?: number;
  56351. diameterZ?: number;
  56352. arc?: number;
  56353. slice?: number;
  56354. sideOrientation?: number;
  56355. frontUVs?: Vector4;
  56356. backUVs?: Vector4;
  56357. updatable?: boolean;
  56358. }, scene?: Nullable<Scene>): Mesh;
  56359. /**
  56360. * Creates a plane polygonal mesh. By default, this is a disc
  56361. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  56362. * * 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
  56363. * * 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
  56364. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56365. * * If you create a double-sided mesh, you can choose what parts of 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
  56366. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56367. * @param name defines the name of the mesh
  56368. * @param options defines the options used to create the mesh
  56369. * @param scene defines the hosting scene
  56370. * @returns the plane polygonal mesh
  56371. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  56372. */
  56373. static CreateDisc(name: string, options: {
  56374. radius?: number;
  56375. tessellation?: number;
  56376. arc?: number;
  56377. updatable?: boolean;
  56378. sideOrientation?: number;
  56379. frontUVs?: Vector4;
  56380. backUVs?: Vector4;
  56381. }, scene?: Nullable<Scene>): Mesh;
  56382. /**
  56383. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56384. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56385. * * 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`)
  56386. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56387. * * 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
  56388. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56389. * * If you create a double-sided mesh, you can choose what parts of 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
  56390. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56391. * @param name defines the name of the mesh
  56392. * @param options defines the options used to create the mesh
  56393. * @param scene defines the hosting scene
  56394. * @returns the icosahedron mesh
  56395. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56396. */
  56397. static CreateIcoSphere(name: string, options: {
  56398. radius?: number;
  56399. radiusX?: number;
  56400. radiusY?: number;
  56401. radiusZ?: number;
  56402. flat?: boolean;
  56403. subdivisions?: number;
  56404. sideOrientation?: number;
  56405. frontUVs?: Vector4;
  56406. backUVs?: Vector4;
  56407. updatable?: boolean;
  56408. }, scene?: Nullable<Scene>): Mesh;
  56409. /**
  56410. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56411. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  56412. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  56413. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  56414. * * 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
  56415. * * 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
  56416. * * 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
  56417. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56418. * * If you create a double-sided mesh, you can choose what parts of 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
  56419. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56420. * * 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
  56421. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  56422. * * 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
  56423. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  56424. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56425. * @param name defines the name of the mesh
  56426. * @param options defines the options used to create the mesh
  56427. * @param scene defines the hosting scene
  56428. * @returns the ribbon mesh
  56429. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  56430. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56431. */
  56432. static CreateRibbon(name: string, options: {
  56433. pathArray: Vector3[][];
  56434. closeArray?: boolean;
  56435. closePath?: boolean;
  56436. offset?: number;
  56437. updatable?: boolean;
  56438. sideOrientation?: number;
  56439. frontUVs?: Vector4;
  56440. backUVs?: Vector4;
  56441. instance?: Mesh;
  56442. invertUV?: boolean;
  56443. uvs?: Vector2[];
  56444. colors?: Color4[];
  56445. }, scene?: Nullable<Scene>): Mesh;
  56446. /**
  56447. * Creates a cylinder or a cone mesh
  56448. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  56449. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  56450. * * 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.
  56451. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  56452. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  56453. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  56454. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  56455. * * 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).
  56456. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  56457. * * 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).
  56458. * * 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
  56459. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  56460. * * 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
  56461. * * 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.
  56462. * * If `enclose` is false, a ring surface is one element.
  56463. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  56464. * * 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
  56465. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56466. * * If you create a double-sided mesh, you can choose what parts of 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
  56467. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56468. * @param name defines the name of the mesh
  56469. * @param options defines the options used to create the mesh
  56470. * @param scene defines the hosting scene
  56471. * @returns the cylinder mesh
  56472. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  56473. */
  56474. static CreateCylinder(name: string, options: {
  56475. height?: number;
  56476. diameterTop?: number;
  56477. diameterBottom?: number;
  56478. diameter?: number;
  56479. tessellation?: number;
  56480. subdivisions?: number;
  56481. arc?: number;
  56482. faceColors?: Color4[];
  56483. faceUV?: Vector4[];
  56484. updatable?: boolean;
  56485. hasRings?: boolean;
  56486. enclose?: boolean;
  56487. cap?: number;
  56488. sideOrientation?: number;
  56489. frontUVs?: Vector4;
  56490. backUVs?: Vector4;
  56491. }, scene?: Nullable<Scene>): Mesh;
  56492. /**
  56493. * Creates a torus mesh
  56494. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  56495. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  56496. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  56497. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56498. * * If you create a double-sided mesh, you can choose what parts of 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
  56499. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56500. * @param name defines the name of the mesh
  56501. * @param options defines the options used to create the mesh
  56502. * @param scene defines the hosting scene
  56503. * @returns the torus mesh
  56504. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  56505. */
  56506. static CreateTorus(name: string, options: {
  56507. diameter?: number;
  56508. thickness?: number;
  56509. tessellation?: number;
  56510. updatable?: boolean;
  56511. sideOrientation?: number;
  56512. frontUVs?: Vector4;
  56513. backUVs?: Vector4;
  56514. }, scene?: Nullable<Scene>): Mesh;
  56515. /**
  56516. * Creates a torus knot mesh
  56517. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56518. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56519. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56520. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56521. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56522. * * If you create a double-sided mesh, you can choose what parts of 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
  56523. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56524. * @param name defines the name of the mesh
  56525. * @param options defines the options used to create the mesh
  56526. * @param scene defines the hosting scene
  56527. * @returns the torus knot mesh
  56528. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56529. */
  56530. static CreateTorusKnot(name: string, options: {
  56531. radius?: number;
  56532. tube?: number;
  56533. radialSegments?: number;
  56534. tubularSegments?: number;
  56535. p?: number;
  56536. q?: number;
  56537. updatable?: boolean;
  56538. sideOrientation?: number;
  56539. frontUVs?: Vector4;
  56540. backUVs?: Vector4;
  56541. }, scene?: Nullable<Scene>): Mesh;
  56542. /**
  56543. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  56544. * * 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
  56545. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  56546. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  56547. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  56548. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  56549. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  56550. * * 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
  56551. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  56552. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56553. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  56554. * @param name defines the name of the new line system
  56555. * @param options defines the options used to create the line system
  56556. * @param scene defines the hosting scene
  56557. * @returns a new line system mesh
  56558. */
  56559. static CreateLineSystem(name: string, options: {
  56560. lines: Vector3[][];
  56561. updatable?: boolean;
  56562. instance?: Nullable<LinesMesh>;
  56563. colors?: Nullable<Color4[][]>;
  56564. useVertexAlpha?: boolean;
  56565. }, scene: Nullable<Scene>): LinesMesh;
  56566. /**
  56567. * Creates a line mesh
  56568. * 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
  56569. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56570. * * The parameter `points` is an array successive Vector3
  56571. * * 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
  56572. * * The optional parameter `colors` is an array of successive Color4, one per line point
  56573. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  56574. * * When updating an instance, remember that only point positions can change, not the number of points
  56575. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56576. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  56577. * @param name defines the name of the new line system
  56578. * @param options defines the options used to create the line system
  56579. * @param scene defines the hosting scene
  56580. * @returns a new line mesh
  56581. */
  56582. static CreateLines(name: string, options: {
  56583. points: Vector3[];
  56584. updatable?: boolean;
  56585. instance?: Nullable<LinesMesh>;
  56586. colors?: Color4[];
  56587. useVertexAlpha?: boolean;
  56588. }, scene?: Nullable<Scene>): LinesMesh;
  56589. /**
  56590. * Creates a dashed line mesh
  56591. * * 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
  56592. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56593. * * The parameter `points` is an array successive Vector3
  56594. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  56595. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  56596. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  56597. * * 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
  56598. * * When updating an instance, remember that only point positions can change, not the number of points
  56599. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56600. * @param name defines the name of the mesh
  56601. * @param options defines the options used to create the mesh
  56602. * @param scene defines the hosting scene
  56603. * @returns the dashed line mesh
  56604. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  56605. */
  56606. static CreateDashedLines(name: string, options: {
  56607. points: Vector3[];
  56608. dashSize?: number;
  56609. gapSize?: number;
  56610. dashNb?: number;
  56611. updatable?: boolean;
  56612. instance?: LinesMesh;
  56613. }, scene?: Nullable<Scene>): LinesMesh;
  56614. /**
  56615. * 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.
  56616. * * 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.
  56617. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56618. * * 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.
  56619. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  56620. * * 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
  56621. * * 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
  56622. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  56623. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56624. * * If you create a double-sided mesh, you can choose what parts of 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
  56625. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  56626. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56627. * @param name defines the name of the mesh
  56628. * @param options defines the options used to create the mesh
  56629. * @param scene defines the hosting scene
  56630. * @returns the extruded shape mesh
  56631. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56632. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56633. */
  56634. static ExtrudeShape(name: string, options: {
  56635. shape: Vector3[];
  56636. path: Vector3[];
  56637. scale?: number;
  56638. rotation?: number;
  56639. cap?: number;
  56640. updatable?: boolean;
  56641. sideOrientation?: number;
  56642. frontUVs?: Vector4;
  56643. backUVs?: Vector4;
  56644. instance?: Mesh;
  56645. invertUV?: boolean;
  56646. }, scene?: Nullable<Scene>): Mesh;
  56647. /**
  56648. * Creates an custom extruded shape mesh.
  56649. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  56650. * * 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.
  56651. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56652. * * 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
  56653. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  56654. * * 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
  56655. * * It must returns a float value that will be the scale value applied to the shape on each path point
  56656. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  56657. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  56658. * * 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
  56659. * * 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
  56660. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  56661. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56662. * * If you create a double-sided mesh, you can choose what parts of 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
  56663. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56664. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56665. * @param name defines the name of the mesh
  56666. * @param options defines the options used to create the mesh
  56667. * @param scene defines the hosting scene
  56668. * @returns the custom extruded shape mesh
  56669. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  56670. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56671. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56672. */
  56673. static ExtrudeShapeCustom(name: string, options: {
  56674. shape: Vector3[];
  56675. path: Vector3[];
  56676. scaleFunction?: any;
  56677. rotationFunction?: any;
  56678. ribbonCloseArray?: boolean;
  56679. ribbonClosePath?: boolean;
  56680. cap?: number;
  56681. updatable?: boolean;
  56682. sideOrientation?: number;
  56683. frontUVs?: Vector4;
  56684. backUVs?: Vector4;
  56685. instance?: Mesh;
  56686. invertUV?: boolean;
  56687. }, scene?: Nullable<Scene>): Mesh;
  56688. /**
  56689. * Creates lathe mesh.
  56690. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56691. * * 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
  56692. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56693. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56694. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56695. * * 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
  56696. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56697. * * 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
  56698. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56699. * * If you create a double-sided mesh, you can choose what parts of 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
  56700. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56701. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56702. * @param name defines the name of the mesh
  56703. * @param options defines the options used to create the mesh
  56704. * @param scene defines the hosting scene
  56705. * @returns the lathe mesh
  56706. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56707. */
  56708. static CreateLathe(name: string, options: {
  56709. shape: Vector3[];
  56710. radius?: number;
  56711. tessellation?: number;
  56712. clip?: number;
  56713. arc?: number;
  56714. closed?: boolean;
  56715. updatable?: boolean;
  56716. sideOrientation?: number;
  56717. frontUVs?: Vector4;
  56718. backUVs?: Vector4;
  56719. cap?: number;
  56720. invertUV?: boolean;
  56721. }, scene?: Nullable<Scene>): Mesh;
  56722. /**
  56723. * Creates a tiled plane mesh
  56724. * * You can set a limited pattern arrangement with the tiles
  56725. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56726. * * If you create a double-sided mesh, you can choose what parts of 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
  56727. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56728. * @param name defines the name of the mesh
  56729. * @param options defines the options used to create the mesh
  56730. * @param scene defines the hosting scene
  56731. * @returns the plane mesh
  56732. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  56733. */
  56734. static CreateTiledPlane(name: string, options: {
  56735. pattern?: number;
  56736. tileSize?: number;
  56737. tileWidth?: number;
  56738. tileHeight?: number;
  56739. size?: number;
  56740. width?: number;
  56741. height?: number;
  56742. alignHorizontal?: number;
  56743. alignVertical?: number;
  56744. sideOrientation?: number;
  56745. frontUVs?: Vector4;
  56746. backUVs?: Vector4;
  56747. updatable?: boolean;
  56748. }, scene?: Nullable<Scene>): Mesh;
  56749. /**
  56750. * Creates a plane mesh
  56751. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  56752. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  56753. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  56754. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56755. * * If you create a double-sided mesh, you can choose what parts of 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
  56756. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56757. * @param name defines the name of the mesh
  56758. * @param options defines the options used to create the mesh
  56759. * @param scene defines the hosting scene
  56760. * @returns the plane mesh
  56761. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  56762. */
  56763. static CreatePlane(name: string, options: {
  56764. size?: number;
  56765. width?: number;
  56766. height?: number;
  56767. sideOrientation?: number;
  56768. frontUVs?: Vector4;
  56769. backUVs?: Vector4;
  56770. updatable?: boolean;
  56771. sourcePlane?: Plane;
  56772. }, scene?: Nullable<Scene>): Mesh;
  56773. /**
  56774. * Creates a ground mesh
  56775. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  56776. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  56777. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56778. * @param name defines the name of the mesh
  56779. * @param options defines the options used to create the mesh
  56780. * @param scene defines the hosting scene
  56781. * @returns the ground mesh
  56782. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  56783. */
  56784. static CreateGround(name: string, options: {
  56785. width?: number;
  56786. height?: number;
  56787. subdivisions?: number;
  56788. subdivisionsX?: number;
  56789. subdivisionsY?: number;
  56790. updatable?: boolean;
  56791. }, scene?: Nullable<Scene>): Mesh;
  56792. /**
  56793. * Creates a tiled ground mesh
  56794. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  56795. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  56796. * * 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
  56797. * * 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
  56798. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56799. * @param name defines the name of the mesh
  56800. * @param options defines the options used to create the mesh
  56801. * @param scene defines the hosting scene
  56802. * @returns the tiled ground mesh
  56803. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  56804. */
  56805. static CreateTiledGround(name: string, options: {
  56806. xmin: number;
  56807. zmin: number;
  56808. xmax: number;
  56809. zmax: number;
  56810. subdivisions?: {
  56811. w: number;
  56812. h: number;
  56813. };
  56814. precision?: {
  56815. w: number;
  56816. h: number;
  56817. };
  56818. updatable?: boolean;
  56819. }, scene?: Nullable<Scene>): Mesh;
  56820. /**
  56821. * Creates a ground mesh from a height map
  56822. * * The parameter `url` sets the URL of the height map image resource.
  56823. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  56824. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  56825. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  56826. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  56827. * * 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.
  56828. * * 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).
  56829. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  56830. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56831. * @param name defines the name of the mesh
  56832. * @param url defines the url to the height map
  56833. * @param options defines the options used to create the mesh
  56834. * @param scene defines the hosting scene
  56835. * @returns the ground mesh
  56836. * @see https://doc.babylonjs.com/babylon101/height_map
  56837. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  56838. */
  56839. static CreateGroundFromHeightMap(name: string, url: string, options: {
  56840. width?: number;
  56841. height?: number;
  56842. subdivisions?: number;
  56843. minHeight?: number;
  56844. maxHeight?: number;
  56845. colorFilter?: Color3;
  56846. alphaFilter?: number;
  56847. updatable?: boolean;
  56848. onReady?: (mesh: GroundMesh) => void;
  56849. }, scene?: Nullable<Scene>): GroundMesh;
  56850. /**
  56851. * Creates a polygon mesh
  56852. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56853. * * 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
  56854. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56855. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56856. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  56857. * * Remember you can only change the shape positions, not their number when updating a polygon
  56858. * @param name defines the name of the mesh
  56859. * @param options defines the options used to create the mesh
  56860. * @param scene defines the hosting scene
  56861. * @param earcutInjection can be used to inject your own earcut reference
  56862. * @returns the polygon mesh
  56863. */
  56864. static CreatePolygon(name: string, options: {
  56865. shape: Vector3[];
  56866. holes?: Vector3[][];
  56867. depth?: number;
  56868. faceUV?: Vector4[];
  56869. faceColors?: Color4[];
  56870. updatable?: boolean;
  56871. sideOrientation?: number;
  56872. frontUVs?: Vector4;
  56873. backUVs?: Vector4;
  56874. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56875. /**
  56876. * Creates an extruded polygon mesh, with depth in the Y direction.
  56877. * * 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)
  56878. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56879. * @param name defines the name of the mesh
  56880. * @param options defines the options used to create the mesh
  56881. * @param scene defines the hosting scene
  56882. * @param earcutInjection can be used to inject your own earcut reference
  56883. * @returns the polygon mesh
  56884. */
  56885. static ExtrudePolygon(name: string, options: {
  56886. shape: Vector3[];
  56887. holes?: Vector3[][];
  56888. depth?: number;
  56889. faceUV?: Vector4[];
  56890. faceColors?: Color4[];
  56891. updatable?: boolean;
  56892. sideOrientation?: number;
  56893. frontUVs?: Vector4;
  56894. backUVs?: Vector4;
  56895. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56896. /**
  56897. * Creates a tube mesh.
  56898. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56899. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56900. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56901. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56902. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56903. * * 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)
  56904. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56905. * * 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
  56906. * * 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
  56907. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56908. * * If you create a double-sided mesh, you can choose what parts of 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
  56909. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56910. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56911. * @param name defines the name of the mesh
  56912. * @param options defines the options used to create the mesh
  56913. * @param scene defines the hosting scene
  56914. * @returns the tube mesh
  56915. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56916. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56917. */
  56918. static CreateTube(name: string, options: {
  56919. path: Vector3[];
  56920. radius?: number;
  56921. tessellation?: number;
  56922. radiusFunction?: {
  56923. (i: number, distance: number): number;
  56924. };
  56925. cap?: number;
  56926. arc?: number;
  56927. updatable?: boolean;
  56928. sideOrientation?: number;
  56929. frontUVs?: Vector4;
  56930. backUVs?: Vector4;
  56931. instance?: Mesh;
  56932. invertUV?: boolean;
  56933. }, scene?: Nullable<Scene>): Mesh;
  56934. /**
  56935. * Creates a polyhedron mesh
  56936. * * 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
  56937. * * The parameter `size` (positive float, default 1) sets the polygon size
  56938. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  56939. * * 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`
  56940. * * 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
  56941. * * 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)`)
  56942. * * 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
  56943. * * 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
  56944. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56945. * * If you create a double-sided mesh, you can choose what parts of 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
  56946. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56947. * @param name defines the name of the mesh
  56948. * @param options defines the options used to create the mesh
  56949. * @param scene defines the hosting scene
  56950. * @returns the polyhedron mesh
  56951. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  56952. */
  56953. static CreatePolyhedron(name: string, options: {
  56954. type?: number;
  56955. size?: number;
  56956. sizeX?: number;
  56957. sizeY?: number;
  56958. sizeZ?: number;
  56959. custom?: any;
  56960. faceUV?: Vector4[];
  56961. faceColors?: Color4[];
  56962. flat?: boolean;
  56963. updatable?: boolean;
  56964. sideOrientation?: number;
  56965. frontUVs?: Vector4;
  56966. backUVs?: Vector4;
  56967. }, scene?: Nullable<Scene>): Mesh;
  56968. /**
  56969. * Creates a decal mesh.
  56970. * 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
  56971. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  56972. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  56973. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  56974. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  56975. * @param name defines the name of the mesh
  56976. * @param sourceMesh defines the mesh where the decal must be applied
  56977. * @param options defines the options used to create the mesh
  56978. * @param scene defines the hosting scene
  56979. * @returns the decal mesh
  56980. * @see https://doc.babylonjs.com/how_to/decals
  56981. */
  56982. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  56983. position?: Vector3;
  56984. normal?: Vector3;
  56985. size?: Vector3;
  56986. angle?: number;
  56987. }): Mesh;
  56988. }
  56989. }
  56990. declare module "babylonjs/Meshes/meshSimplification" {
  56991. import { Mesh } from "babylonjs/Meshes/mesh";
  56992. /**
  56993. * A simplifier interface for future simplification implementations
  56994. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  56995. */
  56996. export interface ISimplifier {
  56997. /**
  56998. * Simplification of a given mesh according to the given settings.
  56999. * Since this requires computation, it is assumed that the function runs async.
  57000. * @param settings The settings of the simplification, including quality and distance
  57001. * @param successCallback A callback that will be called after the mesh was simplified.
  57002. * @param errorCallback in case of an error, this callback will be called. optional.
  57003. */
  57004. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  57005. }
  57006. /**
  57007. * Expected simplification settings.
  57008. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  57009. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57010. */
  57011. export interface ISimplificationSettings {
  57012. /**
  57013. * Gets or sets the expected quality
  57014. */
  57015. quality: number;
  57016. /**
  57017. * Gets or sets the distance when this optimized version should be used
  57018. */
  57019. distance: number;
  57020. /**
  57021. * Gets an already optimized mesh
  57022. */
  57023. optimizeMesh?: boolean;
  57024. }
  57025. /**
  57026. * Class used to specify simplification options
  57027. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57028. */
  57029. export class SimplificationSettings implements ISimplificationSettings {
  57030. /** expected quality */
  57031. quality: number;
  57032. /** distance when this optimized version should be used */
  57033. distance: number;
  57034. /** already optimized mesh */
  57035. optimizeMesh?: boolean | undefined;
  57036. /**
  57037. * Creates a SimplificationSettings
  57038. * @param quality expected quality
  57039. * @param distance distance when this optimized version should be used
  57040. * @param optimizeMesh already optimized mesh
  57041. */
  57042. constructor(
  57043. /** expected quality */
  57044. quality: number,
  57045. /** distance when this optimized version should be used */
  57046. distance: number,
  57047. /** already optimized mesh */
  57048. optimizeMesh?: boolean | undefined);
  57049. }
  57050. /**
  57051. * Interface used to define a simplification task
  57052. */
  57053. export interface ISimplificationTask {
  57054. /**
  57055. * Array of settings
  57056. */
  57057. settings: Array<ISimplificationSettings>;
  57058. /**
  57059. * Simplification type
  57060. */
  57061. simplificationType: SimplificationType;
  57062. /**
  57063. * Mesh to simplify
  57064. */
  57065. mesh: Mesh;
  57066. /**
  57067. * Callback called on success
  57068. */
  57069. successCallback?: () => void;
  57070. /**
  57071. * Defines if parallel processing can be used
  57072. */
  57073. parallelProcessing: boolean;
  57074. }
  57075. /**
  57076. * Queue used to order the simplification tasks
  57077. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57078. */
  57079. export class SimplificationQueue {
  57080. private _simplificationArray;
  57081. /**
  57082. * Gets a boolean indicating that the process is still running
  57083. */
  57084. running: boolean;
  57085. /**
  57086. * Creates a new queue
  57087. */
  57088. constructor();
  57089. /**
  57090. * Adds a new simplification task
  57091. * @param task defines a task to add
  57092. */
  57093. addTask(task: ISimplificationTask): void;
  57094. /**
  57095. * Execute next task
  57096. */
  57097. executeNext(): void;
  57098. /**
  57099. * Execute a simplification task
  57100. * @param task defines the task to run
  57101. */
  57102. runSimplification(task: ISimplificationTask): void;
  57103. private getSimplifier;
  57104. }
  57105. /**
  57106. * The implemented types of simplification
  57107. * At the moment only Quadratic Error Decimation is implemented
  57108. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57109. */
  57110. export enum SimplificationType {
  57111. /** Quadratic error decimation */
  57112. QUADRATIC = 0
  57113. }
  57114. }
  57115. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  57116. import { Scene } from "babylonjs/scene";
  57117. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  57118. import { ISceneComponent } from "babylonjs/sceneComponent";
  57119. module "babylonjs/scene" {
  57120. interface Scene {
  57121. /** @hidden (Backing field) */
  57122. _simplificationQueue: SimplificationQueue;
  57123. /**
  57124. * Gets or sets the simplification queue attached to the scene
  57125. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57126. */
  57127. simplificationQueue: SimplificationQueue;
  57128. }
  57129. }
  57130. module "babylonjs/Meshes/mesh" {
  57131. interface Mesh {
  57132. /**
  57133. * Simplify the mesh according to the given array of settings.
  57134. * Function will return immediately and will simplify async
  57135. * @param settings a collection of simplification settings
  57136. * @param parallelProcessing should all levels calculate parallel or one after the other
  57137. * @param simplificationType the type of simplification to run
  57138. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  57139. * @returns the current mesh
  57140. */
  57141. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  57142. }
  57143. }
  57144. /**
  57145. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  57146. * created in a scene
  57147. */
  57148. export class SimplicationQueueSceneComponent implements ISceneComponent {
  57149. /**
  57150. * The component name helpfull to identify the component in the list of scene components.
  57151. */
  57152. readonly name: string;
  57153. /**
  57154. * The scene the component belongs to.
  57155. */
  57156. scene: Scene;
  57157. /**
  57158. * Creates a new instance of the component for the given scene
  57159. * @param scene Defines the scene to register the component in
  57160. */
  57161. constructor(scene: Scene);
  57162. /**
  57163. * Registers the component in a given scene
  57164. */
  57165. register(): void;
  57166. /**
  57167. * Rebuilds the elements related to this component in case of
  57168. * context lost for instance.
  57169. */
  57170. rebuild(): void;
  57171. /**
  57172. * Disposes the component and the associated ressources
  57173. */
  57174. dispose(): void;
  57175. private _beforeCameraUpdate;
  57176. }
  57177. }
  57178. declare module "babylonjs/Meshes/Builders/index" {
  57179. export * from "babylonjs/Meshes/Builders/boxBuilder";
  57180. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  57181. export * from "babylonjs/Meshes/Builders/discBuilder";
  57182. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  57183. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  57184. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  57185. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  57186. export * from "babylonjs/Meshes/Builders/torusBuilder";
  57187. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  57188. export * from "babylonjs/Meshes/Builders/linesBuilder";
  57189. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  57190. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  57191. export * from "babylonjs/Meshes/Builders/latheBuilder";
  57192. export * from "babylonjs/Meshes/Builders/planeBuilder";
  57193. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  57194. export * from "babylonjs/Meshes/Builders/groundBuilder";
  57195. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  57196. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  57197. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  57198. export * from "babylonjs/Meshes/Builders/decalBuilder";
  57199. }
  57200. declare module "babylonjs/Meshes/index" {
  57201. export * from "babylonjs/Meshes/abstractMesh";
  57202. export * from "babylonjs/Meshes/buffer";
  57203. export * from "babylonjs/Meshes/Compression/index";
  57204. export * from "babylonjs/Meshes/csg";
  57205. export * from "babylonjs/Meshes/geometry";
  57206. export * from "babylonjs/Meshes/groundMesh";
  57207. export * from "babylonjs/Meshes/trailMesh";
  57208. export * from "babylonjs/Meshes/instancedMesh";
  57209. export * from "babylonjs/Meshes/linesMesh";
  57210. export * from "babylonjs/Meshes/mesh";
  57211. export * from "babylonjs/Meshes/mesh.vertexData";
  57212. export * from "babylonjs/Meshes/meshBuilder";
  57213. export * from "babylonjs/Meshes/meshSimplification";
  57214. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  57215. export * from "babylonjs/Meshes/polygonMesh";
  57216. export * from "babylonjs/Meshes/subMesh";
  57217. export * from "babylonjs/Meshes/meshLODLevel";
  57218. export * from "babylonjs/Meshes/transformNode";
  57219. export * from "babylonjs/Meshes/Builders/index";
  57220. export * from "babylonjs/Meshes/dataBuffer";
  57221. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  57222. }
  57223. declare module "babylonjs/Morph/index" {
  57224. export * from "babylonjs/Morph/morphTarget";
  57225. export * from "babylonjs/Morph/morphTargetManager";
  57226. }
  57227. declare module "babylonjs/Navigation/INavigationEngine" {
  57228. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57229. import { Vector3 } from "babylonjs/Maths/math";
  57230. import { Mesh } from "babylonjs/Meshes/mesh";
  57231. import { Scene } from "babylonjs/scene";
  57232. /**
  57233. * Navigation plugin interface to add navigation constrained by a navigation mesh
  57234. */
  57235. export interface INavigationEnginePlugin {
  57236. /**
  57237. * plugin name
  57238. */
  57239. name: string;
  57240. /**
  57241. * Creates a navigation mesh
  57242. * @param meshes array of all the geometry used to compute the navigatio mesh
  57243. * @param parameters bunch of parameters used to filter geometry
  57244. */
  57245. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57246. /**
  57247. * Create a navigation mesh debug mesh
  57248. * @param scene is where the mesh will be added
  57249. * @returns debug display mesh
  57250. */
  57251. createDebugNavMesh(scene: Scene): Mesh;
  57252. /**
  57253. * Get a navigation mesh constrained position, closest to the parameter position
  57254. * @param position world position
  57255. * @returns the closest point to position constrained by the navigation mesh
  57256. */
  57257. getClosestPoint(position: Vector3): Vector3;
  57258. /**
  57259. * Get a navigation mesh constrained position, within a particular radius
  57260. * @param position world position
  57261. * @param maxRadius the maximum distance to the constrained world position
  57262. * @returns the closest point to position constrained by the navigation mesh
  57263. */
  57264. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57265. /**
  57266. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57267. * @param start world position
  57268. * @param end world position
  57269. * @returns array containing world position composing the path
  57270. */
  57271. computePath(start: Vector3, end: Vector3): Vector3[];
  57272. /**
  57273. * If this plugin is supported
  57274. * @returns true if plugin is supported
  57275. */
  57276. isSupported(): boolean;
  57277. /**
  57278. * Create a new Crowd so you can add agents
  57279. * @param maxAgents the maximum agent count in the crowd
  57280. * @param maxAgentRadius the maximum radius an agent can have
  57281. * @param scene to attach the crowd to
  57282. * @returns the crowd you can add agents to
  57283. */
  57284. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57285. /**
  57286. * Release all resources
  57287. */
  57288. dispose(): void;
  57289. }
  57290. /**
  57291. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  57292. */
  57293. export interface ICrowd {
  57294. /**
  57295. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57296. * You can attach anything to that node. The node position is updated in the scene update tick.
  57297. * @param pos world position that will be constrained by the navigation mesh
  57298. * @param parameters agent parameters
  57299. * @param transform hooked to the agent that will be update by the scene
  57300. * @returns agent index
  57301. */
  57302. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57303. /**
  57304. * Returns the agent position in world space
  57305. * @param index agent index returned by addAgent
  57306. * @returns world space position
  57307. */
  57308. getAgentPosition(index: number): Vector3;
  57309. /**
  57310. * Gets the agent velocity in world space
  57311. * @param index agent index returned by addAgent
  57312. * @returns world space velocity
  57313. */
  57314. getAgentVelocity(index: number): Vector3;
  57315. /**
  57316. * remove a particular agent previously created
  57317. * @param index agent index returned by addAgent
  57318. */
  57319. removeAgent(index: number): void;
  57320. /**
  57321. * get the list of all agents attached to this crowd
  57322. * @returns list of agent indices
  57323. */
  57324. getAgents(): number[];
  57325. /**
  57326. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57327. * @param deltaTime in seconds
  57328. */
  57329. update(deltaTime: number): void;
  57330. /**
  57331. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57332. * @param index agent index returned by addAgent
  57333. * @param destination targeted world position
  57334. */
  57335. agentGoto(index: number, destination: Vector3): void;
  57336. /**
  57337. * Release all resources
  57338. */
  57339. dispose(): void;
  57340. }
  57341. /**
  57342. * Configures an agent
  57343. */
  57344. export interface IAgentParameters {
  57345. /**
  57346. * Agent radius. [Limit: >= 0]
  57347. */
  57348. radius: number;
  57349. /**
  57350. * Agent height. [Limit: > 0]
  57351. */
  57352. height: number;
  57353. /**
  57354. * Maximum allowed acceleration. [Limit: >= 0]
  57355. */
  57356. maxAcceleration: number;
  57357. /**
  57358. * Maximum allowed speed. [Limit: >= 0]
  57359. */
  57360. maxSpeed: number;
  57361. /**
  57362. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  57363. */
  57364. collisionQueryRange: number;
  57365. /**
  57366. * The path visibility optimization range. [Limit: > 0]
  57367. */
  57368. pathOptimizationRange: number;
  57369. /**
  57370. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  57371. */
  57372. separationWeight: number;
  57373. }
  57374. /**
  57375. * Configures the navigation mesh creation
  57376. */
  57377. export interface INavMeshParameters {
  57378. /**
  57379. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  57380. */
  57381. cs: number;
  57382. /**
  57383. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  57384. */
  57385. ch: number;
  57386. /**
  57387. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  57388. */
  57389. walkableSlopeAngle: number;
  57390. /**
  57391. * Minimum floor to 'ceiling' height that will still allow the floor area to
  57392. * be considered walkable. [Limit: >= 3] [Units: vx]
  57393. */
  57394. walkableHeight: number;
  57395. /**
  57396. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  57397. */
  57398. walkableClimb: number;
  57399. /**
  57400. * The distance to erode/shrink the walkable area of the heightfield away from
  57401. * obstructions. [Limit: >=0] [Units: vx]
  57402. */
  57403. walkableRadius: number;
  57404. /**
  57405. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  57406. */
  57407. maxEdgeLen: number;
  57408. /**
  57409. * The maximum distance a simplfied contour's border edges should deviate
  57410. * the original raw contour. [Limit: >=0] [Units: vx]
  57411. */
  57412. maxSimplificationError: number;
  57413. /**
  57414. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  57415. */
  57416. minRegionArea: number;
  57417. /**
  57418. * Any regions with a span count smaller than this value will, if possible,
  57419. * be merged with larger regions. [Limit: >=0] [Units: vx]
  57420. */
  57421. mergeRegionArea: number;
  57422. /**
  57423. * The maximum number of vertices allowed for polygons generated during the
  57424. * contour to polygon conversion process. [Limit: >= 3]
  57425. */
  57426. maxVertsPerPoly: number;
  57427. /**
  57428. * Sets the sampling distance to use when generating the detail mesh.
  57429. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  57430. */
  57431. detailSampleDist: number;
  57432. /**
  57433. * The maximum distance the detail mesh surface should deviate from heightfield
  57434. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  57435. */
  57436. detailSampleMaxError: number;
  57437. }
  57438. }
  57439. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  57440. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  57441. import { Mesh } from "babylonjs/Meshes/mesh";
  57442. import { Scene } from "babylonjs/scene";
  57443. import { Vector3 } from "babylonjs/Maths/math";
  57444. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57445. /**
  57446. * RecastJS navigation plugin
  57447. */
  57448. export class RecastJSPlugin implements INavigationEnginePlugin {
  57449. /**
  57450. * Reference to the Recast library
  57451. */
  57452. bjsRECAST: any;
  57453. /**
  57454. * plugin name
  57455. */
  57456. name: string;
  57457. /**
  57458. * the first navmesh created. We might extend this to support multiple navmeshes
  57459. */
  57460. navMesh: any;
  57461. /**
  57462. * Initializes the recastJS plugin
  57463. * @param recastInjection can be used to inject your own recast reference
  57464. */
  57465. constructor(recastInjection?: any);
  57466. /**
  57467. * Creates a navigation mesh
  57468. * @param meshes array of all the geometry used to compute the navigatio mesh
  57469. * @param parameters bunch of parameters used to filter geometry
  57470. */
  57471. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57472. /**
  57473. * Create a navigation mesh debug mesh
  57474. * @param scene is where the mesh will be added
  57475. * @returns debug display mesh
  57476. */
  57477. createDebugNavMesh(scene: Scene): Mesh;
  57478. /**
  57479. * Get a navigation mesh constrained position, closest to the parameter position
  57480. * @param position world position
  57481. * @returns the closest point to position constrained by the navigation mesh
  57482. */
  57483. getClosestPoint(position: Vector3): Vector3;
  57484. /**
  57485. * Get a navigation mesh constrained position, within a particular radius
  57486. * @param position world position
  57487. * @param maxRadius the maximum distance to the constrained world position
  57488. * @returns the closest point to position constrained by the navigation mesh
  57489. */
  57490. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57491. /**
  57492. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57493. * @param start world position
  57494. * @param end world position
  57495. * @returns array containing world position composing the path
  57496. */
  57497. computePath(start: Vector3, end: Vector3): Vector3[];
  57498. /**
  57499. * Create a new Crowd so you can add agents
  57500. * @param maxAgents the maximum agent count in the crowd
  57501. * @param maxAgentRadius the maximum radius an agent can have
  57502. * @param scene to attach the crowd to
  57503. * @returns the crowd you can add agents to
  57504. */
  57505. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57506. /**
  57507. * Disposes
  57508. */
  57509. dispose(): void;
  57510. /**
  57511. * If this plugin is supported
  57512. * @returns true if plugin is supported
  57513. */
  57514. isSupported(): boolean;
  57515. }
  57516. /**
  57517. * Recast detour crowd implementation
  57518. */
  57519. export class RecastJSCrowd implements ICrowd {
  57520. /**
  57521. * Recast/detour plugin
  57522. */
  57523. bjsRECASTPlugin: RecastJSPlugin;
  57524. /**
  57525. * Link to the detour crowd
  57526. */
  57527. recastCrowd: any;
  57528. /**
  57529. * One transform per agent
  57530. */
  57531. transforms: TransformNode[];
  57532. /**
  57533. * All agents created
  57534. */
  57535. agents: number[];
  57536. /**
  57537. * Link to the scene is kept to unregister the crowd from the scene
  57538. */
  57539. private _scene;
  57540. /**
  57541. * Observer for crowd updates
  57542. */
  57543. private _onBeforeAnimationsObserver;
  57544. /**
  57545. * Constructor
  57546. * @param plugin recastJS plugin
  57547. * @param maxAgents the maximum agent count in the crowd
  57548. * @param maxAgentRadius the maximum radius an agent can have
  57549. * @param scene to attach the crowd to
  57550. * @returns the crowd you can add agents to
  57551. */
  57552. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  57553. /**
  57554. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57555. * You can attach anything to that node. The node position is updated in the scene update tick.
  57556. * @param pos world position that will be constrained by the navigation mesh
  57557. * @param parameters agent parameters
  57558. * @param transform hooked to the agent that will be update by the scene
  57559. * @returns agent index
  57560. */
  57561. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57562. /**
  57563. * Returns the agent position in world space
  57564. * @param index agent index returned by addAgent
  57565. * @returns world space position
  57566. */
  57567. getAgentPosition(index: number): Vector3;
  57568. /**
  57569. * Returns the agent velocity in world space
  57570. * @param index agent index returned by addAgent
  57571. * @returns world space velocity
  57572. */
  57573. getAgentVelocity(index: number): Vector3;
  57574. /**
  57575. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57576. * @param index agent index returned by addAgent
  57577. * @param destination targeted world position
  57578. */
  57579. agentGoto(index: number, destination: Vector3): void;
  57580. /**
  57581. * remove a particular agent previously created
  57582. * @param index agent index returned by addAgent
  57583. */
  57584. removeAgent(index: number): void;
  57585. /**
  57586. * get the list of all agents attached to this crowd
  57587. * @returns list of agent indices
  57588. */
  57589. getAgents(): number[];
  57590. /**
  57591. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57592. * @param deltaTime in seconds
  57593. */
  57594. update(deltaTime: number): void;
  57595. /**
  57596. * Release all resources
  57597. */
  57598. dispose(): void;
  57599. }
  57600. }
  57601. declare module "babylonjs/Navigation/Plugins/index" {
  57602. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  57603. }
  57604. declare module "babylonjs/Navigation/index" {
  57605. export * from "babylonjs/Navigation/INavigationEngine";
  57606. export * from "babylonjs/Navigation/Plugins/index";
  57607. }
  57608. declare module "babylonjs/Offline/database" {
  57609. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  57610. /**
  57611. * Class used to enable access to IndexedDB
  57612. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  57613. */
  57614. export class Database implements IOfflineProvider {
  57615. private _callbackManifestChecked;
  57616. private _currentSceneUrl;
  57617. private _db;
  57618. private _enableSceneOffline;
  57619. private _enableTexturesOffline;
  57620. private _manifestVersionFound;
  57621. private _mustUpdateRessources;
  57622. private _hasReachedQuota;
  57623. private _isSupported;
  57624. private _idbFactory;
  57625. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  57626. private static IsUASupportingBlobStorage;
  57627. /**
  57628. * Gets a boolean indicating if Database storate is enabled (off by default)
  57629. */
  57630. static IDBStorageEnabled: boolean;
  57631. /**
  57632. * Gets a boolean indicating if scene must be saved in the database
  57633. */
  57634. readonly enableSceneOffline: boolean;
  57635. /**
  57636. * Gets a boolean indicating if textures must be saved in the database
  57637. */
  57638. readonly enableTexturesOffline: boolean;
  57639. /**
  57640. * Creates a new Database
  57641. * @param urlToScene defines the url to load the scene
  57642. * @param callbackManifestChecked defines the callback to use when manifest is checked
  57643. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  57644. */
  57645. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  57646. private static _ParseURL;
  57647. private static _ReturnFullUrlLocation;
  57648. private _checkManifestFile;
  57649. /**
  57650. * Open the database and make it available
  57651. * @param successCallback defines the callback to call on success
  57652. * @param errorCallback defines the callback to call on error
  57653. */
  57654. open(successCallback: () => void, errorCallback: () => void): void;
  57655. /**
  57656. * Loads an image from the database
  57657. * @param url defines the url to load from
  57658. * @param image defines the target DOM image
  57659. */
  57660. loadImage(url: string, image: HTMLImageElement): void;
  57661. private _loadImageFromDBAsync;
  57662. private _saveImageIntoDBAsync;
  57663. private _checkVersionFromDB;
  57664. private _loadVersionFromDBAsync;
  57665. private _saveVersionIntoDBAsync;
  57666. /**
  57667. * Loads a file from database
  57668. * @param url defines the URL to load from
  57669. * @param sceneLoaded defines a callback to call on success
  57670. * @param progressCallBack defines a callback to call when progress changed
  57671. * @param errorCallback defines a callback to call on error
  57672. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  57673. */
  57674. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  57675. private _loadFileAsync;
  57676. private _saveFileAsync;
  57677. /**
  57678. * Validates if xhr data is correct
  57679. * @param xhr defines the request to validate
  57680. * @param dataType defines the expected data type
  57681. * @returns true if data is correct
  57682. */
  57683. private static _ValidateXHRData;
  57684. }
  57685. }
  57686. declare module "babylonjs/Offline/index" {
  57687. export * from "babylonjs/Offline/database";
  57688. export * from "babylonjs/Offline/IOfflineProvider";
  57689. }
  57690. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  57691. /** @hidden */
  57692. export var gpuUpdateParticlesPixelShader: {
  57693. name: string;
  57694. shader: string;
  57695. };
  57696. }
  57697. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  57698. /** @hidden */
  57699. export var gpuUpdateParticlesVertexShader: {
  57700. name: string;
  57701. shader: string;
  57702. };
  57703. }
  57704. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  57705. /** @hidden */
  57706. export var clipPlaneFragmentDeclaration2: {
  57707. name: string;
  57708. shader: string;
  57709. };
  57710. }
  57711. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  57712. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  57713. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57714. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57715. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57716. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  57717. /** @hidden */
  57718. export var gpuRenderParticlesPixelShader: {
  57719. name: string;
  57720. shader: string;
  57721. };
  57722. }
  57723. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  57724. /** @hidden */
  57725. export var clipPlaneVertexDeclaration2: {
  57726. name: string;
  57727. shader: string;
  57728. };
  57729. }
  57730. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  57731. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  57732. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  57733. /** @hidden */
  57734. export var gpuRenderParticlesVertexShader: {
  57735. name: string;
  57736. shader: string;
  57737. };
  57738. }
  57739. declare module "babylonjs/Particles/gpuParticleSystem" {
  57740. import { Nullable } from "babylonjs/types";
  57741. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  57742. import { Observable } from "babylonjs/Misc/observable";
  57743. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  57744. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  57745. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  57746. import { Scene, IDisposable } from "babylonjs/scene";
  57747. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  57748. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  57749. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  57750. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  57751. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  57752. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  57753. /**
  57754. * This represents a GPU particle system in Babylon
  57755. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  57756. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  57757. */
  57758. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  57759. /**
  57760. * The layer mask we are rendering the particles through.
  57761. */
  57762. layerMask: number;
  57763. private _capacity;
  57764. private _activeCount;
  57765. private _currentActiveCount;
  57766. private _accumulatedCount;
  57767. private _renderEffect;
  57768. private _updateEffect;
  57769. private _buffer0;
  57770. private _buffer1;
  57771. private _spriteBuffer;
  57772. private _updateVAO;
  57773. private _renderVAO;
  57774. private _targetIndex;
  57775. private _sourceBuffer;
  57776. private _targetBuffer;
  57777. private _engine;
  57778. private _currentRenderId;
  57779. private _started;
  57780. private _stopped;
  57781. private _timeDelta;
  57782. private _randomTexture;
  57783. private _randomTexture2;
  57784. private _attributesStrideSize;
  57785. private _updateEffectOptions;
  57786. private _randomTextureSize;
  57787. private _actualFrame;
  57788. private readonly _rawTextureWidth;
  57789. /**
  57790. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  57791. */
  57792. static readonly IsSupported: boolean;
  57793. /**
  57794. * An event triggered when the system is disposed.
  57795. */
  57796. onDisposeObservable: Observable<GPUParticleSystem>;
  57797. /**
  57798. * Gets the maximum number of particles active at the same time.
  57799. * @returns The max number of active particles.
  57800. */
  57801. getCapacity(): number;
  57802. /**
  57803. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  57804. * to override the particles.
  57805. */
  57806. forceDepthWrite: boolean;
  57807. /**
  57808. * Gets or set the number of active particles
  57809. */
  57810. activeParticleCount: number;
  57811. private _preWarmDone;
  57812. /**
  57813. * Is this system ready to be used/rendered
  57814. * @return true if the system is ready
  57815. */
  57816. isReady(): boolean;
  57817. /**
  57818. * Gets if the system has been started. (Note: this will still be true after stop is called)
  57819. * @returns True if it has been started, otherwise false.
  57820. */
  57821. isStarted(): boolean;
  57822. /**
  57823. * Starts the particle system and begins to emit
  57824. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  57825. */
  57826. start(delay?: number): void;
  57827. /**
  57828. * Stops the particle system.
  57829. */
  57830. stop(): void;
  57831. /**
  57832. * Remove all active particles
  57833. */
  57834. reset(): void;
  57835. /**
  57836. * Returns the string "GPUParticleSystem"
  57837. * @returns a string containing the class name
  57838. */
  57839. getClassName(): string;
  57840. private _colorGradientsTexture;
  57841. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  57842. /**
  57843. * Adds a new color gradient
  57844. * @param gradient defines the gradient to use (between 0 and 1)
  57845. * @param color1 defines the color to affect to the specified gradient
  57846. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  57847. * @returns the current particle system
  57848. */
  57849. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  57850. /**
  57851. * Remove a specific color gradient
  57852. * @param gradient defines the gradient to remove
  57853. * @returns the current particle system
  57854. */
  57855. removeColorGradient(gradient: number): GPUParticleSystem;
  57856. private _angularSpeedGradientsTexture;
  57857. private _sizeGradientsTexture;
  57858. private _velocityGradientsTexture;
  57859. private _limitVelocityGradientsTexture;
  57860. private _dragGradientsTexture;
  57861. private _addFactorGradient;
  57862. /**
  57863. * Adds a new size gradient
  57864. * @param gradient defines the gradient to use (between 0 and 1)
  57865. * @param factor defines the size factor to affect to the specified gradient
  57866. * @returns the current particle system
  57867. */
  57868. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  57869. /**
  57870. * Remove a specific size gradient
  57871. * @param gradient defines the gradient to remove
  57872. * @returns the current particle system
  57873. */
  57874. removeSizeGradient(gradient: number): GPUParticleSystem;
  57875. /**
  57876. * Adds a new angular speed gradient
  57877. * @param gradient defines the gradient to use (between 0 and 1)
  57878. * @param factor defines the angular speed to affect to the specified gradient
  57879. * @returns the current particle system
  57880. */
  57881. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  57882. /**
  57883. * Remove a specific angular speed gradient
  57884. * @param gradient defines the gradient to remove
  57885. * @returns the current particle system
  57886. */
  57887. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  57888. /**
  57889. * Adds a new velocity gradient
  57890. * @param gradient defines the gradient to use (between 0 and 1)
  57891. * @param factor defines the velocity to affect to the specified gradient
  57892. * @returns the current particle system
  57893. */
  57894. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  57895. /**
  57896. * Remove a specific velocity gradient
  57897. * @param gradient defines the gradient to remove
  57898. * @returns the current particle system
  57899. */
  57900. removeVelocityGradient(gradient: number): GPUParticleSystem;
  57901. /**
  57902. * Adds a new limit velocity gradient
  57903. * @param gradient defines the gradient to use (between 0 and 1)
  57904. * @param factor defines the limit velocity value to affect to the specified gradient
  57905. * @returns the current particle system
  57906. */
  57907. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  57908. /**
  57909. * Remove a specific limit velocity gradient
  57910. * @param gradient defines the gradient to remove
  57911. * @returns the current particle system
  57912. */
  57913. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  57914. /**
  57915. * Adds a new drag gradient
  57916. * @param gradient defines the gradient to use (between 0 and 1)
  57917. * @param factor defines the drag value to affect to the specified gradient
  57918. * @returns the current particle system
  57919. */
  57920. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  57921. /**
  57922. * Remove a specific drag gradient
  57923. * @param gradient defines the gradient to remove
  57924. * @returns the current particle system
  57925. */
  57926. removeDragGradient(gradient: number): GPUParticleSystem;
  57927. /**
  57928. * Not supported by GPUParticleSystem
  57929. * @param gradient defines the gradient to use (between 0 and 1)
  57930. * @param factor defines the emit rate value to affect to the specified gradient
  57931. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57932. * @returns the current particle system
  57933. */
  57934. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  57935. /**
  57936. * Not supported by GPUParticleSystem
  57937. * @param gradient defines the gradient to remove
  57938. * @returns the current particle system
  57939. */
  57940. removeEmitRateGradient(gradient: number): IParticleSystem;
  57941. /**
  57942. * Not supported by GPUParticleSystem
  57943. * @param gradient defines the gradient to use (between 0 and 1)
  57944. * @param factor defines the start size value to affect to the specified gradient
  57945. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57946. * @returns the current particle system
  57947. */
  57948. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  57949. /**
  57950. * Not supported by GPUParticleSystem
  57951. * @param gradient defines the gradient to remove
  57952. * @returns the current particle system
  57953. */
  57954. removeStartSizeGradient(gradient: number): IParticleSystem;
  57955. /**
  57956. * Not supported by GPUParticleSystem
  57957. * @param gradient defines the gradient to use (between 0 and 1)
  57958. * @param min defines the color remap minimal range
  57959. * @param max defines the color remap maximal range
  57960. * @returns the current particle system
  57961. */
  57962. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  57963. /**
  57964. * Not supported by GPUParticleSystem
  57965. * @param gradient defines the gradient to remove
  57966. * @returns the current particle system
  57967. */
  57968. removeColorRemapGradient(): IParticleSystem;
  57969. /**
  57970. * Not supported by GPUParticleSystem
  57971. * @param gradient defines the gradient to use (between 0 and 1)
  57972. * @param min defines the alpha remap minimal range
  57973. * @param max defines the alpha remap maximal range
  57974. * @returns the current particle system
  57975. */
  57976. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  57977. /**
  57978. * Not supported by GPUParticleSystem
  57979. * @param gradient defines the gradient to remove
  57980. * @returns the current particle system
  57981. */
  57982. removeAlphaRemapGradient(): IParticleSystem;
  57983. /**
  57984. * Not supported by GPUParticleSystem
  57985. * @param gradient defines the gradient to use (between 0 and 1)
  57986. * @param color defines the color to affect to the specified gradient
  57987. * @returns the current particle system
  57988. */
  57989. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  57990. /**
  57991. * Not supported by GPUParticleSystem
  57992. * @param gradient defines the gradient to remove
  57993. * @returns the current particle system
  57994. */
  57995. removeRampGradient(): IParticleSystem;
  57996. /**
  57997. * Not supported by GPUParticleSystem
  57998. * @returns the list of ramp gradients
  57999. */
  58000. getRampGradients(): Nullable<Array<Color3Gradient>>;
  58001. /**
  58002. * Not supported by GPUParticleSystem
  58003. * Gets or sets a boolean indicating that ramp gradients must be used
  58004. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  58005. */
  58006. useRampGradients: boolean;
  58007. /**
  58008. * Not supported by GPUParticleSystem
  58009. * @param gradient defines the gradient to use (between 0 and 1)
  58010. * @param factor defines the life time factor to affect to the specified gradient
  58011. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58012. * @returns the current particle system
  58013. */
  58014. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58015. /**
  58016. * Not supported by GPUParticleSystem
  58017. * @param gradient defines the gradient to remove
  58018. * @returns the current particle system
  58019. */
  58020. removeLifeTimeGradient(gradient: number): IParticleSystem;
  58021. /**
  58022. * Instantiates a GPU particle system.
  58023. * 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.
  58024. * @param name The name of the particle system
  58025. * @param options The options used to create the system
  58026. * @param scene The scene the particle system belongs to
  58027. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  58028. */
  58029. constructor(name: string, options: Partial<{
  58030. capacity: number;
  58031. randomTextureSize: number;
  58032. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  58033. protected _reset(): void;
  58034. private _createUpdateVAO;
  58035. private _createRenderVAO;
  58036. private _initialize;
  58037. /** @hidden */
  58038. _recreateUpdateEffect(): void;
  58039. /** @hidden */
  58040. _recreateRenderEffect(): void;
  58041. /**
  58042. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  58043. * @param preWarm defines if we are in the pre-warmimg phase
  58044. */
  58045. animate(preWarm?: boolean): void;
  58046. private _createFactorGradientTexture;
  58047. private _createSizeGradientTexture;
  58048. private _createAngularSpeedGradientTexture;
  58049. private _createVelocityGradientTexture;
  58050. private _createLimitVelocityGradientTexture;
  58051. private _createDragGradientTexture;
  58052. private _createColorGradientTexture;
  58053. /**
  58054. * Renders the particle system in its current state
  58055. * @param preWarm defines if the system should only update the particles but not render them
  58056. * @returns the current number of particles
  58057. */
  58058. render(preWarm?: boolean): number;
  58059. /**
  58060. * Rebuilds the particle system
  58061. */
  58062. rebuild(): void;
  58063. private _releaseBuffers;
  58064. private _releaseVAOs;
  58065. /**
  58066. * Disposes the particle system and free the associated resources
  58067. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  58068. */
  58069. dispose(disposeTexture?: boolean): void;
  58070. /**
  58071. * Clones the particle system.
  58072. * @param name The name of the cloned object
  58073. * @param newEmitter The new emitter to use
  58074. * @returns the cloned particle system
  58075. */
  58076. clone(name: string, newEmitter: any): GPUParticleSystem;
  58077. /**
  58078. * Serializes the particle system to a JSON object.
  58079. * @returns the JSON object
  58080. */
  58081. serialize(): any;
  58082. /**
  58083. * Parses a JSON object to create a GPU particle system.
  58084. * @param parsedParticleSystem The JSON object to parse
  58085. * @param scene The scene to create the particle system in
  58086. * @param rootUrl The root url to use to load external dependencies like texture
  58087. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  58088. * @returns the parsed GPU particle system
  58089. */
  58090. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  58091. }
  58092. }
  58093. declare module "babylonjs/Particles/particleSystemSet" {
  58094. import { Nullable } from "babylonjs/types";
  58095. import { Color3 } from "babylonjs/Maths/math.color";
  58096. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58097. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58098. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58099. import { Scene, IDisposable } from "babylonjs/scene";
  58100. /**
  58101. * Represents a set of particle systems working together to create a specific effect
  58102. */
  58103. export class ParticleSystemSet implements IDisposable {
  58104. private _emitterCreationOptions;
  58105. private _emitterNode;
  58106. /**
  58107. * Gets the particle system list
  58108. */
  58109. systems: IParticleSystem[];
  58110. /**
  58111. * Gets the emitter node used with this set
  58112. */
  58113. readonly emitterNode: Nullable<TransformNode>;
  58114. /**
  58115. * Creates a new emitter mesh as a sphere
  58116. * @param options defines the options used to create the sphere
  58117. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  58118. * @param scene defines the hosting scene
  58119. */
  58120. setEmitterAsSphere(options: {
  58121. diameter: number;
  58122. segments: number;
  58123. color: Color3;
  58124. }, renderingGroupId: number, scene: Scene): void;
  58125. /**
  58126. * Starts all particle systems of the set
  58127. * @param emitter defines an optional mesh to use as emitter for the particle systems
  58128. */
  58129. start(emitter?: AbstractMesh): void;
  58130. /**
  58131. * Release all associated resources
  58132. */
  58133. dispose(): void;
  58134. /**
  58135. * Serialize the set into a JSON compatible object
  58136. * @returns a JSON compatible representation of the set
  58137. */
  58138. serialize(): any;
  58139. /**
  58140. * Parse a new ParticleSystemSet from a serialized source
  58141. * @param data defines a JSON compatible representation of the set
  58142. * @param scene defines the hosting scene
  58143. * @param gpu defines if we want GPU particles or CPU particles
  58144. * @returns a new ParticleSystemSet
  58145. */
  58146. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  58147. }
  58148. }
  58149. declare module "babylonjs/Particles/particleHelper" {
  58150. import { Nullable } from "babylonjs/types";
  58151. import { Scene } from "babylonjs/scene";
  58152. import { Vector3 } from "babylonjs/Maths/math.vector";
  58153. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58154. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58155. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  58156. /**
  58157. * This class is made for on one-liner static method to help creating particle system set.
  58158. */
  58159. export class ParticleHelper {
  58160. /**
  58161. * Gets or sets base Assets URL
  58162. */
  58163. static BaseAssetsUrl: string;
  58164. /**
  58165. * Create a default particle system that you can tweak
  58166. * @param emitter defines the emitter to use
  58167. * @param capacity defines the system capacity (default is 500 particles)
  58168. * @param scene defines the hosting scene
  58169. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  58170. * @returns the new Particle system
  58171. */
  58172. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  58173. /**
  58174. * This is the main static method (one-liner) of this helper to create different particle systems
  58175. * @param type This string represents the type to the particle system to create
  58176. * @param scene The scene where the particle system should live
  58177. * @param gpu If the system will use gpu
  58178. * @returns the ParticleSystemSet created
  58179. */
  58180. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  58181. /**
  58182. * Static function used to export a particle system to a ParticleSystemSet variable.
  58183. * Please note that the emitter shape is not exported
  58184. * @param systems defines the particle systems to export
  58185. * @returns the created particle system set
  58186. */
  58187. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  58188. }
  58189. }
  58190. declare module "babylonjs/Particles/particleSystemComponent" {
  58191. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58192. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  58193. import "babylonjs/Shaders/particles.vertex";
  58194. module "babylonjs/Engines/engine" {
  58195. interface Engine {
  58196. /**
  58197. * Create an effect to use with particle systems.
  58198. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  58199. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  58200. * @param uniformsNames defines a list of attribute names
  58201. * @param samplers defines an array of string used to represent textures
  58202. * @param defines defines the string containing the defines to use to compile the shaders
  58203. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  58204. * @param onCompiled defines a function to call when the effect creation is successful
  58205. * @param onError defines a function to call when the effect creation has failed
  58206. * @returns the new Effect
  58207. */
  58208. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  58209. }
  58210. }
  58211. module "babylonjs/Meshes/mesh" {
  58212. interface Mesh {
  58213. /**
  58214. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  58215. * @returns an array of IParticleSystem
  58216. */
  58217. getEmittedParticleSystems(): IParticleSystem[];
  58218. /**
  58219. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  58220. * @returns an array of IParticleSystem
  58221. */
  58222. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  58223. }
  58224. }
  58225. /**
  58226. * @hidden
  58227. */
  58228. export var _IDoNeedToBeInTheBuild: number;
  58229. }
  58230. declare module "babylonjs/Particles/index" {
  58231. export * from "babylonjs/Particles/baseParticleSystem";
  58232. export * from "babylonjs/Particles/EmitterTypes/index";
  58233. export * from "babylonjs/Particles/gpuParticleSystem";
  58234. export * from "babylonjs/Particles/IParticleSystem";
  58235. export * from "babylonjs/Particles/particle";
  58236. export * from "babylonjs/Particles/particleHelper";
  58237. export * from "babylonjs/Particles/particleSystem";
  58238. export * from "babylonjs/Particles/particleSystemComponent";
  58239. export * from "babylonjs/Particles/particleSystemSet";
  58240. export * from "babylonjs/Particles/solidParticle";
  58241. export * from "babylonjs/Particles/solidParticleSystem";
  58242. export * from "babylonjs/Particles/subEmitter";
  58243. }
  58244. declare module "babylonjs/Physics/physicsEngineComponent" {
  58245. import { Nullable } from "babylonjs/types";
  58246. import { Observable, Observer } from "babylonjs/Misc/observable";
  58247. import { Vector3 } from "babylonjs/Maths/math.vector";
  58248. import { Mesh } from "babylonjs/Meshes/mesh";
  58249. import { ISceneComponent } from "babylonjs/sceneComponent";
  58250. import { Scene } from "babylonjs/scene";
  58251. import { Node } from "babylonjs/node";
  58252. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  58253. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  58254. module "babylonjs/scene" {
  58255. interface Scene {
  58256. /** @hidden (Backing field) */
  58257. _physicsEngine: Nullable<IPhysicsEngine>;
  58258. /**
  58259. * Gets the current physics engine
  58260. * @returns a IPhysicsEngine or null if none attached
  58261. */
  58262. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  58263. /**
  58264. * Enables physics to the current scene
  58265. * @param gravity defines the scene's gravity for the physics engine
  58266. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  58267. * @return a boolean indicating if the physics engine was initialized
  58268. */
  58269. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  58270. /**
  58271. * Disables and disposes the physics engine associated with the scene
  58272. */
  58273. disablePhysicsEngine(): void;
  58274. /**
  58275. * Gets a boolean indicating if there is an active physics engine
  58276. * @returns a boolean indicating if there is an active physics engine
  58277. */
  58278. isPhysicsEnabled(): boolean;
  58279. /**
  58280. * Deletes a physics compound impostor
  58281. * @param compound defines the compound to delete
  58282. */
  58283. deleteCompoundImpostor(compound: any): void;
  58284. /**
  58285. * An event triggered when physic simulation is about to be run
  58286. */
  58287. onBeforePhysicsObservable: Observable<Scene>;
  58288. /**
  58289. * An event triggered when physic simulation has been done
  58290. */
  58291. onAfterPhysicsObservable: Observable<Scene>;
  58292. }
  58293. }
  58294. module "babylonjs/Meshes/abstractMesh" {
  58295. interface AbstractMesh {
  58296. /** @hidden */
  58297. _physicsImpostor: Nullable<PhysicsImpostor>;
  58298. /**
  58299. * Gets or sets impostor used for physic simulation
  58300. * @see http://doc.babylonjs.com/features/physics_engine
  58301. */
  58302. physicsImpostor: Nullable<PhysicsImpostor>;
  58303. /**
  58304. * Gets the current physics impostor
  58305. * @see http://doc.babylonjs.com/features/physics_engine
  58306. * @returns a physics impostor or null
  58307. */
  58308. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  58309. /** Apply a physic impulse to the mesh
  58310. * @param force defines the force to apply
  58311. * @param contactPoint defines where to apply the force
  58312. * @returns the current mesh
  58313. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  58314. */
  58315. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  58316. /**
  58317. * Creates a physic joint between two meshes
  58318. * @param otherMesh defines the other mesh to use
  58319. * @param pivot1 defines the pivot to use on this mesh
  58320. * @param pivot2 defines the pivot to use on the other mesh
  58321. * @param options defines additional options (can be plugin dependent)
  58322. * @returns the current mesh
  58323. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  58324. */
  58325. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  58326. /** @hidden */
  58327. _disposePhysicsObserver: Nullable<Observer<Node>>;
  58328. }
  58329. }
  58330. /**
  58331. * Defines the physics engine scene component responsible to manage a physics engine
  58332. */
  58333. export class PhysicsEngineSceneComponent implements ISceneComponent {
  58334. /**
  58335. * The component name helpful to identify the component in the list of scene components.
  58336. */
  58337. readonly name: string;
  58338. /**
  58339. * The scene the component belongs to.
  58340. */
  58341. scene: Scene;
  58342. /**
  58343. * Creates a new instance of the component for the given scene
  58344. * @param scene Defines the scene to register the component in
  58345. */
  58346. constructor(scene: Scene);
  58347. /**
  58348. * Registers the component in a given scene
  58349. */
  58350. register(): void;
  58351. /**
  58352. * Rebuilds the elements related to this component in case of
  58353. * context lost for instance.
  58354. */
  58355. rebuild(): void;
  58356. /**
  58357. * Disposes the component and the associated ressources
  58358. */
  58359. dispose(): void;
  58360. }
  58361. }
  58362. declare module "babylonjs/Physics/physicsHelper" {
  58363. import { Nullable } from "babylonjs/types";
  58364. import { Vector3 } from "babylonjs/Maths/math.vector";
  58365. import { Mesh } from "babylonjs/Meshes/mesh";
  58366. import { Scene } from "babylonjs/scene";
  58367. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  58368. /**
  58369. * A helper for physics simulations
  58370. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58371. */
  58372. export class PhysicsHelper {
  58373. private _scene;
  58374. private _physicsEngine;
  58375. /**
  58376. * Initializes the Physics helper
  58377. * @param scene Babylon.js scene
  58378. */
  58379. constructor(scene: Scene);
  58380. /**
  58381. * Applies a radial explosion impulse
  58382. * @param origin the origin of the explosion
  58383. * @param radiusOrEventOptions the radius or the options of radial explosion
  58384. * @param strength the explosion strength
  58385. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58386. * @returns A physics radial explosion event, or null
  58387. */
  58388. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58389. /**
  58390. * Applies a radial explosion force
  58391. * @param origin the origin of the explosion
  58392. * @param radiusOrEventOptions the radius or the options of radial explosion
  58393. * @param strength the explosion strength
  58394. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58395. * @returns A physics radial explosion event, or null
  58396. */
  58397. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58398. /**
  58399. * Creates a gravitational field
  58400. * @param origin the origin of the explosion
  58401. * @param radiusOrEventOptions the radius or the options of radial explosion
  58402. * @param strength the explosion strength
  58403. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58404. * @returns A physics gravitational field event, or null
  58405. */
  58406. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  58407. /**
  58408. * Creates a physics updraft event
  58409. * @param origin the origin of the updraft
  58410. * @param radiusOrEventOptions the radius or the options of the updraft
  58411. * @param strength the strength of the updraft
  58412. * @param height the height of the updraft
  58413. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  58414. * @returns A physics updraft event, or null
  58415. */
  58416. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  58417. /**
  58418. * Creates a physics vortex event
  58419. * @param origin the of the vortex
  58420. * @param radiusOrEventOptions the radius or the options of the vortex
  58421. * @param strength the strength of the vortex
  58422. * @param height the height of the vortex
  58423. * @returns a Physics vortex event, or null
  58424. * A physics vortex event or null
  58425. */
  58426. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  58427. }
  58428. /**
  58429. * Represents a physics radial explosion event
  58430. */
  58431. class PhysicsRadialExplosionEvent {
  58432. private _scene;
  58433. private _options;
  58434. private _sphere;
  58435. private _dataFetched;
  58436. /**
  58437. * Initializes a radial explosioin event
  58438. * @param _scene BabylonJS scene
  58439. * @param _options The options for the vortex event
  58440. */
  58441. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  58442. /**
  58443. * Returns the data related to the radial explosion event (sphere).
  58444. * @returns The radial explosion event data
  58445. */
  58446. getData(): PhysicsRadialExplosionEventData;
  58447. /**
  58448. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  58449. * @param impostor A physics imposter
  58450. * @param origin the origin of the explosion
  58451. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  58452. */
  58453. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  58454. /**
  58455. * Triggers affecterd impostors callbacks
  58456. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  58457. */
  58458. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  58459. /**
  58460. * Disposes the sphere.
  58461. * @param force Specifies if the sphere should be disposed by force
  58462. */
  58463. dispose(force?: boolean): void;
  58464. /*** Helpers ***/
  58465. private _prepareSphere;
  58466. private _intersectsWithSphere;
  58467. }
  58468. /**
  58469. * Represents a gravitational field event
  58470. */
  58471. class PhysicsGravitationalFieldEvent {
  58472. private _physicsHelper;
  58473. private _scene;
  58474. private _origin;
  58475. private _options;
  58476. private _tickCallback;
  58477. private _sphere;
  58478. private _dataFetched;
  58479. /**
  58480. * Initializes the physics gravitational field event
  58481. * @param _physicsHelper A physics helper
  58482. * @param _scene BabylonJS scene
  58483. * @param _origin The origin position of the gravitational field event
  58484. * @param _options The options for the vortex event
  58485. */
  58486. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  58487. /**
  58488. * Returns the data related to the gravitational field event (sphere).
  58489. * @returns A gravitational field event
  58490. */
  58491. getData(): PhysicsGravitationalFieldEventData;
  58492. /**
  58493. * Enables the gravitational field.
  58494. */
  58495. enable(): void;
  58496. /**
  58497. * Disables the gravitational field.
  58498. */
  58499. disable(): void;
  58500. /**
  58501. * Disposes the sphere.
  58502. * @param force The force to dispose from the gravitational field event
  58503. */
  58504. dispose(force?: boolean): void;
  58505. private _tick;
  58506. }
  58507. /**
  58508. * Represents a physics updraft event
  58509. */
  58510. class PhysicsUpdraftEvent {
  58511. private _scene;
  58512. private _origin;
  58513. private _options;
  58514. private _physicsEngine;
  58515. private _originTop;
  58516. private _originDirection;
  58517. private _tickCallback;
  58518. private _cylinder;
  58519. private _cylinderPosition;
  58520. private _dataFetched;
  58521. /**
  58522. * Initializes the physics updraft event
  58523. * @param _scene BabylonJS scene
  58524. * @param _origin The origin position of the updraft
  58525. * @param _options The options for the updraft event
  58526. */
  58527. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  58528. /**
  58529. * Returns the data related to the updraft event (cylinder).
  58530. * @returns A physics updraft event
  58531. */
  58532. getData(): PhysicsUpdraftEventData;
  58533. /**
  58534. * Enables the updraft.
  58535. */
  58536. enable(): void;
  58537. /**
  58538. * Disables the updraft.
  58539. */
  58540. disable(): void;
  58541. /**
  58542. * Disposes the cylinder.
  58543. * @param force Specifies if the updraft should be disposed by force
  58544. */
  58545. dispose(force?: boolean): void;
  58546. private getImpostorHitData;
  58547. private _tick;
  58548. /*** Helpers ***/
  58549. private _prepareCylinder;
  58550. private _intersectsWithCylinder;
  58551. }
  58552. /**
  58553. * Represents a physics vortex event
  58554. */
  58555. class PhysicsVortexEvent {
  58556. private _scene;
  58557. private _origin;
  58558. private _options;
  58559. private _physicsEngine;
  58560. private _originTop;
  58561. private _tickCallback;
  58562. private _cylinder;
  58563. private _cylinderPosition;
  58564. private _dataFetched;
  58565. /**
  58566. * Initializes the physics vortex event
  58567. * @param _scene The BabylonJS scene
  58568. * @param _origin The origin position of the vortex
  58569. * @param _options The options for the vortex event
  58570. */
  58571. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  58572. /**
  58573. * Returns the data related to the vortex event (cylinder).
  58574. * @returns The physics vortex event data
  58575. */
  58576. getData(): PhysicsVortexEventData;
  58577. /**
  58578. * Enables the vortex.
  58579. */
  58580. enable(): void;
  58581. /**
  58582. * Disables the cortex.
  58583. */
  58584. disable(): void;
  58585. /**
  58586. * Disposes the sphere.
  58587. * @param force
  58588. */
  58589. dispose(force?: boolean): void;
  58590. private getImpostorHitData;
  58591. private _tick;
  58592. /*** Helpers ***/
  58593. private _prepareCylinder;
  58594. private _intersectsWithCylinder;
  58595. }
  58596. /**
  58597. * Options fot the radial explosion event
  58598. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58599. */
  58600. export class PhysicsRadialExplosionEventOptions {
  58601. /**
  58602. * The radius of the sphere for the radial explosion.
  58603. */
  58604. radius: number;
  58605. /**
  58606. * The strenth of the explosion.
  58607. */
  58608. strength: number;
  58609. /**
  58610. * The strenght of the force in correspondence to the distance of the affected object
  58611. */
  58612. falloff: PhysicsRadialImpulseFalloff;
  58613. /**
  58614. * Sphere options for the radial explosion.
  58615. */
  58616. sphere: {
  58617. segments: number;
  58618. diameter: number;
  58619. };
  58620. /**
  58621. * Sphere options for the radial explosion.
  58622. */
  58623. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  58624. }
  58625. /**
  58626. * Options fot the updraft event
  58627. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58628. */
  58629. export class PhysicsUpdraftEventOptions {
  58630. /**
  58631. * The radius of the cylinder for the vortex
  58632. */
  58633. radius: number;
  58634. /**
  58635. * The strenth of the updraft.
  58636. */
  58637. strength: number;
  58638. /**
  58639. * The height of the cylinder for the updraft.
  58640. */
  58641. height: number;
  58642. /**
  58643. * The mode for the the updraft.
  58644. */
  58645. updraftMode: PhysicsUpdraftMode;
  58646. }
  58647. /**
  58648. * Options fot the vortex event
  58649. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58650. */
  58651. export class PhysicsVortexEventOptions {
  58652. /**
  58653. * The radius of the cylinder for the vortex
  58654. */
  58655. radius: number;
  58656. /**
  58657. * The strenth of the vortex.
  58658. */
  58659. strength: number;
  58660. /**
  58661. * The height of the cylinder for the vortex.
  58662. */
  58663. height: number;
  58664. /**
  58665. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  58666. */
  58667. centripetalForceThreshold: number;
  58668. /**
  58669. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  58670. */
  58671. centripetalForceMultiplier: number;
  58672. /**
  58673. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  58674. */
  58675. centrifugalForceMultiplier: number;
  58676. /**
  58677. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  58678. */
  58679. updraftForceMultiplier: number;
  58680. }
  58681. /**
  58682. * The strenght of the force in correspondence to the distance of the affected object
  58683. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58684. */
  58685. export enum PhysicsRadialImpulseFalloff {
  58686. /** Defines that impulse is constant in strength across it's whole radius */
  58687. Constant = 0,
  58688. /** Defines that impulse gets weaker if it's further from the origin */
  58689. Linear = 1
  58690. }
  58691. /**
  58692. * The strength of the force in correspondence to the distance of the affected object
  58693. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58694. */
  58695. export enum PhysicsUpdraftMode {
  58696. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  58697. Center = 0,
  58698. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  58699. Perpendicular = 1
  58700. }
  58701. /**
  58702. * Interface for a physics hit data
  58703. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58704. */
  58705. export interface PhysicsHitData {
  58706. /**
  58707. * The force applied at the contact point
  58708. */
  58709. force: Vector3;
  58710. /**
  58711. * The contact point
  58712. */
  58713. contactPoint: Vector3;
  58714. /**
  58715. * The distance from the origin to the contact point
  58716. */
  58717. distanceFromOrigin: number;
  58718. }
  58719. /**
  58720. * Interface for radial explosion event data
  58721. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58722. */
  58723. export interface PhysicsRadialExplosionEventData {
  58724. /**
  58725. * A sphere used for the radial explosion event
  58726. */
  58727. sphere: Mesh;
  58728. }
  58729. /**
  58730. * Interface for gravitational field event data
  58731. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58732. */
  58733. export interface PhysicsGravitationalFieldEventData {
  58734. /**
  58735. * A sphere mesh used for the gravitational field event
  58736. */
  58737. sphere: Mesh;
  58738. }
  58739. /**
  58740. * Interface for updraft event data
  58741. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58742. */
  58743. export interface PhysicsUpdraftEventData {
  58744. /**
  58745. * A cylinder used for the updraft event
  58746. */
  58747. cylinder: Mesh;
  58748. }
  58749. /**
  58750. * Interface for vortex event data
  58751. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58752. */
  58753. export interface PhysicsVortexEventData {
  58754. /**
  58755. * A cylinder used for the vortex event
  58756. */
  58757. cylinder: Mesh;
  58758. }
  58759. /**
  58760. * Interface for an affected physics impostor
  58761. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58762. */
  58763. export interface PhysicsAffectedImpostorWithData {
  58764. /**
  58765. * The impostor affected by the effect
  58766. */
  58767. impostor: PhysicsImpostor;
  58768. /**
  58769. * The data about the hit/horce from the explosion
  58770. */
  58771. hitData: PhysicsHitData;
  58772. }
  58773. }
  58774. declare module "babylonjs/Physics/Plugins/index" {
  58775. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  58776. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  58777. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  58778. }
  58779. declare module "babylonjs/Physics/index" {
  58780. export * from "babylonjs/Physics/IPhysicsEngine";
  58781. export * from "babylonjs/Physics/physicsEngine";
  58782. export * from "babylonjs/Physics/physicsEngineComponent";
  58783. export * from "babylonjs/Physics/physicsHelper";
  58784. export * from "babylonjs/Physics/physicsImpostor";
  58785. export * from "babylonjs/Physics/physicsJoint";
  58786. export * from "babylonjs/Physics/Plugins/index";
  58787. }
  58788. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  58789. /** @hidden */
  58790. export var blackAndWhitePixelShader: {
  58791. name: string;
  58792. shader: string;
  58793. };
  58794. }
  58795. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  58796. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58797. import { Camera } from "babylonjs/Cameras/camera";
  58798. import { Engine } from "babylonjs/Engines/engine";
  58799. import "babylonjs/Shaders/blackAndWhite.fragment";
  58800. /**
  58801. * Post process used to render in black and white
  58802. */
  58803. export class BlackAndWhitePostProcess extends PostProcess {
  58804. /**
  58805. * Linear about to convert he result to black and white (default: 1)
  58806. */
  58807. degree: number;
  58808. /**
  58809. * Creates a black and white post process
  58810. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  58811. * @param name The name of the effect.
  58812. * @param options The required width/height ratio to downsize to before computing the render pass.
  58813. * @param camera The camera to apply the render pass to.
  58814. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  58815. * @param engine The engine which the post process will be applied. (default: current engine)
  58816. * @param reusable If the post process can be reused on the same frame. (default: false)
  58817. */
  58818. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  58819. }
  58820. }
  58821. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  58822. import { Nullable } from "babylonjs/types";
  58823. import { Camera } from "babylonjs/Cameras/camera";
  58824. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  58825. import { Engine } from "babylonjs/Engines/engine";
  58826. /**
  58827. * This represents a set of one or more post processes in Babylon.
  58828. * A post process can be used to apply a shader to a texture after it is rendered.
  58829. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  58830. */
  58831. export class PostProcessRenderEffect {
  58832. private _postProcesses;
  58833. private _getPostProcesses;
  58834. private _singleInstance;
  58835. private _cameras;
  58836. private _indicesForCamera;
  58837. /**
  58838. * Name of the effect
  58839. * @hidden
  58840. */
  58841. _name: string;
  58842. /**
  58843. * Instantiates a post process render effect.
  58844. * A post process can be used to apply a shader to a texture after it is rendered.
  58845. * @param engine The engine the effect is tied to
  58846. * @param name The name of the effect
  58847. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  58848. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  58849. */
  58850. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  58851. /**
  58852. * Checks if all the post processes in the effect are supported.
  58853. */
  58854. readonly isSupported: boolean;
  58855. /**
  58856. * Updates the current state of the effect
  58857. * @hidden
  58858. */
  58859. _update(): void;
  58860. /**
  58861. * Attaches the effect on cameras
  58862. * @param cameras The camera to attach to.
  58863. * @hidden
  58864. */
  58865. _attachCameras(cameras: Camera): void;
  58866. /**
  58867. * Attaches the effect on cameras
  58868. * @param cameras The camera to attach to.
  58869. * @hidden
  58870. */
  58871. _attachCameras(cameras: Camera[]): void;
  58872. /**
  58873. * Detaches the effect on cameras
  58874. * @param cameras The camera to detatch from.
  58875. * @hidden
  58876. */
  58877. _detachCameras(cameras: Camera): void;
  58878. /**
  58879. * Detatches the effect on cameras
  58880. * @param cameras The camera to detatch from.
  58881. * @hidden
  58882. */
  58883. _detachCameras(cameras: Camera[]): void;
  58884. /**
  58885. * Enables the effect on given cameras
  58886. * @param cameras The camera to enable.
  58887. * @hidden
  58888. */
  58889. _enable(cameras: Camera): void;
  58890. /**
  58891. * Enables the effect on given cameras
  58892. * @param cameras The camera to enable.
  58893. * @hidden
  58894. */
  58895. _enable(cameras: Nullable<Camera[]>): void;
  58896. /**
  58897. * Disables the effect on the given cameras
  58898. * @param cameras The camera to disable.
  58899. * @hidden
  58900. */
  58901. _disable(cameras: Camera): void;
  58902. /**
  58903. * Disables the effect on the given cameras
  58904. * @param cameras The camera to disable.
  58905. * @hidden
  58906. */
  58907. _disable(cameras: Nullable<Camera[]>): void;
  58908. /**
  58909. * Gets a list of the post processes contained in the effect.
  58910. * @param camera The camera to get the post processes on.
  58911. * @returns The list of the post processes in the effect.
  58912. */
  58913. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  58914. }
  58915. }
  58916. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  58917. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58918. /** @hidden */
  58919. export var extractHighlightsPixelShader: {
  58920. name: string;
  58921. shader: string;
  58922. };
  58923. }
  58924. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  58925. import { Nullable } from "babylonjs/types";
  58926. import { Camera } from "babylonjs/Cameras/camera";
  58927. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58928. import { Engine } from "babylonjs/Engines/engine";
  58929. import "babylonjs/Shaders/extractHighlights.fragment";
  58930. /**
  58931. * 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.
  58932. */
  58933. export class ExtractHighlightsPostProcess extends PostProcess {
  58934. /**
  58935. * The luminance threshold, pixels below this value will be set to black.
  58936. */
  58937. threshold: number;
  58938. /** @hidden */
  58939. _exposure: number;
  58940. /**
  58941. * Post process which has the input texture to be used when performing highlight extraction
  58942. * @hidden
  58943. */
  58944. _inputPostProcess: Nullable<PostProcess>;
  58945. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  58946. }
  58947. }
  58948. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  58949. /** @hidden */
  58950. export var bloomMergePixelShader: {
  58951. name: string;
  58952. shader: string;
  58953. };
  58954. }
  58955. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  58956. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58957. import { Nullable } from "babylonjs/types";
  58958. import { Engine } from "babylonjs/Engines/engine";
  58959. import { Camera } from "babylonjs/Cameras/camera";
  58960. import "babylonjs/Shaders/bloomMerge.fragment";
  58961. /**
  58962. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  58963. */
  58964. export class BloomMergePostProcess extends PostProcess {
  58965. /** Weight of the bloom to be added to the original input. */
  58966. weight: number;
  58967. /**
  58968. * Creates a new instance of @see BloomMergePostProcess
  58969. * @param name The name of the effect.
  58970. * @param originalFromInput Post process which's input will be used for the merge.
  58971. * @param blurred Blurred highlights post process which's output will be used.
  58972. * @param weight Weight of the bloom to be added to the original input.
  58973. * @param options The required width/height ratio to downsize to before computing the render pass.
  58974. * @param camera The camera to apply the render pass to.
  58975. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  58976. * @param engine The engine which the post process will be applied. (default: current engine)
  58977. * @param reusable If the post process can be reused on the same frame. (default: false)
  58978. * @param textureType Type of textures used when performing the post process. (default: 0)
  58979. * @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)
  58980. */
  58981. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  58982. /** Weight of the bloom to be added to the original input. */
  58983. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  58984. }
  58985. }
  58986. declare module "babylonjs/PostProcesses/bloomEffect" {
  58987. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  58988. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  58989. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  58990. import { Camera } from "babylonjs/Cameras/camera";
  58991. import { Scene } from "babylonjs/scene";
  58992. /**
  58993. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  58994. */
  58995. export class BloomEffect extends PostProcessRenderEffect {
  58996. private bloomScale;
  58997. /**
  58998. * @hidden Internal
  58999. */
  59000. _effects: Array<PostProcess>;
  59001. /**
  59002. * @hidden Internal
  59003. */
  59004. _downscale: ExtractHighlightsPostProcess;
  59005. private _blurX;
  59006. private _blurY;
  59007. private _merge;
  59008. /**
  59009. * The luminance threshold to find bright areas of the image to bloom.
  59010. */
  59011. threshold: number;
  59012. /**
  59013. * The strength of the bloom.
  59014. */
  59015. weight: number;
  59016. /**
  59017. * Specifies the size of the bloom blur kernel, relative to the final output size
  59018. */
  59019. kernel: number;
  59020. /**
  59021. * Creates a new instance of @see BloomEffect
  59022. * @param scene The scene the effect belongs to.
  59023. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  59024. * @param bloomKernel The size of the kernel to be used when applying the blur.
  59025. * @param bloomWeight The the strength of bloom.
  59026. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59027. * @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)
  59028. */
  59029. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  59030. /**
  59031. * Disposes each of the internal effects for a given camera.
  59032. * @param camera The camera to dispose the effect on.
  59033. */
  59034. disposeEffects(camera: Camera): void;
  59035. /**
  59036. * @hidden Internal
  59037. */
  59038. _updateEffects(): void;
  59039. /**
  59040. * Internal
  59041. * @returns if all the contained post processes are ready.
  59042. * @hidden
  59043. */
  59044. _isReady(): boolean;
  59045. }
  59046. }
  59047. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  59048. /** @hidden */
  59049. export var chromaticAberrationPixelShader: {
  59050. name: string;
  59051. shader: string;
  59052. };
  59053. }
  59054. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  59055. import { Vector2 } from "babylonjs/Maths/math.vector";
  59056. import { Nullable } from "babylonjs/types";
  59057. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59058. import { Camera } from "babylonjs/Cameras/camera";
  59059. import { Engine } from "babylonjs/Engines/engine";
  59060. import "babylonjs/Shaders/chromaticAberration.fragment";
  59061. /**
  59062. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  59063. */
  59064. export class ChromaticAberrationPostProcess extends PostProcess {
  59065. /**
  59066. * The amount of seperation of rgb channels (default: 30)
  59067. */
  59068. aberrationAmount: number;
  59069. /**
  59070. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  59071. */
  59072. radialIntensity: number;
  59073. /**
  59074. * 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))
  59075. */
  59076. direction: Vector2;
  59077. /**
  59078. * 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))
  59079. */
  59080. centerPosition: Vector2;
  59081. /**
  59082. * Creates a new instance ChromaticAberrationPostProcess
  59083. * @param name The name of the effect.
  59084. * @param screenWidth The width of the screen to apply the effect on.
  59085. * @param screenHeight The height of the screen to apply the effect on.
  59086. * @param options The required width/height ratio to downsize to before computing the render pass.
  59087. * @param camera The camera to apply the render pass to.
  59088. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59089. * @param engine The engine which the post process will be applied. (default: current engine)
  59090. * @param reusable If the post process can be reused on the same frame. (default: false)
  59091. * @param textureType Type of textures used when performing the post process. (default: 0)
  59092. * @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)
  59093. */
  59094. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59095. }
  59096. }
  59097. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  59098. /** @hidden */
  59099. export var circleOfConfusionPixelShader: {
  59100. name: string;
  59101. shader: string;
  59102. };
  59103. }
  59104. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  59105. import { Nullable } from "babylonjs/types";
  59106. import { Engine } from "babylonjs/Engines/engine";
  59107. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59108. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59109. import { Camera } from "babylonjs/Cameras/camera";
  59110. import "babylonjs/Shaders/circleOfConfusion.fragment";
  59111. /**
  59112. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  59113. */
  59114. export class CircleOfConfusionPostProcess extends PostProcess {
  59115. /**
  59116. * 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.
  59117. */
  59118. lensSize: number;
  59119. /**
  59120. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59121. */
  59122. fStop: number;
  59123. /**
  59124. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59125. */
  59126. focusDistance: number;
  59127. /**
  59128. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  59129. */
  59130. focalLength: number;
  59131. private _depthTexture;
  59132. /**
  59133. * Creates a new instance CircleOfConfusionPostProcess
  59134. * @param name The name of the effect.
  59135. * @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.
  59136. * @param options The required width/height ratio to downsize to before computing the render pass.
  59137. * @param camera The camera to apply the render pass to.
  59138. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59139. * @param engine The engine which the post process will be applied. (default: current engine)
  59140. * @param reusable If the post process can be reused on the same frame. (default: false)
  59141. * @param textureType Type of textures used when performing the post process. (default: 0)
  59142. * @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)
  59143. */
  59144. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59145. /**
  59146. * 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.
  59147. */
  59148. depthTexture: RenderTargetTexture;
  59149. }
  59150. }
  59151. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  59152. /** @hidden */
  59153. export var colorCorrectionPixelShader: {
  59154. name: string;
  59155. shader: string;
  59156. };
  59157. }
  59158. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  59159. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59160. import { Engine } from "babylonjs/Engines/engine";
  59161. import { Camera } from "babylonjs/Cameras/camera";
  59162. import "babylonjs/Shaders/colorCorrection.fragment";
  59163. /**
  59164. *
  59165. * This post-process allows the modification of rendered colors by using
  59166. * a 'look-up table' (LUT). This effect is also called Color Grading.
  59167. *
  59168. * The object needs to be provided an url to a texture containing the color
  59169. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  59170. * Use an image editing software to tweak the LUT to match your needs.
  59171. *
  59172. * For an example of a color LUT, see here:
  59173. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  59174. * For explanations on color grading, see here:
  59175. * @see http://udn.epicgames.com/Three/ColorGrading.html
  59176. *
  59177. */
  59178. export class ColorCorrectionPostProcess extends PostProcess {
  59179. private _colorTableTexture;
  59180. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59181. }
  59182. }
  59183. declare module "babylonjs/Shaders/convolution.fragment" {
  59184. /** @hidden */
  59185. export var convolutionPixelShader: {
  59186. name: string;
  59187. shader: string;
  59188. };
  59189. }
  59190. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  59191. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59192. import { Nullable } from "babylonjs/types";
  59193. import { Camera } from "babylonjs/Cameras/camera";
  59194. import { Engine } from "babylonjs/Engines/engine";
  59195. import "babylonjs/Shaders/convolution.fragment";
  59196. /**
  59197. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  59198. * input texture to perform effects such as edge detection or sharpening
  59199. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  59200. */
  59201. export class ConvolutionPostProcess extends PostProcess {
  59202. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59203. kernel: number[];
  59204. /**
  59205. * Creates a new instance ConvolutionPostProcess
  59206. * @param name The name of the effect.
  59207. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  59208. * @param options The required width/height ratio to downsize to before computing the render pass.
  59209. * @param camera The camera to apply the render pass to.
  59210. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59211. * @param engine The engine which the post process will be applied. (default: current engine)
  59212. * @param reusable If the post process can be reused on the same frame. (default: false)
  59213. * @param textureType Type of textures used when performing the post process. (default: 0)
  59214. */
  59215. constructor(name: string,
  59216. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59217. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59218. /**
  59219. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59220. */
  59221. static EdgeDetect0Kernel: number[];
  59222. /**
  59223. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59224. */
  59225. static EdgeDetect1Kernel: number[];
  59226. /**
  59227. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59228. */
  59229. static EdgeDetect2Kernel: number[];
  59230. /**
  59231. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59232. */
  59233. static SharpenKernel: number[];
  59234. /**
  59235. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59236. */
  59237. static EmbossKernel: number[];
  59238. /**
  59239. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59240. */
  59241. static GaussianKernel: number[];
  59242. }
  59243. }
  59244. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  59245. import { Nullable } from "babylonjs/types";
  59246. import { Vector2 } from "babylonjs/Maths/math.vector";
  59247. import { Camera } from "babylonjs/Cameras/camera";
  59248. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59249. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  59250. import { Engine } from "babylonjs/Engines/engine";
  59251. import { Scene } from "babylonjs/scene";
  59252. /**
  59253. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  59254. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  59255. * based on samples that have a large difference in distance than the center pixel.
  59256. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  59257. */
  59258. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  59259. direction: Vector2;
  59260. /**
  59261. * Creates a new instance CircleOfConfusionPostProcess
  59262. * @param name The name of the effect.
  59263. * @param scene The scene the effect belongs to.
  59264. * @param direction The direction the blur should be applied.
  59265. * @param kernel The size of the kernel used to blur.
  59266. * @param options The required width/height ratio to downsize to before computing the render pass.
  59267. * @param camera The camera to apply the render pass to.
  59268. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  59269. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  59270. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59271. * @param engine The engine which the post process will be applied. (default: current engine)
  59272. * @param reusable If the post process can be reused on the same frame. (default: false)
  59273. * @param textureType Type of textures used when performing the post process. (default: 0)
  59274. * @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)
  59275. */
  59276. 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);
  59277. }
  59278. }
  59279. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  59280. /** @hidden */
  59281. export var depthOfFieldMergePixelShader: {
  59282. name: string;
  59283. shader: string;
  59284. };
  59285. }
  59286. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  59287. import { Nullable } from "babylonjs/types";
  59288. import { Camera } from "babylonjs/Cameras/camera";
  59289. import { Effect } from "babylonjs/Materials/effect";
  59290. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59291. import { Engine } from "babylonjs/Engines/engine";
  59292. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  59293. /**
  59294. * Options to be set when merging outputs from the default pipeline.
  59295. */
  59296. export class DepthOfFieldMergePostProcessOptions {
  59297. /**
  59298. * The original image to merge on top of
  59299. */
  59300. originalFromInput: PostProcess;
  59301. /**
  59302. * Parameters to perform the merge of the depth of field effect
  59303. */
  59304. depthOfField?: {
  59305. circleOfConfusion: PostProcess;
  59306. blurSteps: Array<PostProcess>;
  59307. };
  59308. /**
  59309. * Parameters to perform the merge of bloom effect
  59310. */
  59311. bloom?: {
  59312. blurred: PostProcess;
  59313. weight: number;
  59314. };
  59315. }
  59316. /**
  59317. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59318. */
  59319. export class DepthOfFieldMergePostProcess extends PostProcess {
  59320. private blurSteps;
  59321. /**
  59322. * Creates a new instance of DepthOfFieldMergePostProcess
  59323. * @param name The name of the effect.
  59324. * @param originalFromInput Post process which's input will be used for the merge.
  59325. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  59326. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  59327. * @param options The required width/height ratio to downsize to before computing the render pass.
  59328. * @param camera The camera to apply the render pass to.
  59329. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59330. * @param engine The engine which the post process will be applied. (default: current engine)
  59331. * @param reusable If the post process can be reused on the same frame. (default: false)
  59332. * @param textureType Type of textures used when performing the post process. (default: 0)
  59333. * @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)
  59334. */
  59335. 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);
  59336. /**
  59337. * Updates the effect with the current post process compile time values and recompiles the shader.
  59338. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  59339. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  59340. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  59341. * @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
  59342. * @param onCompiled Called when the shader has been compiled.
  59343. * @param onError Called if there is an error when compiling a shader.
  59344. */
  59345. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  59346. }
  59347. }
  59348. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  59349. import { Nullable } from "babylonjs/types";
  59350. import { Camera } from "babylonjs/Cameras/camera";
  59351. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59352. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59353. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59354. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  59355. import { Scene } from "babylonjs/scene";
  59356. /**
  59357. * Specifies the level of max blur that should be applied when using the depth of field effect
  59358. */
  59359. export enum DepthOfFieldEffectBlurLevel {
  59360. /**
  59361. * Subtle blur
  59362. */
  59363. Low = 0,
  59364. /**
  59365. * Medium blur
  59366. */
  59367. Medium = 1,
  59368. /**
  59369. * Large blur
  59370. */
  59371. High = 2
  59372. }
  59373. /**
  59374. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  59375. */
  59376. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  59377. private _circleOfConfusion;
  59378. /**
  59379. * @hidden Internal, blurs from high to low
  59380. */
  59381. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  59382. private _depthOfFieldBlurY;
  59383. private _dofMerge;
  59384. /**
  59385. * @hidden Internal post processes in depth of field effect
  59386. */
  59387. _effects: Array<PostProcess>;
  59388. /**
  59389. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  59390. */
  59391. focalLength: number;
  59392. /**
  59393. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59394. */
  59395. fStop: number;
  59396. /**
  59397. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59398. */
  59399. focusDistance: number;
  59400. /**
  59401. * 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.
  59402. */
  59403. lensSize: number;
  59404. /**
  59405. * Creates a new instance DepthOfFieldEffect
  59406. * @param scene The scene the effect belongs to.
  59407. * @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.
  59408. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59409. * @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)
  59410. */
  59411. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  59412. /**
  59413. * Get the current class name of the current effet
  59414. * @returns "DepthOfFieldEffect"
  59415. */
  59416. getClassName(): string;
  59417. /**
  59418. * 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.
  59419. */
  59420. depthTexture: RenderTargetTexture;
  59421. /**
  59422. * Disposes each of the internal effects for a given camera.
  59423. * @param camera The camera to dispose the effect on.
  59424. */
  59425. disposeEffects(camera: Camera): void;
  59426. /**
  59427. * @hidden Internal
  59428. */
  59429. _updateEffects(): void;
  59430. /**
  59431. * Internal
  59432. * @returns if all the contained post processes are ready.
  59433. * @hidden
  59434. */
  59435. _isReady(): boolean;
  59436. }
  59437. }
  59438. declare module "babylonjs/Shaders/displayPass.fragment" {
  59439. /** @hidden */
  59440. export var displayPassPixelShader: {
  59441. name: string;
  59442. shader: string;
  59443. };
  59444. }
  59445. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  59446. import { Nullable } from "babylonjs/types";
  59447. import { Camera } from "babylonjs/Cameras/camera";
  59448. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59449. import { Engine } from "babylonjs/Engines/engine";
  59450. import "babylonjs/Shaders/displayPass.fragment";
  59451. /**
  59452. * DisplayPassPostProcess which produces an output the same as it's input
  59453. */
  59454. export class DisplayPassPostProcess extends PostProcess {
  59455. /**
  59456. * Creates the DisplayPassPostProcess
  59457. * @param name The name of the effect.
  59458. * @param options The required width/height ratio to downsize to before computing the render pass.
  59459. * @param camera The camera to apply the render pass to.
  59460. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59461. * @param engine The engine which the post process will be applied. (default: current engine)
  59462. * @param reusable If the post process can be reused on the same frame. (default: false)
  59463. */
  59464. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59465. }
  59466. }
  59467. declare module "babylonjs/Shaders/filter.fragment" {
  59468. /** @hidden */
  59469. export var filterPixelShader: {
  59470. name: string;
  59471. shader: string;
  59472. };
  59473. }
  59474. declare module "babylonjs/PostProcesses/filterPostProcess" {
  59475. import { Nullable } from "babylonjs/types";
  59476. import { Matrix } from "babylonjs/Maths/math.vector";
  59477. import { Camera } from "babylonjs/Cameras/camera";
  59478. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59479. import { Engine } from "babylonjs/Engines/engine";
  59480. import "babylonjs/Shaders/filter.fragment";
  59481. /**
  59482. * Applies a kernel filter to the image
  59483. */
  59484. export class FilterPostProcess extends PostProcess {
  59485. /** The matrix to be applied to the image */
  59486. kernelMatrix: Matrix;
  59487. /**
  59488. *
  59489. * @param name The name of the effect.
  59490. * @param kernelMatrix The matrix to be applied to the image
  59491. * @param options The required width/height ratio to downsize to before computing the render pass.
  59492. * @param camera The camera to apply the render pass to.
  59493. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59494. * @param engine The engine which the post process will be applied. (default: current engine)
  59495. * @param reusable If the post process can be reused on the same frame. (default: false)
  59496. */
  59497. constructor(name: string,
  59498. /** The matrix to be applied to the image */
  59499. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59500. }
  59501. }
  59502. declare module "babylonjs/Shaders/fxaa.fragment" {
  59503. /** @hidden */
  59504. export var fxaaPixelShader: {
  59505. name: string;
  59506. shader: string;
  59507. };
  59508. }
  59509. declare module "babylonjs/Shaders/fxaa.vertex" {
  59510. /** @hidden */
  59511. export var fxaaVertexShader: {
  59512. name: string;
  59513. shader: string;
  59514. };
  59515. }
  59516. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  59517. import { Nullable } from "babylonjs/types";
  59518. import { Camera } from "babylonjs/Cameras/camera";
  59519. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59520. import { Engine } from "babylonjs/Engines/engine";
  59521. import "babylonjs/Shaders/fxaa.fragment";
  59522. import "babylonjs/Shaders/fxaa.vertex";
  59523. /**
  59524. * Fxaa post process
  59525. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  59526. */
  59527. export class FxaaPostProcess extends PostProcess {
  59528. /** @hidden */
  59529. texelWidth: number;
  59530. /** @hidden */
  59531. texelHeight: number;
  59532. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59533. private _getDefines;
  59534. }
  59535. }
  59536. declare module "babylonjs/Shaders/grain.fragment" {
  59537. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59538. /** @hidden */
  59539. export var grainPixelShader: {
  59540. name: string;
  59541. shader: string;
  59542. };
  59543. }
  59544. declare module "babylonjs/PostProcesses/grainPostProcess" {
  59545. import { Nullable } from "babylonjs/types";
  59546. import { Camera } from "babylonjs/Cameras/camera";
  59547. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59548. import { Engine } from "babylonjs/Engines/engine";
  59549. import "babylonjs/Shaders/grain.fragment";
  59550. /**
  59551. * The GrainPostProcess adds noise to the image at mid luminance levels
  59552. */
  59553. export class GrainPostProcess extends PostProcess {
  59554. /**
  59555. * The intensity of the grain added (default: 30)
  59556. */
  59557. intensity: number;
  59558. /**
  59559. * If the grain should be randomized on every frame
  59560. */
  59561. animated: boolean;
  59562. /**
  59563. * Creates a new instance of @see GrainPostProcess
  59564. * @param name The name of the effect.
  59565. * @param options The required width/height ratio to downsize to before computing the render pass.
  59566. * @param camera The camera to apply the render pass to.
  59567. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59568. * @param engine The engine which the post process will be applied. (default: current engine)
  59569. * @param reusable If the post process can be reused on the same frame. (default: false)
  59570. * @param textureType Type of textures used when performing the post process. (default: 0)
  59571. * @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)
  59572. */
  59573. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59574. }
  59575. }
  59576. declare module "babylonjs/Shaders/highlights.fragment" {
  59577. /** @hidden */
  59578. export var highlightsPixelShader: {
  59579. name: string;
  59580. shader: string;
  59581. };
  59582. }
  59583. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  59584. import { Nullable } from "babylonjs/types";
  59585. import { Camera } from "babylonjs/Cameras/camera";
  59586. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59587. import { Engine } from "babylonjs/Engines/engine";
  59588. import "babylonjs/Shaders/highlights.fragment";
  59589. /**
  59590. * Extracts highlights from the image
  59591. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59592. */
  59593. export class HighlightsPostProcess extends PostProcess {
  59594. /**
  59595. * Extracts highlights from the image
  59596. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59597. * @param name The name of the effect.
  59598. * @param options The required width/height ratio to downsize to before computing the render pass.
  59599. * @param camera The camera to apply the render pass to.
  59600. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59601. * @param engine The engine which the post process will be applied. (default: current engine)
  59602. * @param reusable If the post process can be reused on the same frame. (default: false)
  59603. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  59604. */
  59605. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59606. }
  59607. }
  59608. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  59609. /** @hidden */
  59610. export var mrtFragmentDeclaration: {
  59611. name: string;
  59612. shader: string;
  59613. };
  59614. }
  59615. declare module "babylonjs/Shaders/geometry.fragment" {
  59616. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  59617. /** @hidden */
  59618. export var geometryPixelShader: {
  59619. name: string;
  59620. shader: string;
  59621. };
  59622. }
  59623. declare module "babylonjs/Shaders/geometry.vertex" {
  59624. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  59625. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  59626. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  59627. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  59628. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  59629. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  59630. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  59631. /** @hidden */
  59632. export var geometryVertexShader: {
  59633. name: string;
  59634. shader: string;
  59635. };
  59636. }
  59637. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  59638. import { Matrix } from "babylonjs/Maths/math.vector";
  59639. import { SubMesh } from "babylonjs/Meshes/subMesh";
  59640. import { Mesh } from "babylonjs/Meshes/mesh";
  59641. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  59642. import { Effect } from "babylonjs/Materials/effect";
  59643. import { Scene } from "babylonjs/scene";
  59644. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59645. import "babylonjs/Shaders/geometry.fragment";
  59646. import "babylonjs/Shaders/geometry.vertex";
  59647. /** @hidden */
  59648. interface ISavedTransformationMatrix {
  59649. world: Matrix;
  59650. viewProjection: Matrix;
  59651. }
  59652. /**
  59653. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  59654. */
  59655. export class GeometryBufferRenderer {
  59656. /**
  59657. * Constant used to retrieve the position texture index in the G-Buffer textures array
  59658. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  59659. */
  59660. static readonly POSITION_TEXTURE_TYPE: number;
  59661. /**
  59662. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  59663. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  59664. */
  59665. static readonly VELOCITY_TEXTURE_TYPE: number;
  59666. /**
  59667. * Dictionary used to store the previous transformation matrices of each rendered mesh
  59668. * in order to compute objects velocities when enableVelocity is set to "true"
  59669. * @hidden
  59670. */
  59671. _previousTransformationMatrices: {
  59672. [index: number]: ISavedTransformationMatrix;
  59673. };
  59674. /**
  59675. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  59676. * in order to compute objects velocities when enableVelocity is set to "true"
  59677. * @hidden
  59678. */
  59679. _previousBonesTransformationMatrices: {
  59680. [index: number]: Float32Array;
  59681. };
  59682. /**
  59683. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  59684. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  59685. */
  59686. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  59687. private _scene;
  59688. private _multiRenderTarget;
  59689. private _ratio;
  59690. private _enablePosition;
  59691. private _enableVelocity;
  59692. private _positionIndex;
  59693. private _velocityIndex;
  59694. protected _effect: Effect;
  59695. protected _cachedDefines: string;
  59696. /**
  59697. * Set the render list (meshes to be rendered) used in the G buffer.
  59698. */
  59699. renderList: Mesh[];
  59700. /**
  59701. * Gets wether or not G buffer are supported by the running hardware.
  59702. * This requires draw buffer supports
  59703. */
  59704. readonly isSupported: boolean;
  59705. /**
  59706. * Returns the index of the given texture type in the G-Buffer textures array
  59707. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  59708. * @returns the index of the given texture type in the G-Buffer textures array
  59709. */
  59710. getTextureIndex(textureType: number): number;
  59711. /**
  59712. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  59713. */
  59714. /**
  59715. * Sets whether or not objects positions are enabled for the G buffer.
  59716. */
  59717. enablePosition: boolean;
  59718. /**
  59719. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  59720. */
  59721. /**
  59722. * Sets wether or not objects velocities are enabled for the G buffer.
  59723. */
  59724. enableVelocity: boolean;
  59725. /**
  59726. * Gets the scene associated with the buffer.
  59727. */
  59728. readonly scene: Scene;
  59729. /**
  59730. * Gets the ratio used by the buffer during its creation.
  59731. * How big is the buffer related to the main canvas.
  59732. */
  59733. readonly ratio: number;
  59734. /** @hidden */
  59735. static _SceneComponentInitialization: (scene: Scene) => void;
  59736. /**
  59737. * Creates a new G Buffer for the scene
  59738. * @param scene The scene the buffer belongs to
  59739. * @param ratio How big is the buffer related to the main canvas.
  59740. */
  59741. constructor(scene: Scene, ratio?: number);
  59742. /**
  59743. * Checks wether everything is ready to render a submesh to the G buffer.
  59744. * @param subMesh the submesh to check readiness for
  59745. * @param useInstances is the mesh drawn using instance or not
  59746. * @returns true if ready otherwise false
  59747. */
  59748. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  59749. /**
  59750. * Gets the current underlying G Buffer.
  59751. * @returns the buffer
  59752. */
  59753. getGBuffer(): MultiRenderTarget;
  59754. /**
  59755. * Gets the number of samples used to render the buffer (anti aliasing).
  59756. */
  59757. /**
  59758. * Sets the number of samples used to render the buffer (anti aliasing).
  59759. */
  59760. samples: number;
  59761. /**
  59762. * Disposes the renderer and frees up associated resources.
  59763. */
  59764. dispose(): void;
  59765. protected _createRenderTargets(): void;
  59766. private _copyBonesTransformationMatrices;
  59767. }
  59768. }
  59769. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  59770. import { Nullable } from "babylonjs/types";
  59771. import { Scene } from "babylonjs/scene";
  59772. import { ISceneComponent } from "babylonjs/sceneComponent";
  59773. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  59774. module "babylonjs/scene" {
  59775. interface Scene {
  59776. /** @hidden (Backing field) */
  59777. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  59778. /**
  59779. * Gets or Sets the current geometry buffer associated to the scene.
  59780. */
  59781. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  59782. /**
  59783. * Enables a GeometryBufferRender and associates it with the scene
  59784. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  59785. * @returns the GeometryBufferRenderer
  59786. */
  59787. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  59788. /**
  59789. * Disables the GeometryBufferRender associated with the scene
  59790. */
  59791. disableGeometryBufferRenderer(): void;
  59792. }
  59793. }
  59794. /**
  59795. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  59796. * in several rendering techniques.
  59797. */
  59798. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  59799. /**
  59800. * The component name helpful to identify the component in the list of scene components.
  59801. */
  59802. readonly name: string;
  59803. /**
  59804. * The scene the component belongs to.
  59805. */
  59806. scene: Scene;
  59807. /**
  59808. * Creates a new instance of the component for the given scene
  59809. * @param scene Defines the scene to register the component in
  59810. */
  59811. constructor(scene: Scene);
  59812. /**
  59813. * Registers the component in a given scene
  59814. */
  59815. register(): void;
  59816. /**
  59817. * Rebuilds the elements related to this component in case of
  59818. * context lost for instance.
  59819. */
  59820. rebuild(): void;
  59821. /**
  59822. * Disposes the component and the associated ressources
  59823. */
  59824. dispose(): void;
  59825. private _gatherRenderTargets;
  59826. }
  59827. }
  59828. declare module "babylonjs/Shaders/motionBlur.fragment" {
  59829. /** @hidden */
  59830. export var motionBlurPixelShader: {
  59831. name: string;
  59832. shader: string;
  59833. };
  59834. }
  59835. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  59836. import { Nullable } from "babylonjs/types";
  59837. import { Camera } from "babylonjs/Cameras/camera";
  59838. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59839. import { Scene } from "babylonjs/scene";
  59840. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59841. import "babylonjs/Animations/animatable";
  59842. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  59843. import "babylonjs/Shaders/motionBlur.fragment";
  59844. import { Engine } from "babylonjs/Engines/engine";
  59845. /**
  59846. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  59847. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  59848. * As an example, all you have to do is to create the post-process:
  59849. * var mb = new BABYLON.MotionBlurPostProcess(
  59850. * 'mb', // The name of the effect.
  59851. * scene, // The scene containing the objects to blur according to their velocity.
  59852. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  59853. * camera // The camera to apply the render pass to.
  59854. * );
  59855. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  59856. */
  59857. export class MotionBlurPostProcess extends PostProcess {
  59858. /**
  59859. * Defines how much the image is blurred by the movement. Default value is equal to 1
  59860. */
  59861. motionStrength: number;
  59862. /**
  59863. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  59864. */
  59865. /**
  59866. * Sets the number of iterations to be used for motion blur quality
  59867. */
  59868. motionBlurSamples: number;
  59869. private _motionBlurSamples;
  59870. private _geometryBufferRenderer;
  59871. /**
  59872. * Creates a new instance MotionBlurPostProcess
  59873. * @param name The name of the effect.
  59874. * @param scene The scene containing the objects to blur according to their velocity.
  59875. * @param options The required width/height ratio to downsize to before computing the render pass.
  59876. * @param camera The camera to apply the render pass to.
  59877. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59878. * @param engine The engine which the post process will be applied. (default: current engine)
  59879. * @param reusable If the post process can be reused on the same frame. (default: false)
  59880. * @param textureType Type of textures used when performing the post process. (default: 0)
  59881. * @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)
  59882. */
  59883. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59884. /**
  59885. * Excludes the given skinned mesh from computing bones velocities.
  59886. * 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.
  59887. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  59888. */
  59889. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  59890. /**
  59891. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  59892. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  59893. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  59894. */
  59895. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  59896. /**
  59897. * Disposes the post process.
  59898. * @param camera The camera to dispose the post process on.
  59899. */
  59900. dispose(camera?: Camera): void;
  59901. }
  59902. }
  59903. declare module "babylonjs/Shaders/refraction.fragment" {
  59904. /** @hidden */
  59905. export var refractionPixelShader: {
  59906. name: string;
  59907. shader: string;
  59908. };
  59909. }
  59910. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  59911. import { Color3 } from "babylonjs/Maths/math.color";
  59912. import { Camera } from "babylonjs/Cameras/camera";
  59913. import { Texture } from "babylonjs/Materials/Textures/texture";
  59914. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59915. import { Engine } from "babylonjs/Engines/engine";
  59916. import "babylonjs/Shaders/refraction.fragment";
  59917. /**
  59918. * Post process which applies a refractin texture
  59919. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  59920. */
  59921. export class RefractionPostProcess extends PostProcess {
  59922. /** the base color of the refraction (used to taint the rendering) */
  59923. color: Color3;
  59924. /** simulated refraction depth */
  59925. depth: number;
  59926. /** the coefficient of the base color (0 to remove base color tainting) */
  59927. colorLevel: number;
  59928. private _refTexture;
  59929. private _ownRefractionTexture;
  59930. /**
  59931. * Gets or sets the refraction texture
  59932. * Please note that you are responsible for disposing the texture if you set it manually
  59933. */
  59934. refractionTexture: Texture;
  59935. /**
  59936. * Initializes the RefractionPostProcess
  59937. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  59938. * @param name The name of the effect.
  59939. * @param refractionTextureUrl Url of the refraction texture to use
  59940. * @param color the base color of the refraction (used to taint the rendering)
  59941. * @param depth simulated refraction depth
  59942. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  59943. * @param camera The camera to apply the render pass to.
  59944. * @param options The required width/height ratio to downsize to before computing the render pass.
  59945. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59946. * @param engine The engine which the post process will be applied. (default: current engine)
  59947. * @param reusable If the post process can be reused on the same frame. (default: false)
  59948. */
  59949. constructor(name: string, refractionTextureUrl: string,
  59950. /** the base color of the refraction (used to taint the rendering) */
  59951. color: Color3,
  59952. /** simulated refraction depth */
  59953. depth: number,
  59954. /** the coefficient of the base color (0 to remove base color tainting) */
  59955. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59956. /**
  59957. * Disposes of the post process
  59958. * @param camera Camera to dispose post process on
  59959. */
  59960. dispose(camera: Camera): void;
  59961. }
  59962. }
  59963. declare module "babylonjs/Shaders/sharpen.fragment" {
  59964. /** @hidden */
  59965. export var sharpenPixelShader: {
  59966. name: string;
  59967. shader: string;
  59968. };
  59969. }
  59970. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  59971. import { Nullable } from "babylonjs/types";
  59972. import { Camera } from "babylonjs/Cameras/camera";
  59973. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59974. import "babylonjs/Shaders/sharpen.fragment";
  59975. import { Engine } from "babylonjs/Engines/engine";
  59976. /**
  59977. * The SharpenPostProcess applies a sharpen kernel to every pixel
  59978. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  59979. */
  59980. export class SharpenPostProcess extends PostProcess {
  59981. /**
  59982. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  59983. */
  59984. colorAmount: number;
  59985. /**
  59986. * How much sharpness should be applied (default: 0.3)
  59987. */
  59988. edgeAmount: number;
  59989. /**
  59990. * Creates a new instance ConvolutionPostProcess
  59991. * @param name The name of the effect.
  59992. * @param options The required width/height ratio to downsize to before computing the render pass.
  59993. * @param camera The camera to apply the render pass to.
  59994. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59995. * @param engine The engine which the post process will be applied. (default: current engine)
  59996. * @param reusable If the post process can be reused on the same frame. (default: false)
  59997. * @param textureType Type of textures used when performing the post process. (default: 0)
  59998. * @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)
  59999. */
  60000. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60001. }
  60002. }
  60003. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  60004. import { Nullable } from "babylonjs/types";
  60005. import { Camera } from "babylonjs/Cameras/camera";
  60006. import { Engine } from "babylonjs/Engines/engine";
  60007. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60008. import { IInspectable } from "babylonjs/Misc/iInspectable";
  60009. /**
  60010. * PostProcessRenderPipeline
  60011. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60012. */
  60013. export class PostProcessRenderPipeline {
  60014. private engine;
  60015. private _renderEffects;
  60016. private _renderEffectsForIsolatedPass;
  60017. /**
  60018. * List of inspectable custom properties (used by the Inspector)
  60019. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  60020. */
  60021. inspectableCustomProperties: IInspectable[];
  60022. /**
  60023. * @hidden
  60024. */
  60025. protected _cameras: Camera[];
  60026. /** @hidden */
  60027. _name: string;
  60028. /**
  60029. * Gets pipeline name
  60030. */
  60031. readonly name: string;
  60032. /**
  60033. * Initializes a PostProcessRenderPipeline
  60034. * @param engine engine to add the pipeline to
  60035. * @param name name of the pipeline
  60036. */
  60037. constructor(engine: Engine, name: string);
  60038. /**
  60039. * Gets the class name
  60040. * @returns "PostProcessRenderPipeline"
  60041. */
  60042. getClassName(): string;
  60043. /**
  60044. * If all the render effects in the pipeline are supported
  60045. */
  60046. readonly isSupported: boolean;
  60047. /**
  60048. * Adds an effect to the pipeline
  60049. * @param renderEffect the effect to add
  60050. */
  60051. addEffect(renderEffect: PostProcessRenderEffect): void;
  60052. /** @hidden */
  60053. _rebuild(): void;
  60054. /** @hidden */
  60055. _enableEffect(renderEffectName: string, cameras: Camera): void;
  60056. /** @hidden */
  60057. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  60058. /** @hidden */
  60059. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60060. /** @hidden */
  60061. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60062. /** @hidden */
  60063. _attachCameras(cameras: Camera, unique: boolean): void;
  60064. /** @hidden */
  60065. _attachCameras(cameras: Camera[], unique: boolean): void;
  60066. /** @hidden */
  60067. _detachCameras(cameras: Camera): void;
  60068. /** @hidden */
  60069. _detachCameras(cameras: Nullable<Camera[]>): void;
  60070. /** @hidden */
  60071. _update(): void;
  60072. /** @hidden */
  60073. _reset(): void;
  60074. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  60075. /**
  60076. * Disposes of the pipeline
  60077. */
  60078. dispose(): void;
  60079. }
  60080. }
  60081. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  60082. import { Camera } from "babylonjs/Cameras/camera";
  60083. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60084. /**
  60085. * PostProcessRenderPipelineManager class
  60086. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60087. */
  60088. export class PostProcessRenderPipelineManager {
  60089. private _renderPipelines;
  60090. /**
  60091. * Initializes a PostProcessRenderPipelineManager
  60092. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60093. */
  60094. constructor();
  60095. /**
  60096. * Gets the list of supported render pipelines
  60097. */
  60098. readonly supportedPipelines: PostProcessRenderPipeline[];
  60099. /**
  60100. * Adds a pipeline to the manager
  60101. * @param renderPipeline The pipeline to add
  60102. */
  60103. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  60104. /**
  60105. * Attaches a camera to the pipeline
  60106. * @param renderPipelineName The name of the pipeline to attach to
  60107. * @param cameras the camera to attach
  60108. * @param unique if the camera can be attached multiple times to the pipeline
  60109. */
  60110. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  60111. /**
  60112. * Detaches a camera from the pipeline
  60113. * @param renderPipelineName The name of the pipeline to detach from
  60114. * @param cameras the camera to detach
  60115. */
  60116. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  60117. /**
  60118. * Enables an effect by name on a pipeline
  60119. * @param renderPipelineName the name of the pipeline to enable the effect in
  60120. * @param renderEffectName the name of the effect to enable
  60121. * @param cameras the cameras that the effect should be enabled on
  60122. */
  60123. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60124. /**
  60125. * Disables an effect by name on a pipeline
  60126. * @param renderPipelineName the name of the pipeline to disable the effect in
  60127. * @param renderEffectName the name of the effect to disable
  60128. * @param cameras the cameras that the effect should be disabled on
  60129. */
  60130. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60131. /**
  60132. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  60133. */
  60134. update(): void;
  60135. /** @hidden */
  60136. _rebuild(): void;
  60137. /**
  60138. * Disposes of the manager and pipelines
  60139. */
  60140. dispose(): void;
  60141. }
  60142. }
  60143. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  60144. import { ISceneComponent } from "babylonjs/sceneComponent";
  60145. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  60146. import { Scene } from "babylonjs/scene";
  60147. module "babylonjs/scene" {
  60148. interface Scene {
  60149. /** @hidden (Backing field) */
  60150. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60151. /**
  60152. * Gets the postprocess render pipeline manager
  60153. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60154. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60155. */
  60156. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60157. }
  60158. }
  60159. /**
  60160. * Defines the Render Pipeline scene component responsible to rendering pipelines
  60161. */
  60162. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  60163. /**
  60164. * The component name helpfull to identify the component in the list of scene components.
  60165. */
  60166. readonly name: string;
  60167. /**
  60168. * The scene the component belongs to.
  60169. */
  60170. scene: Scene;
  60171. /**
  60172. * Creates a new instance of the component for the given scene
  60173. * @param scene Defines the scene to register the component in
  60174. */
  60175. constructor(scene: Scene);
  60176. /**
  60177. * Registers the component in a given scene
  60178. */
  60179. register(): void;
  60180. /**
  60181. * Rebuilds the elements related to this component in case of
  60182. * context lost for instance.
  60183. */
  60184. rebuild(): void;
  60185. /**
  60186. * Disposes the component and the associated ressources
  60187. */
  60188. dispose(): void;
  60189. private _gatherRenderTargets;
  60190. }
  60191. }
  60192. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  60193. import { Nullable } from "babylonjs/types";
  60194. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  60195. import { Camera } from "babylonjs/Cameras/camera";
  60196. import { IDisposable } from "babylonjs/scene";
  60197. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  60198. import { Scene } from "babylonjs/scene";
  60199. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  60200. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  60201. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  60202. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  60203. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  60204. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60205. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  60206. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  60207. import { Animation } from "babylonjs/Animations/animation";
  60208. /**
  60209. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  60210. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60211. */
  60212. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  60213. private _scene;
  60214. private _camerasToBeAttached;
  60215. /**
  60216. * ID of the sharpen post process,
  60217. */
  60218. private readonly SharpenPostProcessId;
  60219. /**
  60220. * @ignore
  60221. * ID of the image processing post process;
  60222. */
  60223. readonly ImageProcessingPostProcessId: string;
  60224. /**
  60225. * @ignore
  60226. * ID of the Fast Approximate Anti-Aliasing post process;
  60227. */
  60228. readonly FxaaPostProcessId: string;
  60229. /**
  60230. * ID of the chromatic aberration post process,
  60231. */
  60232. private readonly ChromaticAberrationPostProcessId;
  60233. /**
  60234. * ID of the grain post process
  60235. */
  60236. private readonly GrainPostProcessId;
  60237. /**
  60238. * Sharpen post process which will apply a sharpen convolution to enhance edges
  60239. */
  60240. sharpen: SharpenPostProcess;
  60241. private _sharpenEffect;
  60242. private bloom;
  60243. /**
  60244. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  60245. */
  60246. depthOfField: DepthOfFieldEffect;
  60247. /**
  60248. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  60249. */
  60250. fxaa: FxaaPostProcess;
  60251. /**
  60252. * Image post processing pass used to perform operations such as tone mapping or color grading.
  60253. */
  60254. imageProcessing: ImageProcessingPostProcess;
  60255. /**
  60256. * Chromatic aberration post process which will shift rgb colors in the image
  60257. */
  60258. chromaticAberration: ChromaticAberrationPostProcess;
  60259. private _chromaticAberrationEffect;
  60260. /**
  60261. * Grain post process which add noise to the image
  60262. */
  60263. grain: GrainPostProcess;
  60264. private _grainEffect;
  60265. /**
  60266. * Glow post process which adds a glow to emissive areas of the image
  60267. */
  60268. private _glowLayer;
  60269. /**
  60270. * Animations which can be used to tweak settings over a period of time
  60271. */
  60272. animations: Animation[];
  60273. private _imageProcessingConfigurationObserver;
  60274. private _sharpenEnabled;
  60275. private _bloomEnabled;
  60276. private _depthOfFieldEnabled;
  60277. private _depthOfFieldBlurLevel;
  60278. private _fxaaEnabled;
  60279. private _imageProcessingEnabled;
  60280. private _defaultPipelineTextureType;
  60281. private _bloomScale;
  60282. private _chromaticAberrationEnabled;
  60283. private _grainEnabled;
  60284. private _buildAllowed;
  60285. /**
  60286. * Gets active scene
  60287. */
  60288. readonly scene: Scene;
  60289. /**
  60290. * Enable or disable the sharpen process from the pipeline
  60291. */
  60292. sharpenEnabled: boolean;
  60293. private _resizeObserver;
  60294. private _hardwareScaleLevel;
  60295. private _bloomKernel;
  60296. /**
  60297. * Specifies the size of the bloom blur kernel, relative to the final output size
  60298. */
  60299. bloomKernel: number;
  60300. /**
  60301. * Specifies the weight of the bloom in the final rendering
  60302. */
  60303. private _bloomWeight;
  60304. /**
  60305. * Specifies the luma threshold for the area that will be blurred by the bloom
  60306. */
  60307. private _bloomThreshold;
  60308. private _hdr;
  60309. /**
  60310. * The strength of the bloom.
  60311. */
  60312. bloomWeight: number;
  60313. /**
  60314. * The strength of the bloom.
  60315. */
  60316. bloomThreshold: number;
  60317. /**
  60318. * The scale of the bloom, lower value will provide better performance.
  60319. */
  60320. bloomScale: number;
  60321. /**
  60322. * Enable or disable the bloom from the pipeline
  60323. */
  60324. bloomEnabled: boolean;
  60325. private _rebuildBloom;
  60326. /**
  60327. * If the depth of field is enabled.
  60328. */
  60329. depthOfFieldEnabled: boolean;
  60330. /**
  60331. * Blur level of the depth of field effect. (Higher blur will effect performance)
  60332. */
  60333. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  60334. /**
  60335. * If the anti aliasing is enabled.
  60336. */
  60337. fxaaEnabled: boolean;
  60338. private _samples;
  60339. /**
  60340. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  60341. */
  60342. samples: number;
  60343. /**
  60344. * If image processing is enabled.
  60345. */
  60346. imageProcessingEnabled: boolean;
  60347. /**
  60348. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  60349. */
  60350. glowLayerEnabled: boolean;
  60351. /**
  60352. * Gets the glow layer (or null if not defined)
  60353. */
  60354. readonly glowLayer: Nullable<GlowLayer>;
  60355. /**
  60356. * Enable or disable the chromaticAberration process from the pipeline
  60357. */
  60358. chromaticAberrationEnabled: boolean;
  60359. /**
  60360. * Enable or disable the grain process from the pipeline
  60361. */
  60362. grainEnabled: boolean;
  60363. /**
  60364. * @constructor
  60365. * @param name - The rendering pipeline name (default: "")
  60366. * @param hdr - If high dynamic range textures should be used (default: true)
  60367. * @param scene - The scene linked to this pipeline (default: the last created scene)
  60368. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  60369. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  60370. */
  60371. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  60372. /**
  60373. * Get the class name
  60374. * @returns "DefaultRenderingPipeline"
  60375. */
  60376. getClassName(): string;
  60377. /**
  60378. * Force the compilation of the entire pipeline.
  60379. */
  60380. prepare(): void;
  60381. private _hasCleared;
  60382. private _prevPostProcess;
  60383. private _prevPrevPostProcess;
  60384. private _setAutoClearAndTextureSharing;
  60385. private _depthOfFieldSceneObserver;
  60386. private _buildPipeline;
  60387. private _disposePostProcesses;
  60388. /**
  60389. * Adds a camera to the pipeline
  60390. * @param camera the camera to be added
  60391. */
  60392. addCamera(camera: Camera): void;
  60393. /**
  60394. * Removes a camera from the pipeline
  60395. * @param camera the camera to remove
  60396. */
  60397. removeCamera(camera: Camera): void;
  60398. /**
  60399. * Dispose of the pipeline and stop all post processes
  60400. */
  60401. dispose(): void;
  60402. /**
  60403. * Serialize the rendering pipeline (Used when exporting)
  60404. * @returns the serialized object
  60405. */
  60406. serialize(): any;
  60407. /**
  60408. * Parse the serialized pipeline
  60409. * @param source Source pipeline.
  60410. * @param scene The scene to load the pipeline to.
  60411. * @param rootUrl The URL of the serialized pipeline.
  60412. * @returns An instantiated pipeline from the serialized object.
  60413. */
  60414. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  60415. }
  60416. }
  60417. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  60418. /** @hidden */
  60419. export var lensHighlightsPixelShader: {
  60420. name: string;
  60421. shader: string;
  60422. };
  60423. }
  60424. declare module "babylonjs/Shaders/depthOfField.fragment" {
  60425. /** @hidden */
  60426. export var depthOfFieldPixelShader: {
  60427. name: string;
  60428. shader: string;
  60429. };
  60430. }
  60431. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  60432. import { Camera } from "babylonjs/Cameras/camera";
  60433. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60434. import { Scene } from "babylonjs/scene";
  60435. import "babylonjs/Shaders/chromaticAberration.fragment";
  60436. import "babylonjs/Shaders/lensHighlights.fragment";
  60437. import "babylonjs/Shaders/depthOfField.fragment";
  60438. /**
  60439. * BABYLON.JS Chromatic Aberration GLSL Shader
  60440. * Author: Olivier Guyot
  60441. * Separates very slightly R, G and B colors on the edges of the screen
  60442. * Inspired by Francois Tarlier & Martins Upitis
  60443. */
  60444. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  60445. /**
  60446. * @ignore
  60447. * The chromatic aberration PostProcess id in the pipeline
  60448. */
  60449. LensChromaticAberrationEffect: string;
  60450. /**
  60451. * @ignore
  60452. * The highlights enhancing PostProcess id in the pipeline
  60453. */
  60454. HighlightsEnhancingEffect: string;
  60455. /**
  60456. * @ignore
  60457. * The depth-of-field PostProcess id in the pipeline
  60458. */
  60459. LensDepthOfFieldEffect: string;
  60460. private _scene;
  60461. private _depthTexture;
  60462. private _grainTexture;
  60463. private _chromaticAberrationPostProcess;
  60464. private _highlightsPostProcess;
  60465. private _depthOfFieldPostProcess;
  60466. private _edgeBlur;
  60467. private _grainAmount;
  60468. private _chromaticAberration;
  60469. private _distortion;
  60470. private _highlightsGain;
  60471. private _highlightsThreshold;
  60472. private _dofDistance;
  60473. private _dofAperture;
  60474. private _dofDarken;
  60475. private _dofPentagon;
  60476. private _blurNoise;
  60477. /**
  60478. * @constructor
  60479. *
  60480. * Effect parameters are as follow:
  60481. * {
  60482. * chromatic_aberration: number; // from 0 to x (1 for realism)
  60483. * edge_blur: number; // from 0 to x (1 for realism)
  60484. * distortion: number; // from 0 to x (1 for realism)
  60485. * grain_amount: number; // from 0 to 1
  60486. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  60487. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  60488. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  60489. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  60490. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  60491. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  60492. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  60493. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  60494. * }
  60495. * Note: if an effect parameter is unset, effect is disabled
  60496. *
  60497. * @param name The rendering pipeline name
  60498. * @param parameters - An object containing all parameters (see above)
  60499. * @param scene The scene linked to this pipeline
  60500. * @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)
  60501. * @param cameras The array of cameras that the rendering pipeline will be attached to
  60502. */
  60503. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  60504. /**
  60505. * Get the class name
  60506. * @returns "LensRenderingPipeline"
  60507. */
  60508. getClassName(): string;
  60509. /**
  60510. * Gets associated scene
  60511. */
  60512. readonly scene: Scene;
  60513. /**
  60514. * Gets or sets the edge blur
  60515. */
  60516. edgeBlur: number;
  60517. /**
  60518. * Gets or sets the grain amount
  60519. */
  60520. grainAmount: number;
  60521. /**
  60522. * Gets or sets the chromatic aberration amount
  60523. */
  60524. chromaticAberration: number;
  60525. /**
  60526. * Gets or sets the depth of field aperture
  60527. */
  60528. dofAperture: number;
  60529. /**
  60530. * Gets or sets the edge distortion
  60531. */
  60532. edgeDistortion: number;
  60533. /**
  60534. * Gets or sets the depth of field distortion
  60535. */
  60536. dofDistortion: number;
  60537. /**
  60538. * Gets or sets the darken out of focus amount
  60539. */
  60540. darkenOutOfFocus: number;
  60541. /**
  60542. * Gets or sets a boolean indicating if blur noise is enabled
  60543. */
  60544. blurNoise: boolean;
  60545. /**
  60546. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  60547. */
  60548. pentagonBokeh: boolean;
  60549. /**
  60550. * Gets or sets the highlight grain amount
  60551. */
  60552. highlightsGain: number;
  60553. /**
  60554. * Gets or sets the highlight threshold
  60555. */
  60556. highlightsThreshold: number;
  60557. /**
  60558. * Sets the amount of blur at the edges
  60559. * @param amount blur amount
  60560. */
  60561. setEdgeBlur(amount: number): void;
  60562. /**
  60563. * Sets edge blur to 0
  60564. */
  60565. disableEdgeBlur(): void;
  60566. /**
  60567. * Sets the amout of grain
  60568. * @param amount Amount of grain
  60569. */
  60570. setGrainAmount(amount: number): void;
  60571. /**
  60572. * Set grain amount to 0
  60573. */
  60574. disableGrain(): void;
  60575. /**
  60576. * Sets the chromatic aberration amount
  60577. * @param amount amount of chromatic aberration
  60578. */
  60579. setChromaticAberration(amount: number): void;
  60580. /**
  60581. * Sets chromatic aberration amount to 0
  60582. */
  60583. disableChromaticAberration(): void;
  60584. /**
  60585. * Sets the EdgeDistortion amount
  60586. * @param amount amount of EdgeDistortion
  60587. */
  60588. setEdgeDistortion(amount: number): void;
  60589. /**
  60590. * Sets edge distortion to 0
  60591. */
  60592. disableEdgeDistortion(): void;
  60593. /**
  60594. * Sets the FocusDistance amount
  60595. * @param amount amount of FocusDistance
  60596. */
  60597. setFocusDistance(amount: number): void;
  60598. /**
  60599. * Disables depth of field
  60600. */
  60601. disableDepthOfField(): void;
  60602. /**
  60603. * Sets the Aperture amount
  60604. * @param amount amount of Aperture
  60605. */
  60606. setAperture(amount: number): void;
  60607. /**
  60608. * Sets the DarkenOutOfFocus amount
  60609. * @param amount amount of DarkenOutOfFocus
  60610. */
  60611. setDarkenOutOfFocus(amount: number): void;
  60612. private _pentagonBokehIsEnabled;
  60613. /**
  60614. * Creates a pentagon bokeh effect
  60615. */
  60616. enablePentagonBokeh(): void;
  60617. /**
  60618. * Disables the pentagon bokeh effect
  60619. */
  60620. disablePentagonBokeh(): void;
  60621. /**
  60622. * Enables noise blur
  60623. */
  60624. enableNoiseBlur(): void;
  60625. /**
  60626. * Disables noise blur
  60627. */
  60628. disableNoiseBlur(): void;
  60629. /**
  60630. * Sets the HighlightsGain amount
  60631. * @param amount amount of HighlightsGain
  60632. */
  60633. setHighlightsGain(amount: number): void;
  60634. /**
  60635. * Sets the HighlightsThreshold amount
  60636. * @param amount amount of HighlightsThreshold
  60637. */
  60638. setHighlightsThreshold(amount: number): void;
  60639. /**
  60640. * Disables highlights
  60641. */
  60642. disableHighlights(): void;
  60643. /**
  60644. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  60645. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  60646. */
  60647. dispose(disableDepthRender?: boolean): void;
  60648. private _createChromaticAberrationPostProcess;
  60649. private _createHighlightsPostProcess;
  60650. private _createDepthOfFieldPostProcess;
  60651. private _createGrainTexture;
  60652. }
  60653. }
  60654. declare module "babylonjs/Shaders/ssao2.fragment" {
  60655. /** @hidden */
  60656. export var ssao2PixelShader: {
  60657. name: string;
  60658. shader: string;
  60659. };
  60660. }
  60661. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  60662. /** @hidden */
  60663. export var ssaoCombinePixelShader: {
  60664. name: string;
  60665. shader: string;
  60666. };
  60667. }
  60668. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  60669. import { Camera } from "babylonjs/Cameras/camera";
  60670. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60671. import { Scene } from "babylonjs/scene";
  60672. import "babylonjs/Shaders/ssao2.fragment";
  60673. import "babylonjs/Shaders/ssaoCombine.fragment";
  60674. /**
  60675. * Render pipeline to produce ssao effect
  60676. */
  60677. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  60678. /**
  60679. * @ignore
  60680. * The PassPostProcess id in the pipeline that contains the original scene color
  60681. */
  60682. SSAOOriginalSceneColorEffect: string;
  60683. /**
  60684. * @ignore
  60685. * The SSAO PostProcess id in the pipeline
  60686. */
  60687. SSAORenderEffect: string;
  60688. /**
  60689. * @ignore
  60690. * The horizontal blur PostProcess id in the pipeline
  60691. */
  60692. SSAOBlurHRenderEffect: string;
  60693. /**
  60694. * @ignore
  60695. * The vertical blur PostProcess id in the pipeline
  60696. */
  60697. SSAOBlurVRenderEffect: string;
  60698. /**
  60699. * @ignore
  60700. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  60701. */
  60702. SSAOCombineRenderEffect: string;
  60703. /**
  60704. * The output strength of the SSAO post-process. Default value is 1.0.
  60705. */
  60706. totalStrength: number;
  60707. /**
  60708. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  60709. */
  60710. maxZ: number;
  60711. /**
  60712. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  60713. */
  60714. minZAspect: number;
  60715. private _samples;
  60716. /**
  60717. * Number of samples used for the SSAO calculations. Default value is 8
  60718. */
  60719. samples: number;
  60720. private _textureSamples;
  60721. /**
  60722. * Number of samples to use for antialiasing
  60723. */
  60724. textureSamples: number;
  60725. /**
  60726. * Ratio object used for SSAO ratio and blur ratio
  60727. */
  60728. private _ratio;
  60729. /**
  60730. * Dynamically generated sphere sampler.
  60731. */
  60732. private _sampleSphere;
  60733. /**
  60734. * Blur filter offsets
  60735. */
  60736. private _samplerOffsets;
  60737. private _expensiveBlur;
  60738. /**
  60739. * If bilateral blur should be used
  60740. */
  60741. expensiveBlur: boolean;
  60742. /**
  60743. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  60744. */
  60745. radius: number;
  60746. /**
  60747. * The base color of the SSAO post-process
  60748. * The final result is "base + ssao" between [0, 1]
  60749. */
  60750. base: number;
  60751. /**
  60752. * Support test.
  60753. */
  60754. static readonly IsSupported: boolean;
  60755. private _scene;
  60756. private _depthTexture;
  60757. private _normalTexture;
  60758. private _randomTexture;
  60759. private _originalColorPostProcess;
  60760. private _ssaoPostProcess;
  60761. private _blurHPostProcess;
  60762. private _blurVPostProcess;
  60763. private _ssaoCombinePostProcess;
  60764. private _firstUpdate;
  60765. /**
  60766. * Gets active scene
  60767. */
  60768. readonly scene: Scene;
  60769. /**
  60770. * @constructor
  60771. * @param name The rendering pipeline name
  60772. * @param scene The scene linked to this pipeline
  60773. * @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 }
  60774. * @param cameras The array of cameras that the rendering pipeline will be attached to
  60775. */
  60776. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  60777. /**
  60778. * Get the class name
  60779. * @returns "SSAO2RenderingPipeline"
  60780. */
  60781. getClassName(): string;
  60782. /**
  60783. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  60784. */
  60785. dispose(disableGeometryBufferRenderer?: boolean): void;
  60786. private _createBlurPostProcess;
  60787. /** @hidden */
  60788. _rebuild(): void;
  60789. private _bits;
  60790. private _radicalInverse_VdC;
  60791. private _hammersley;
  60792. private _hemisphereSample_uniform;
  60793. private _generateHemisphere;
  60794. private _createSSAOPostProcess;
  60795. private _createSSAOCombinePostProcess;
  60796. private _createRandomTexture;
  60797. /**
  60798. * Serialize the rendering pipeline (Used when exporting)
  60799. * @returns the serialized object
  60800. */
  60801. serialize(): any;
  60802. /**
  60803. * Parse the serialized pipeline
  60804. * @param source Source pipeline.
  60805. * @param scene The scene to load the pipeline to.
  60806. * @param rootUrl The URL of the serialized pipeline.
  60807. * @returns An instantiated pipeline from the serialized object.
  60808. */
  60809. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  60810. }
  60811. }
  60812. declare module "babylonjs/Shaders/ssao.fragment" {
  60813. /** @hidden */
  60814. export var ssaoPixelShader: {
  60815. name: string;
  60816. shader: string;
  60817. };
  60818. }
  60819. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  60820. import { Camera } from "babylonjs/Cameras/camera";
  60821. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60822. import { Scene } from "babylonjs/scene";
  60823. import "babylonjs/Shaders/ssao.fragment";
  60824. import "babylonjs/Shaders/ssaoCombine.fragment";
  60825. /**
  60826. * Render pipeline to produce ssao effect
  60827. */
  60828. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  60829. /**
  60830. * @ignore
  60831. * The PassPostProcess id in the pipeline that contains the original scene color
  60832. */
  60833. SSAOOriginalSceneColorEffect: string;
  60834. /**
  60835. * @ignore
  60836. * The SSAO PostProcess id in the pipeline
  60837. */
  60838. SSAORenderEffect: string;
  60839. /**
  60840. * @ignore
  60841. * The horizontal blur PostProcess id in the pipeline
  60842. */
  60843. SSAOBlurHRenderEffect: string;
  60844. /**
  60845. * @ignore
  60846. * The vertical blur PostProcess id in the pipeline
  60847. */
  60848. SSAOBlurVRenderEffect: string;
  60849. /**
  60850. * @ignore
  60851. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  60852. */
  60853. SSAOCombineRenderEffect: string;
  60854. /**
  60855. * The output strength of the SSAO post-process. Default value is 1.0.
  60856. */
  60857. totalStrength: number;
  60858. /**
  60859. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  60860. */
  60861. radius: number;
  60862. /**
  60863. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  60864. * Must not be equal to fallOff and superior to fallOff.
  60865. * Default value is 0.0075
  60866. */
  60867. area: number;
  60868. /**
  60869. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  60870. * Must not be equal to area and inferior to area.
  60871. * Default value is 0.000001
  60872. */
  60873. fallOff: number;
  60874. /**
  60875. * The base color of the SSAO post-process
  60876. * The final result is "base + ssao" between [0, 1]
  60877. */
  60878. base: number;
  60879. private _scene;
  60880. private _depthTexture;
  60881. private _randomTexture;
  60882. private _originalColorPostProcess;
  60883. private _ssaoPostProcess;
  60884. private _blurHPostProcess;
  60885. private _blurVPostProcess;
  60886. private _ssaoCombinePostProcess;
  60887. private _firstUpdate;
  60888. /**
  60889. * Gets active scene
  60890. */
  60891. readonly scene: Scene;
  60892. /**
  60893. * @constructor
  60894. * @param name - The rendering pipeline name
  60895. * @param scene - The scene linked to this pipeline
  60896. * @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 }
  60897. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  60898. */
  60899. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  60900. /**
  60901. * Get the class name
  60902. * @returns "SSAORenderingPipeline"
  60903. */
  60904. getClassName(): string;
  60905. /**
  60906. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  60907. */
  60908. dispose(disableDepthRender?: boolean): void;
  60909. private _createBlurPostProcess;
  60910. /** @hidden */
  60911. _rebuild(): void;
  60912. private _createSSAOPostProcess;
  60913. private _createSSAOCombinePostProcess;
  60914. private _createRandomTexture;
  60915. }
  60916. }
  60917. declare module "babylonjs/Shaders/standard.fragment" {
  60918. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  60919. /** @hidden */
  60920. export var standardPixelShader: {
  60921. name: string;
  60922. shader: string;
  60923. };
  60924. }
  60925. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  60926. import { Nullable } from "babylonjs/types";
  60927. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  60928. import { Camera } from "babylonjs/Cameras/camera";
  60929. import { Texture } from "babylonjs/Materials/Textures/texture";
  60930. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60931. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60932. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  60933. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  60934. import { IDisposable } from "babylonjs/scene";
  60935. import { SpotLight } from "babylonjs/Lights/spotLight";
  60936. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  60937. import { Scene } from "babylonjs/scene";
  60938. import { Animation } from "babylonjs/Animations/animation";
  60939. import "babylonjs/Shaders/standard.fragment";
  60940. /**
  60941. * Standard rendering pipeline
  60942. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  60943. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  60944. */
  60945. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  60946. /**
  60947. * Public members
  60948. */
  60949. /**
  60950. * Post-process which contains the original scene color before the pipeline applies all the effects
  60951. */
  60952. originalPostProcess: Nullable<PostProcess>;
  60953. /**
  60954. * Post-process used to down scale an image x4
  60955. */
  60956. downSampleX4PostProcess: Nullable<PostProcess>;
  60957. /**
  60958. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  60959. */
  60960. brightPassPostProcess: Nullable<PostProcess>;
  60961. /**
  60962. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  60963. */
  60964. blurHPostProcesses: PostProcess[];
  60965. /**
  60966. * Post-process array storing all the vertical blur post-processes used by the pipeline
  60967. */
  60968. blurVPostProcesses: PostProcess[];
  60969. /**
  60970. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  60971. */
  60972. textureAdderPostProcess: Nullable<PostProcess>;
  60973. /**
  60974. * Post-process used to create volumetric lighting effect
  60975. */
  60976. volumetricLightPostProcess: Nullable<PostProcess>;
  60977. /**
  60978. * Post-process used to smooth the previous volumetric light post-process on the X axis
  60979. */
  60980. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  60981. /**
  60982. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  60983. */
  60984. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  60985. /**
  60986. * Post-process used to merge the volumetric light effect and the real scene color
  60987. */
  60988. volumetricLightMergePostProces: Nullable<PostProcess>;
  60989. /**
  60990. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  60991. */
  60992. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  60993. /**
  60994. * Base post-process used to calculate the average luminance of the final image for HDR
  60995. */
  60996. luminancePostProcess: Nullable<PostProcess>;
  60997. /**
  60998. * Post-processes used to create down sample post-processes in order to get
  60999. * the average luminance of the final image for HDR
  61000. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  61001. */
  61002. luminanceDownSamplePostProcesses: PostProcess[];
  61003. /**
  61004. * Post-process used to create a HDR effect (light adaptation)
  61005. */
  61006. hdrPostProcess: Nullable<PostProcess>;
  61007. /**
  61008. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  61009. */
  61010. textureAdderFinalPostProcess: Nullable<PostProcess>;
  61011. /**
  61012. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  61013. */
  61014. lensFlareFinalPostProcess: Nullable<PostProcess>;
  61015. /**
  61016. * Post-process used to merge the final HDR post-process and the real scene color
  61017. */
  61018. hdrFinalPostProcess: Nullable<PostProcess>;
  61019. /**
  61020. * Post-process used to create a lens flare effect
  61021. */
  61022. lensFlarePostProcess: Nullable<PostProcess>;
  61023. /**
  61024. * Post-process that merges the result of the lens flare post-process and the real scene color
  61025. */
  61026. lensFlareComposePostProcess: Nullable<PostProcess>;
  61027. /**
  61028. * Post-process used to create a motion blur effect
  61029. */
  61030. motionBlurPostProcess: Nullable<PostProcess>;
  61031. /**
  61032. * Post-process used to create a depth of field effect
  61033. */
  61034. depthOfFieldPostProcess: Nullable<PostProcess>;
  61035. /**
  61036. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61037. */
  61038. fxaaPostProcess: Nullable<FxaaPostProcess>;
  61039. /**
  61040. * Represents the brightness threshold in order to configure the illuminated surfaces
  61041. */
  61042. brightThreshold: number;
  61043. /**
  61044. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  61045. */
  61046. blurWidth: number;
  61047. /**
  61048. * Sets if the blur for highlighted surfaces must be only horizontal
  61049. */
  61050. horizontalBlur: boolean;
  61051. /**
  61052. * Gets the overall exposure used by the pipeline
  61053. */
  61054. /**
  61055. * Sets the overall exposure used by the pipeline
  61056. */
  61057. exposure: number;
  61058. /**
  61059. * Texture used typically to simulate "dirty" on camera lens
  61060. */
  61061. lensTexture: Nullable<Texture>;
  61062. /**
  61063. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  61064. */
  61065. volumetricLightCoefficient: number;
  61066. /**
  61067. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  61068. */
  61069. volumetricLightPower: number;
  61070. /**
  61071. * Used the set the blur intensity to smooth the volumetric lights
  61072. */
  61073. volumetricLightBlurScale: number;
  61074. /**
  61075. * Light (spot or directional) used to generate the volumetric lights rays
  61076. * The source light must have a shadow generate so the pipeline can get its
  61077. * depth map
  61078. */
  61079. sourceLight: Nullable<SpotLight | DirectionalLight>;
  61080. /**
  61081. * For eye adaptation, represents the minimum luminance the eye can see
  61082. */
  61083. hdrMinimumLuminance: number;
  61084. /**
  61085. * For eye adaptation, represents the decrease luminance speed
  61086. */
  61087. hdrDecreaseRate: number;
  61088. /**
  61089. * For eye adaptation, represents the increase luminance speed
  61090. */
  61091. hdrIncreaseRate: number;
  61092. /**
  61093. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61094. */
  61095. /**
  61096. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61097. */
  61098. hdrAutoExposure: boolean;
  61099. /**
  61100. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  61101. */
  61102. lensColorTexture: Nullable<Texture>;
  61103. /**
  61104. * The overall strengh for the lens flare effect
  61105. */
  61106. lensFlareStrength: number;
  61107. /**
  61108. * Dispersion coefficient for lens flare ghosts
  61109. */
  61110. lensFlareGhostDispersal: number;
  61111. /**
  61112. * Main lens flare halo width
  61113. */
  61114. lensFlareHaloWidth: number;
  61115. /**
  61116. * Based on the lens distortion effect, defines how much the lens flare result
  61117. * is distorted
  61118. */
  61119. lensFlareDistortionStrength: number;
  61120. /**
  61121. * Lens star texture must be used to simulate rays on the flares and is available
  61122. * in the documentation
  61123. */
  61124. lensStarTexture: Nullable<Texture>;
  61125. /**
  61126. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  61127. * flare effect by taking account of the dirt texture
  61128. */
  61129. lensFlareDirtTexture: Nullable<Texture>;
  61130. /**
  61131. * Represents the focal length for the depth of field effect
  61132. */
  61133. depthOfFieldDistance: number;
  61134. /**
  61135. * Represents the blur intensity for the blurred part of the depth of field effect
  61136. */
  61137. depthOfFieldBlurWidth: number;
  61138. /**
  61139. * Gets how much the image is blurred by the movement while using the motion blur post-process
  61140. */
  61141. /**
  61142. * Sets how much the image is blurred by the movement while using the motion blur post-process
  61143. */
  61144. motionStrength: number;
  61145. /**
  61146. * Gets wether or not the motion blur post-process is object based or screen based.
  61147. */
  61148. /**
  61149. * Sets wether or not the motion blur post-process should be object based or screen based
  61150. */
  61151. objectBasedMotionBlur: boolean;
  61152. /**
  61153. * List of animations for the pipeline (IAnimatable implementation)
  61154. */
  61155. animations: Animation[];
  61156. /**
  61157. * Private members
  61158. */
  61159. private _scene;
  61160. private _currentDepthOfFieldSource;
  61161. private _basePostProcess;
  61162. private _fixedExposure;
  61163. private _currentExposure;
  61164. private _hdrAutoExposure;
  61165. private _hdrCurrentLuminance;
  61166. private _motionStrength;
  61167. private _isObjectBasedMotionBlur;
  61168. private _floatTextureType;
  61169. private _ratio;
  61170. private _bloomEnabled;
  61171. private _depthOfFieldEnabled;
  61172. private _vlsEnabled;
  61173. private _lensFlareEnabled;
  61174. private _hdrEnabled;
  61175. private _motionBlurEnabled;
  61176. private _fxaaEnabled;
  61177. private _motionBlurSamples;
  61178. private _volumetricLightStepsCount;
  61179. private _samples;
  61180. /**
  61181. * @ignore
  61182. * Specifies if the bloom pipeline is enabled
  61183. */
  61184. BloomEnabled: boolean;
  61185. /**
  61186. * @ignore
  61187. * Specifies if the depth of field pipeline is enabed
  61188. */
  61189. DepthOfFieldEnabled: boolean;
  61190. /**
  61191. * @ignore
  61192. * Specifies if the lens flare pipeline is enabed
  61193. */
  61194. LensFlareEnabled: boolean;
  61195. /**
  61196. * @ignore
  61197. * Specifies if the HDR pipeline is enabled
  61198. */
  61199. HDREnabled: boolean;
  61200. /**
  61201. * @ignore
  61202. * Specifies if the volumetric lights scattering effect is enabled
  61203. */
  61204. VLSEnabled: boolean;
  61205. /**
  61206. * @ignore
  61207. * Specifies if the motion blur effect is enabled
  61208. */
  61209. MotionBlurEnabled: boolean;
  61210. /**
  61211. * Specifies if anti-aliasing is enabled
  61212. */
  61213. fxaaEnabled: boolean;
  61214. /**
  61215. * Specifies the number of steps used to calculate the volumetric lights
  61216. * Typically in interval [50, 200]
  61217. */
  61218. volumetricLightStepsCount: number;
  61219. /**
  61220. * Specifies the number of samples used for the motion blur effect
  61221. * Typically in interval [16, 64]
  61222. */
  61223. motionBlurSamples: number;
  61224. /**
  61225. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  61226. */
  61227. samples: number;
  61228. /**
  61229. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61230. * @constructor
  61231. * @param name The rendering pipeline name
  61232. * @param scene The scene linked to this pipeline
  61233. * @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)
  61234. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  61235. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61236. */
  61237. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  61238. private _buildPipeline;
  61239. private _createDownSampleX4PostProcess;
  61240. private _createBrightPassPostProcess;
  61241. private _createBlurPostProcesses;
  61242. private _createTextureAdderPostProcess;
  61243. private _createVolumetricLightPostProcess;
  61244. private _createLuminancePostProcesses;
  61245. private _createHdrPostProcess;
  61246. private _createLensFlarePostProcess;
  61247. private _createDepthOfFieldPostProcess;
  61248. private _createMotionBlurPostProcess;
  61249. private _getDepthTexture;
  61250. private _disposePostProcesses;
  61251. /**
  61252. * Dispose of the pipeline and stop all post processes
  61253. */
  61254. dispose(): void;
  61255. /**
  61256. * Serialize the rendering pipeline (Used when exporting)
  61257. * @returns the serialized object
  61258. */
  61259. serialize(): any;
  61260. /**
  61261. * Parse the serialized pipeline
  61262. * @param source Source pipeline.
  61263. * @param scene The scene to load the pipeline to.
  61264. * @param rootUrl The URL of the serialized pipeline.
  61265. * @returns An instantiated pipeline from the serialized object.
  61266. */
  61267. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  61268. /**
  61269. * Luminance steps
  61270. */
  61271. static LuminanceSteps: number;
  61272. }
  61273. }
  61274. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  61275. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  61276. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  61277. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  61278. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  61279. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  61280. }
  61281. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  61282. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  61283. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61284. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61285. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61286. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61287. }
  61288. declare module "babylonjs/Shaders/tonemap.fragment" {
  61289. /** @hidden */
  61290. export var tonemapPixelShader: {
  61291. name: string;
  61292. shader: string;
  61293. };
  61294. }
  61295. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  61296. import { Camera } from "babylonjs/Cameras/camera";
  61297. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61298. import "babylonjs/Shaders/tonemap.fragment";
  61299. import { Engine } from "babylonjs/Engines/engine";
  61300. /** Defines operator used for tonemapping */
  61301. export enum TonemappingOperator {
  61302. /** Hable */
  61303. Hable = 0,
  61304. /** Reinhard */
  61305. Reinhard = 1,
  61306. /** HejiDawson */
  61307. HejiDawson = 2,
  61308. /** Photographic */
  61309. Photographic = 3
  61310. }
  61311. /**
  61312. * Defines a post process to apply tone mapping
  61313. */
  61314. export class TonemapPostProcess extends PostProcess {
  61315. private _operator;
  61316. /** Defines the required exposure adjustement */
  61317. exposureAdjustment: number;
  61318. /**
  61319. * Creates a new TonemapPostProcess
  61320. * @param name defines the name of the postprocess
  61321. * @param _operator defines the operator to use
  61322. * @param exposureAdjustment defines the required exposure adjustement
  61323. * @param camera defines the camera to use (can be null)
  61324. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  61325. * @param engine defines the hosting engine (can be ignore if camera is set)
  61326. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  61327. */
  61328. constructor(name: string, _operator: TonemappingOperator,
  61329. /** Defines the required exposure adjustement */
  61330. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  61331. }
  61332. }
  61333. declare module "babylonjs/Shaders/depth.vertex" {
  61334. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61335. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61336. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61337. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61338. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61339. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61340. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61341. /** @hidden */
  61342. export var depthVertexShader: {
  61343. name: string;
  61344. shader: string;
  61345. };
  61346. }
  61347. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  61348. /** @hidden */
  61349. export var volumetricLightScatteringPixelShader: {
  61350. name: string;
  61351. shader: string;
  61352. };
  61353. }
  61354. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  61355. /** @hidden */
  61356. export var volumetricLightScatteringPassPixelShader: {
  61357. name: string;
  61358. shader: string;
  61359. };
  61360. }
  61361. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  61362. import { Vector3 } from "babylonjs/Maths/math.vector";
  61363. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61364. import { Mesh } from "babylonjs/Meshes/mesh";
  61365. import { Camera } from "babylonjs/Cameras/camera";
  61366. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61367. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61368. import { Scene } from "babylonjs/scene";
  61369. import "babylonjs/Meshes/Builders/planeBuilder";
  61370. import "babylonjs/Shaders/depth.vertex";
  61371. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  61372. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  61373. import { Engine } from "babylonjs/Engines/engine";
  61374. /**
  61375. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  61376. */
  61377. export class VolumetricLightScatteringPostProcess extends PostProcess {
  61378. private _volumetricLightScatteringPass;
  61379. private _volumetricLightScatteringRTT;
  61380. private _viewPort;
  61381. private _screenCoordinates;
  61382. private _cachedDefines;
  61383. /**
  61384. * If not undefined, the mesh position is computed from the attached node position
  61385. */
  61386. attachedNode: {
  61387. position: Vector3;
  61388. };
  61389. /**
  61390. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  61391. */
  61392. customMeshPosition: Vector3;
  61393. /**
  61394. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  61395. */
  61396. useCustomMeshPosition: boolean;
  61397. /**
  61398. * If the post-process should inverse the light scattering direction
  61399. */
  61400. invert: boolean;
  61401. /**
  61402. * The internal mesh used by the post-process
  61403. */
  61404. mesh: Mesh;
  61405. /**
  61406. * @hidden
  61407. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  61408. */
  61409. useDiffuseColor: boolean;
  61410. /**
  61411. * Array containing the excluded meshes not rendered in the internal pass
  61412. */
  61413. excludedMeshes: AbstractMesh[];
  61414. /**
  61415. * Controls the overall intensity of the post-process
  61416. */
  61417. exposure: number;
  61418. /**
  61419. * Dissipates each sample's contribution in range [0, 1]
  61420. */
  61421. decay: number;
  61422. /**
  61423. * Controls the overall intensity of each sample
  61424. */
  61425. weight: number;
  61426. /**
  61427. * Controls the density of each sample
  61428. */
  61429. density: number;
  61430. /**
  61431. * @constructor
  61432. * @param name The post-process name
  61433. * @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)
  61434. * @param camera The camera that the post-process will be attached to
  61435. * @param mesh The mesh used to create the light scattering
  61436. * @param samples The post-process quality, default 100
  61437. * @param samplingModeThe post-process filtering mode
  61438. * @param engine The babylon engine
  61439. * @param reusable If the post-process is reusable
  61440. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  61441. */
  61442. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  61443. /**
  61444. * Returns the string "VolumetricLightScatteringPostProcess"
  61445. * @returns "VolumetricLightScatteringPostProcess"
  61446. */
  61447. getClassName(): string;
  61448. private _isReady;
  61449. /**
  61450. * Sets the new light position for light scattering effect
  61451. * @param position The new custom light position
  61452. */
  61453. setCustomMeshPosition(position: Vector3): void;
  61454. /**
  61455. * Returns the light position for light scattering effect
  61456. * @return Vector3 The custom light position
  61457. */
  61458. getCustomMeshPosition(): Vector3;
  61459. /**
  61460. * Disposes the internal assets and detaches the post-process from the camera
  61461. */
  61462. dispose(camera: Camera): void;
  61463. /**
  61464. * Returns the render target texture used by the post-process
  61465. * @return the render target texture used by the post-process
  61466. */
  61467. getPass(): RenderTargetTexture;
  61468. private _meshExcluded;
  61469. private _createPass;
  61470. private _updateMeshScreenCoordinates;
  61471. /**
  61472. * Creates a default mesh for the Volumeric Light Scattering post-process
  61473. * @param name The mesh name
  61474. * @param scene The scene where to create the mesh
  61475. * @return the default mesh
  61476. */
  61477. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  61478. }
  61479. }
  61480. declare module "babylonjs/PostProcesses/index" {
  61481. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  61482. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  61483. export * from "babylonjs/PostProcesses/bloomEffect";
  61484. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  61485. export * from "babylonjs/PostProcesses/blurPostProcess";
  61486. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  61487. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  61488. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  61489. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  61490. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  61491. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  61492. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  61493. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  61494. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  61495. export * from "babylonjs/PostProcesses/filterPostProcess";
  61496. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  61497. export * from "babylonjs/PostProcesses/grainPostProcess";
  61498. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  61499. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  61500. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  61501. export * from "babylonjs/PostProcesses/passPostProcess";
  61502. export * from "babylonjs/PostProcesses/postProcess";
  61503. export * from "babylonjs/PostProcesses/postProcessManager";
  61504. export * from "babylonjs/PostProcesses/refractionPostProcess";
  61505. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  61506. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  61507. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  61508. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  61509. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  61510. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  61511. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  61512. }
  61513. declare module "babylonjs/Probes/index" {
  61514. export * from "babylonjs/Probes/reflectionProbe";
  61515. }
  61516. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  61517. import { Scene } from "babylonjs/scene";
  61518. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61519. import { SmartArray } from "babylonjs/Misc/smartArray";
  61520. import { ISceneComponent } from "babylonjs/sceneComponent";
  61521. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  61522. import "babylonjs/Meshes/Builders/boxBuilder";
  61523. import "babylonjs/Shaders/color.fragment";
  61524. import "babylonjs/Shaders/color.vertex";
  61525. import { Color3 } from "babylonjs/Maths/math.color";
  61526. module "babylonjs/scene" {
  61527. interface Scene {
  61528. /** @hidden (Backing field) */
  61529. _boundingBoxRenderer: BoundingBoxRenderer;
  61530. /** @hidden (Backing field) */
  61531. _forceShowBoundingBoxes: boolean;
  61532. /**
  61533. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  61534. */
  61535. forceShowBoundingBoxes: boolean;
  61536. /**
  61537. * Gets the bounding box renderer associated with the scene
  61538. * @returns a BoundingBoxRenderer
  61539. */
  61540. getBoundingBoxRenderer(): BoundingBoxRenderer;
  61541. }
  61542. }
  61543. module "babylonjs/Meshes/abstractMesh" {
  61544. interface AbstractMesh {
  61545. /** @hidden (Backing field) */
  61546. _showBoundingBox: boolean;
  61547. /**
  61548. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  61549. */
  61550. showBoundingBox: boolean;
  61551. }
  61552. }
  61553. /**
  61554. * Component responsible of rendering the bounding box of the meshes in a scene.
  61555. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  61556. */
  61557. export class BoundingBoxRenderer implements ISceneComponent {
  61558. /**
  61559. * The component name helpfull to identify the component in the list of scene components.
  61560. */
  61561. readonly name: string;
  61562. /**
  61563. * The scene the component belongs to.
  61564. */
  61565. scene: Scene;
  61566. /**
  61567. * Color of the bounding box lines placed in front of an object
  61568. */
  61569. frontColor: Color3;
  61570. /**
  61571. * Color of the bounding box lines placed behind an object
  61572. */
  61573. backColor: Color3;
  61574. /**
  61575. * Defines if the renderer should show the back lines or not
  61576. */
  61577. showBackLines: boolean;
  61578. /**
  61579. * @hidden
  61580. */
  61581. renderList: SmartArray<BoundingBox>;
  61582. private _colorShader;
  61583. private _vertexBuffers;
  61584. private _indexBuffer;
  61585. private _fillIndexBuffer;
  61586. private _fillIndexData;
  61587. /**
  61588. * Instantiates a new bounding box renderer in a scene.
  61589. * @param scene the scene the renderer renders in
  61590. */
  61591. constructor(scene: Scene);
  61592. /**
  61593. * Registers the component in a given scene
  61594. */
  61595. register(): void;
  61596. private _evaluateSubMesh;
  61597. private _activeMesh;
  61598. private _prepareRessources;
  61599. private _createIndexBuffer;
  61600. /**
  61601. * Rebuilds the elements related to this component in case of
  61602. * context lost for instance.
  61603. */
  61604. rebuild(): void;
  61605. /**
  61606. * @hidden
  61607. */
  61608. reset(): void;
  61609. /**
  61610. * Render the bounding boxes of a specific rendering group
  61611. * @param renderingGroupId defines the rendering group to render
  61612. */
  61613. render(renderingGroupId: number): void;
  61614. /**
  61615. * In case of occlusion queries, we can render the occlusion bounding box through this method
  61616. * @param mesh Define the mesh to render the occlusion bounding box for
  61617. */
  61618. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  61619. /**
  61620. * Dispose and release the resources attached to this renderer.
  61621. */
  61622. dispose(): void;
  61623. }
  61624. }
  61625. declare module "babylonjs/Shaders/depth.fragment" {
  61626. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  61627. /** @hidden */
  61628. export var depthPixelShader: {
  61629. name: string;
  61630. shader: string;
  61631. };
  61632. }
  61633. declare module "babylonjs/Rendering/depthRenderer" {
  61634. import { Nullable } from "babylonjs/types";
  61635. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61636. import { Scene } from "babylonjs/scene";
  61637. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61638. import { Camera } from "babylonjs/Cameras/camera";
  61639. import "babylonjs/Shaders/depth.fragment";
  61640. import "babylonjs/Shaders/depth.vertex";
  61641. /**
  61642. * This represents a depth renderer in Babylon.
  61643. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  61644. */
  61645. export class DepthRenderer {
  61646. private _scene;
  61647. private _depthMap;
  61648. private _effect;
  61649. private readonly _storeNonLinearDepth;
  61650. private readonly _clearColor;
  61651. /** Get if the depth renderer is using packed depth or not */
  61652. readonly isPacked: boolean;
  61653. private _cachedDefines;
  61654. private _camera;
  61655. /**
  61656. * Specifiess that the depth renderer will only be used within
  61657. * the camera it is created for.
  61658. * This can help forcing its rendering during the camera processing.
  61659. */
  61660. useOnlyInActiveCamera: boolean;
  61661. /** @hidden */
  61662. static _SceneComponentInitialization: (scene: Scene) => void;
  61663. /**
  61664. * Instantiates a depth renderer
  61665. * @param scene The scene the renderer belongs to
  61666. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  61667. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  61668. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61669. */
  61670. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  61671. /**
  61672. * Creates the depth rendering effect and checks if the effect is ready.
  61673. * @param subMesh The submesh to be used to render the depth map of
  61674. * @param useInstances If multiple world instances should be used
  61675. * @returns if the depth renderer is ready to render the depth map
  61676. */
  61677. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61678. /**
  61679. * Gets the texture which the depth map will be written to.
  61680. * @returns The depth map texture
  61681. */
  61682. getDepthMap(): RenderTargetTexture;
  61683. /**
  61684. * Disposes of the depth renderer.
  61685. */
  61686. dispose(): void;
  61687. }
  61688. }
  61689. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  61690. import { Nullable } from "babylonjs/types";
  61691. import { Scene } from "babylonjs/scene";
  61692. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  61693. import { Camera } from "babylonjs/Cameras/camera";
  61694. import { ISceneComponent } from "babylonjs/sceneComponent";
  61695. module "babylonjs/scene" {
  61696. interface Scene {
  61697. /** @hidden (Backing field) */
  61698. _depthRenderer: {
  61699. [id: string]: DepthRenderer;
  61700. };
  61701. /**
  61702. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  61703. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  61704. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61705. * @returns the created depth renderer
  61706. */
  61707. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  61708. /**
  61709. * Disables a depth renderer for a given camera
  61710. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  61711. */
  61712. disableDepthRenderer(camera?: Nullable<Camera>): void;
  61713. }
  61714. }
  61715. /**
  61716. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  61717. * in several rendering techniques.
  61718. */
  61719. export class DepthRendererSceneComponent implements ISceneComponent {
  61720. /**
  61721. * The component name helpfull to identify the component in the list of scene components.
  61722. */
  61723. readonly name: string;
  61724. /**
  61725. * The scene the component belongs to.
  61726. */
  61727. scene: Scene;
  61728. /**
  61729. * Creates a new instance of the component for the given scene
  61730. * @param scene Defines the scene to register the component in
  61731. */
  61732. constructor(scene: Scene);
  61733. /**
  61734. * Registers the component in a given scene
  61735. */
  61736. register(): void;
  61737. /**
  61738. * Rebuilds the elements related to this component in case of
  61739. * context lost for instance.
  61740. */
  61741. rebuild(): void;
  61742. /**
  61743. * Disposes the component and the associated ressources
  61744. */
  61745. dispose(): void;
  61746. private _gatherRenderTargets;
  61747. private _gatherActiveCameraRenderTargets;
  61748. }
  61749. }
  61750. declare module "babylonjs/Shaders/outline.fragment" {
  61751. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  61752. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  61753. /** @hidden */
  61754. export var outlinePixelShader: {
  61755. name: string;
  61756. shader: string;
  61757. };
  61758. }
  61759. declare module "babylonjs/Shaders/outline.vertex" {
  61760. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61761. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61762. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61763. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61764. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  61765. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61766. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61767. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61768. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  61769. /** @hidden */
  61770. export var outlineVertexShader: {
  61771. name: string;
  61772. shader: string;
  61773. };
  61774. }
  61775. declare module "babylonjs/Rendering/outlineRenderer" {
  61776. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61777. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  61778. import { Scene } from "babylonjs/scene";
  61779. import { ISceneComponent } from "babylonjs/sceneComponent";
  61780. import "babylonjs/Shaders/outline.fragment";
  61781. import "babylonjs/Shaders/outline.vertex";
  61782. module "babylonjs/scene" {
  61783. interface Scene {
  61784. /** @hidden */
  61785. _outlineRenderer: OutlineRenderer;
  61786. /**
  61787. * Gets the outline renderer associated with the scene
  61788. * @returns a OutlineRenderer
  61789. */
  61790. getOutlineRenderer(): OutlineRenderer;
  61791. }
  61792. }
  61793. module "babylonjs/Meshes/abstractMesh" {
  61794. interface AbstractMesh {
  61795. /** @hidden (Backing field) */
  61796. _renderOutline: boolean;
  61797. /**
  61798. * Gets or sets a boolean indicating if the outline must be rendered as well
  61799. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  61800. */
  61801. renderOutline: boolean;
  61802. /** @hidden (Backing field) */
  61803. _renderOverlay: boolean;
  61804. /**
  61805. * Gets or sets a boolean indicating if the overlay must be rendered as well
  61806. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  61807. */
  61808. renderOverlay: boolean;
  61809. }
  61810. }
  61811. /**
  61812. * This class is responsible to draw bothe outline/overlay of meshes.
  61813. * It should not be used directly but through the available method on mesh.
  61814. */
  61815. export class OutlineRenderer implements ISceneComponent {
  61816. /**
  61817. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  61818. */
  61819. private static _StencilReference;
  61820. /**
  61821. * The name of the component. Each component must have a unique name.
  61822. */
  61823. name: string;
  61824. /**
  61825. * The scene the component belongs to.
  61826. */
  61827. scene: Scene;
  61828. /**
  61829. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  61830. */
  61831. zOffset: number;
  61832. private _engine;
  61833. private _effect;
  61834. private _cachedDefines;
  61835. private _savedDepthWrite;
  61836. /**
  61837. * Instantiates a new outline renderer. (There could be only one per scene).
  61838. * @param scene Defines the scene it belongs to
  61839. */
  61840. constructor(scene: Scene);
  61841. /**
  61842. * Register the component to one instance of a scene.
  61843. */
  61844. register(): void;
  61845. /**
  61846. * Rebuilds the elements related to this component in case of
  61847. * context lost for instance.
  61848. */
  61849. rebuild(): void;
  61850. /**
  61851. * Disposes the component and the associated ressources.
  61852. */
  61853. dispose(): void;
  61854. /**
  61855. * Renders the outline in the canvas.
  61856. * @param subMesh Defines the sumesh to render
  61857. * @param batch Defines the batch of meshes in case of instances
  61858. * @param useOverlay Defines if the rendering is for the overlay or the outline
  61859. */
  61860. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  61861. /**
  61862. * Returns whether or not the outline renderer is ready for a given submesh.
  61863. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  61864. * @param subMesh Defines the submesh to check readyness for
  61865. * @param useInstances Defines wheter wee are trying to render instances or not
  61866. * @returns true if ready otherwise false
  61867. */
  61868. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61869. private _beforeRenderingMesh;
  61870. private _afterRenderingMesh;
  61871. }
  61872. }
  61873. declare module "babylonjs/Rendering/index" {
  61874. export * from "babylonjs/Rendering/boundingBoxRenderer";
  61875. export * from "babylonjs/Rendering/depthRenderer";
  61876. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  61877. export * from "babylonjs/Rendering/edgesRenderer";
  61878. export * from "babylonjs/Rendering/geometryBufferRenderer";
  61879. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  61880. export * from "babylonjs/Rendering/outlineRenderer";
  61881. export * from "babylonjs/Rendering/renderingGroup";
  61882. export * from "babylonjs/Rendering/renderingManager";
  61883. export * from "babylonjs/Rendering/utilityLayerRenderer";
  61884. }
  61885. declare module "babylonjs/Sprites/index" {
  61886. export * from "babylonjs/Sprites/sprite";
  61887. export * from "babylonjs/Sprites/spriteManager";
  61888. export * from "babylonjs/Sprites/spriteSceneComponent";
  61889. }
  61890. declare module "babylonjs/Misc/assetsManager" {
  61891. import { Scene } from "babylonjs/scene";
  61892. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61893. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61894. import { Skeleton } from "babylonjs/Bones/skeleton";
  61895. import { Observable } from "babylonjs/Misc/observable";
  61896. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  61897. import { Texture } from "babylonjs/Materials/Textures/texture";
  61898. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  61899. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  61900. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  61901. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  61902. /**
  61903. * Defines the list of states available for a task inside a AssetsManager
  61904. */
  61905. export enum AssetTaskState {
  61906. /**
  61907. * Initialization
  61908. */
  61909. INIT = 0,
  61910. /**
  61911. * Running
  61912. */
  61913. RUNNING = 1,
  61914. /**
  61915. * Done
  61916. */
  61917. DONE = 2,
  61918. /**
  61919. * Error
  61920. */
  61921. ERROR = 3
  61922. }
  61923. /**
  61924. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  61925. */
  61926. export abstract class AbstractAssetTask {
  61927. /**
  61928. * Task name
  61929. */ name: string;
  61930. /**
  61931. * Callback called when the task is successful
  61932. */
  61933. onSuccess: (task: any) => void;
  61934. /**
  61935. * Callback called when the task is not successful
  61936. */
  61937. onError: (task: any, message?: string, exception?: any) => void;
  61938. /**
  61939. * Creates a new AssetsManager
  61940. * @param name defines the name of the task
  61941. */
  61942. constructor(
  61943. /**
  61944. * Task name
  61945. */ name: string);
  61946. private _isCompleted;
  61947. private _taskState;
  61948. private _errorObject;
  61949. /**
  61950. * Get if the task is completed
  61951. */
  61952. readonly isCompleted: boolean;
  61953. /**
  61954. * Gets the current state of the task
  61955. */
  61956. readonly taskState: AssetTaskState;
  61957. /**
  61958. * Gets the current error object (if task is in error)
  61959. */
  61960. readonly errorObject: {
  61961. message?: string;
  61962. exception?: any;
  61963. };
  61964. /**
  61965. * Internal only
  61966. * @hidden
  61967. */
  61968. _setErrorObject(message?: string, exception?: any): void;
  61969. /**
  61970. * Execute the current task
  61971. * @param scene defines the scene where you want your assets to be loaded
  61972. * @param onSuccess is a callback called when the task is successfully executed
  61973. * @param onError is a callback called if an error occurs
  61974. */
  61975. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  61976. /**
  61977. * Execute the current task
  61978. * @param scene defines the scene where you want your assets to be loaded
  61979. * @param onSuccess is a callback called when the task is successfully executed
  61980. * @param onError is a callback called if an error occurs
  61981. */
  61982. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  61983. /**
  61984. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  61985. * This can be used with failed tasks that have the reason for failure fixed.
  61986. */
  61987. reset(): void;
  61988. private onErrorCallback;
  61989. private onDoneCallback;
  61990. }
  61991. /**
  61992. * Define the interface used by progress events raised during assets loading
  61993. */
  61994. export interface IAssetsProgressEvent {
  61995. /**
  61996. * Defines the number of remaining tasks to process
  61997. */
  61998. remainingCount: number;
  61999. /**
  62000. * Defines the total number of tasks
  62001. */
  62002. totalCount: number;
  62003. /**
  62004. * Defines the task that was just processed
  62005. */
  62006. task: AbstractAssetTask;
  62007. }
  62008. /**
  62009. * Class used to share progress information about assets loading
  62010. */
  62011. export class AssetsProgressEvent implements IAssetsProgressEvent {
  62012. /**
  62013. * Defines the number of remaining tasks to process
  62014. */
  62015. remainingCount: number;
  62016. /**
  62017. * Defines the total number of tasks
  62018. */
  62019. totalCount: number;
  62020. /**
  62021. * Defines the task that was just processed
  62022. */
  62023. task: AbstractAssetTask;
  62024. /**
  62025. * Creates a AssetsProgressEvent
  62026. * @param remainingCount defines the number of remaining tasks to process
  62027. * @param totalCount defines the total number of tasks
  62028. * @param task defines the task that was just processed
  62029. */
  62030. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  62031. }
  62032. /**
  62033. * Define a task used by AssetsManager to load meshes
  62034. */
  62035. export class MeshAssetTask extends AbstractAssetTask {
  62036. /**
  62037. * Defines the name of the task
  62038. */
  62039. name: string;
  62040. /**
  62041. * Defines the list of mesh's names you want to load
  62042. */
  62043. meshesNames: any;
  62044. /**
  62045. * Defines the root url to use as a base to load your meshes and associated resources
  62046. */
  62047. rootUrl: string;
  62048. /**
  62049. * Defines the filename of the scene to load from
  62050. */
  62051. sceneFilename: string;
  62052. /**
  62053. * Gets the list of loaded meshes
  62054. */
  62055. loadedMeshes: Array<AbstractMesh>;
  62056. /**
  62057. * Gets the list of loaded particle systems
  62058. */
  62059. loadedParticleSystems: Array<IParticleSystem>;
  62060. /**
  62061. * Gets the list of loaded skeletons
  62062. */
  62063. loadedSkeletons: Array<Skeleton>;
  62064. /**
  62065. * Gets the list of loaded animation groups
  62066. */
  62067. loadedAnimationGroups: Array<AnimationGroup>;
  62068. /**
  62069. * Callback called when the task is successful
  62070. */
  62071. onSuccess: (task: MeshAssetTask) => void;
  62072. /**
  62073. * Callback called when the task is successful
  62074. */
  62075. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  62076. /**
  62077. * Creates a new MeshAssetTask
  62078. * @param name defines the name of the task
  62079. * @param meshesNames defines the list of mesh's names you want to load
  62080. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  62081. * @param sceneFilename defines the filename of the scene to load from
  62082. */
  62083. constructor(
  62084. /**
  62085. * Defines the name of the task
  62086. */
  62087. name: string,
  62088. /**
  62089. * Defines the list of mesh's names you want to load
  62090. */
  62091. meshesNames: any,
  62092. /**
  62093. * Defines the root url to use as a base to load your meshes and associated resources
  62094. */
  62095. rootUrl: string,
  62096. /**
  62097. * Defines the filename of the scene to load from
  62098. */
  62099. sceneFilename: string);
  62100. /**
  62101. * Execute the current task
  62102. * @param scene defines the scene where you want your assets to be loaded
  62103. * @param onSuccess is a callback called when the task is successfully executed
  62104. * @param onError is a callback called if an error occurs
  62105. */
  62106. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62107. }
  62108. /**
  62109. * Define a task used by AssetsManager to load text content
  62110. */
  62111. export class TextFileAssetTask extends AbstractAssetTask {
  62112. /**
  62113. * Defines the name of the task
  62114. */
  62115. name: string;
  62116. /**
  62117. * Defines the location of the file to load
  62118. */
  62119. url: string;
  62120. /**
  62121. * Gets the loaded text string
  62122. */
  62123. text: string;
  62124. /**
  62125. * Callback called when the task is successful
  62126. */
  62127. onSuccess: (task: TextFileAssetTask) => void;
  62128. /**
  62129. * Callback called when the task is successful
  62130. */
  62131. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  62132. /**
  62133. * Creates a new TextFileAssetTask object
  62134. * @param name defines the name of the task
  62135. * @param url defines the location of the file to load
  62136. */
  62137. constructor(
  62138. /**
  62139. * Defines the name of the task
  62140. */
  62141. name: string,
  62142. /**
  62143. * Defines the location of the file to load
  62144. */
  62145. url: string);
  62146. /**
  62147. * Execute the current task
  62148. * @param scene defines the scene where you want your assets to be loaded
  62149. * @param onSuccess is a callback called when the task is successfully executed
  62150. * @param onError is a callback called if an error occurs
  62151. */
  62152. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62153. }
  62154. /**
  62155. * Define a task used by AssetsManager to load binary data
  62156. */
  62157. export class BinaryFileAssetTask extends AbstractAssetTask {
  62158. /**
  62159. * Defines the name of the task
  62160. */
  62161. name: string;
  62162. /**
  62163. * Defines the location of the file to load
  62164. */
  62165. url: string;
  62166. /**
  62167. * Gets the lodaded data (as an array buffer)
  62168. */
  62169. data: ArrayBuffer;
  62170. /**
  62171. * Callback called when the task is successful
  62172. */
  62173. onSuccess: (task: BinaryFileAssetTask) => void;
  62174. /**
  62175. * Callback called when the task is successful
  62176. */
  62177. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  62178. /**
  62179. * Creates a new BinaryFileAssetTask object
  62180. * @param name defines the name of the new task
  62181. * @param url defines the location of the file to load
  62182. */
  62183. constructor(
  62184. /**
  62185. * Defines the name of the task
  62186. */
  62187. name: string,
  62188. /**
  62189. * Defines the location of the file to load
  62190. */
  62191. url: string);
  62192. /**
  62193. * Execute the current task
  62194. * @param scene defines the scene where you want your assets to be loaded
  62195. * @param onSuccess is a callback called when the task is successfully executed
  62196. * @param onError is a callback called if an error occurs
  62197. */
  62198. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62199. }
  62200. /**
  62201. * Define a task used by AssetsManager to load images
  62202. */
  62203. export class ImageAssetTask extends AbstractAssetTask {
  62204. /**
  62205. * Defines the name of the task
  62206. */
  62207. name: string;
  62208. /**
  62209. * Defines the location of the image to load
  62210. */
  62211. url: string;
  62212. /**
  62213. * Gets the loaded images
  62214. */
  62215. image: HTMLImageElement;
  62216. /**
  62217. * Callback called when the task is successful
  62218. */
  62219. onSuccess: (task: ImageAssetTask) => void;
  62220. /**
  62221. * Callback called when the task is successful
  62222. */
  62223. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  62224. /**
  62225. * Creates a new ImageAssetTask
  62226. * @param name defines the name of the task
  62227. * @param url defines the location of the image to load
  62228. */
  62229. constructor(
  62230. /**
  62231. * Defines the name of the task
  62232. */
  62233. name: string,
  62234. /**
  62235. * Defines the location of the image to load
  62236. */
  62237. url: string);
  62238. /**
  62239. * Execute the current task
  62240. * @param scene defines the scene where you want your assets to be loaded
  62241. * @param onSuccess is a callback called when the task is successfully executed
  62242. * @param onError is a callback called if an error occurs
  62243. */
  62244. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62245. }
  62246. /**
  62247. * Defines the interface used by texture loading tasks
  62248. */
  62249. export interface ITextureAssetTask<TEX extends BaseTexture> {
  62250. /**
  62251. * Gets the loaded texture
  62252. */
  62253. texture: TEX;
  62254. }
  62255. /**
  62256. * Define a task used by AssetsManager to load 2D textures
  62257. */
  62258. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  62259. /**
  62260. * Defines the name of the task
  62261. */
  62262. name: string;
  62263. /**
  62264. * Defines the location of the file to load
  62265. */
  62266. url: string;
  62267. /**
  62268. * Defines if mipmap should not be generated (default is false)
  62269. */
  62270. noMipmap?: boolean | undefined;
  62271. /**
  62272. * Defines if texture must be inverted on Y axis (default is false)
  62273. */
  62274. invertY?: boolean | undefined;
  62275. /**
  62276. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62277. */
  62278. samplingMode: number;
  62279. /**
  62280. * Gets the loaded texture
  62281. */
  62282. texture: Texture;
  62283. /**
  62284. * Callback called when the task is successful
  62285. */
  62286. onSuccess: (task: TextureAssetTask) => void;
  62287. /**
  62288. * Callback called when the task is successful
  62289. */
  62290. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  62291. /**
  62292. * Creates a new TextureAssetTask object
  62293. * @param name defines the name of the task
  62294. * @param url defines the location of the file to load
  62295. * @param noMipmap defines if mipmap should not be generated (default is false)
  62296. * @param invertY defines if texture must be inverted on Y axis (default is false)
  62297. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62298. */
  62299. constructor(
  62300. /**
  62301. * Defines the name of the task
  62302. */
  62303. name: string,
  62304. /**
  62305. * Defines the location of the file to load
  62306. */
  62307. url: string,
  62308. /**
  62309. * Defines if mipmap should not be generated (default is false)
  62310. */
  62311. noMipmap?: boolean | undefined,
  62312. /**
  62313. * Defines if texture must be inverted on Y axis (default is false)
  62314. */
  62315. invertY?: boolean | undefined,
  62316. /**
  62317. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62318. */
  62319. samplingMode?: number);
  62320. /**
  62321. * Execute the current task
  62322. * @param scene defines the scene where you want your assets to be loaded
  62323. * @param onSuccess is a callback called when the task is successfully executed
  62324. * @param onError is a callback called if an error occurs
  62325. */
  62326. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62327. }
  62328. /**
  62329. * Define a task used by AssetsManager to load cube textures
  62330. */
  62331. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  62332. /**
  62333. * Defines the name of the task
  62334. */
  62335. name: string;
  62336. /**
  62337. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62338. */
  62339. url: string;
  62340. /**
  62341. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62342. */
  62343. extensions?: string[] | undefined;
  62344. /**
  62345. * Defines if mipmaps should not be generated (default is false)
  62346. */
  62347. noMipmap?: boolean | undefined;
  62348. /**
  62349. * Defines the explicit list of files (undefined by default)
  62350. */
  62351. files?: string[] | undefined;
  62352. /**
  62353. * Gets the loaded texture
  62354. */
  62355. texture: CubeTexture;
  62356. /**
  62357. * Callback called when the task is successful
  62358. */
  62359. onSuccess: (task: CubeTextureAssetTask) => void;
  62360. /**
  62361. * Callback called when the task is successful
  62362. */
  62363. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  62364. /**
  62365. * Creates a new CubeTextureAssetTask
  62366. * @param name defines the name of the task
  62367. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62368. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62369. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62370. * @param files defines the explicit list of files (undefined by default)
  62371. */
  62372. constructor(
  62373. /**
  62374. * Defines the name of the task
  62375. */
  62376. name: string,
  62377. /**
  62378. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62379. */
  62380. url: string,
  62381. /**
  62382. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62383. */
  62384. extensions?: string[] | undefined,
  62385. /**
  62386. * Defines if mipmaps should not be generated (default is false)
  62387. */
  62388. noMipmap?: boolean | undefined,
  62389. /**
  62390. * Defines the explicit list of files (undefined by default)
  62391. */
  62392. files?: string[] | undefined);
  62393. /**
  62394. * Execute the current task
  62395. * @param scene defines the scene where you want your assets to be loaded
  62396. * @param onSuccess is a callback called when the task is successfully executed
  62397. * @param onError is a callback called if an error occurs
  62398. */
  62399. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62400. }
  62401. /**
  62402. * Define a task used by AssetsManager to load HDR cube textures
  62403. */
  62404. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  62405. /**
  62406. * Defines the name of the task
  62407. */
  62408. name: string;
  62409. /**
  62410. * Defines the location of the file to load
  62411. */
  62412. url: string;
  62413. /**
  62414. * Defines the desired size (the more it increases the longer the generation will be)
  62415. */
  62416. size: number;
  62417. /**
  62418. * Defines if mipmaps should not be generated (default is false)
  62419. */
  62420. noMipmap: boolean;
  62421. /**
  62422. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62423. */
  62424. generateHarmonics: boolean;
  62425. /**
  62426. * 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)
  62427. */
  62428. gammaSpace: boolean;
  62429. /**
  62430. * Internal Use Only
  62431. */
  62432. reserved: boolean;
  62433. /**
  62434. * Gets the loaded texture
  62435. */
  62436. texture: HDRCubeTexture;
  62437. /**
  62438. * Callback called when the task is successful
  62439. */
  62440. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  62441. /**
  62442. * Callback called when the task is successful
  62443. */
  62444. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  62445. /**
  62446. * Creates a new HDRCubeTextureAssetTask object
  62447. * @param name defines the name of the task
  62448. * @param url defines the location of the file to load
  62449. * @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.
  62450. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62451. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62452. * @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)
  62453. * @param reserved Internal use only
  62454. */
  62455. constructor(
  62456. /**
  62457. * Defines the name of the task
  62458. */
  62459. name: string,
  62460. /**
  62461. * Defines the location of the file to load
  62462. */
  62463. url: string,
  62464. /**
  62465. * Defines the desired size (the more it increases the longer the generation will be)
  62466. */
  62467. size: number,
  62468. /**
  62469. * Defines if mipmaps should not be generated (default is false)
  62470. */
  62471. noMipmap?: boolean,
  62472. /**
  62473. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62474. */
  62475. generateHarmonics?: boolean,
  62476. /**
  62477. * 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)
  62478. */
  62479. gammaSpace?: boolean,
  62480. /**
  62481. * Internal Use Only
  62482. */
  62483. reserved?: boolean);
  62484. /**
  62485. * Execute the current task
  62486. * @param scene defines the scene where you want your assets to be loaded
  62487. * @param onSuccess is a callback called when the task is successfully executed
  62488. * @param onError is a callback called if an error occurs
  62489. */
  62490. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62491. }
  62492. /**
  62493. * Define a task used by AssetsManager to load Equirectangular cube textures
  62494. */
  62495. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  62496. /**
  62497. * Defines the name of the task
  62498. */
  62499. name: string;
  62500. /**
  62501. * Defines the location of the file to load
  62502. */
  62503. url: string;
  62504. /**
  62505. * Defines the desired size (the more it increases the longer the generation will be)
  62506. */
  62507. size: number;
  62508. /**
  62509. * Defines if mipmaps should not be generated (default is false)
  62510. */
  62511. noMipmap: boolean;
  62512. /**
  62513. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62514. * but the standard material would require them in Gamma space) (default is true)
  62515. */
  62516. gammaSpace: boolean;
  62517. /**
  62518. * Gets the loaded texture
  62519. */
  62520. texture: EquiRectangularCubeTexture;
  62521. /**
  62522. * Callback called when the task is successful
  62523. */
  62524. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  62525. /**
  62526. * Callback called when the task is successful
  62527. */
  62528. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  62529. /**
  62530. * Creates a new EquiRectangularCubeTextureAssetTask object
  62531. * @param name defines the name of the task
  62532. * @param url defines the location of the file to load
  62533. * @param size defines the desired size (the more it increases the longer the generation will be)
  62534. * If the size is omitted this implies you are using a preprocessed cubemap.
  62535. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62536. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  62537. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  62538. * (default is true)
  62539. */
  62540. constructor(
  62541. /**
  62542. * Defines the name of the task
  62543. */
  62544. name: string,
  62545. /**
  62546. * Defines the location of the file to load
  62547. */
  62548. url: string,
  62549. /**
  62550. * Defines the desired size (the more it increases the longer the generation will be)
  62551. */
  62552. size: number,
  62553. /**
  62554. * Defines if mipmaps should not be generated (default is false)
  62555. */
  62556. noMipmap?: boolean,
  62557. /**
  62558. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62559. * but the standard material would require them in Gamma space) (default is true)
  62560. */
  62561. gammaSpace?: boolean);
  62562. /**
  62563. * Execute the current task
  62564. * @param scene defines the scene where you want your assets to be loaded
  62565. * @param onSuccess is a callback called when the task is successfully executed
  62566. * @param onError is a callback called if an error occurs
  62567. */
  62568. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62569. }
  62570. /**
  62571. * This class can be used to easily import assets into a scene
  62572. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  62573. */
  62574. export class AssetsManager {
  62575. private _scene;
  62576. private _isLoading;
  62577. protected _tasks: AbstractAssetTask[];
  62578. protected _waitingTasksCount: number;
  62579. protected _totalTasksCount: number;
  62580. /**
  62581. * Callback called when all tasks are processed
  62582. */
  62583. onFinish: (tasks: AbstractAssetTask[]) => void;
  62584. /**
  62585. * Callback called when a task is successful
  62586. */
  62587. onTaskSuccess: (task: AbstractAssetTask) => void;
  62588. /**
  62589. * Callback called when a task had an error
  62590. */
  62591. onTaskError: (task: AbstractAssetTask) => void;
  62592. /**
  62593. * Callback called when a task is done (whatever the result is)
  62594. */
  62595. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  62596. /**
  62597. * Observable called when all tasks are processed
  62598. */
  62599. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  62600. /**
  62601. * Observable called when a task had an error
  62602. */
  62603. onTaskErrorObservable: Observable<AbstractAssetTask>;
  62604. /**
  62605. * Observable called when all tasks were executed
  62606. */
  62607. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  62608. /**
  62609. * Observable called when a task is done (whatever the result is)
  62610. */
  62611. onProgressObservable: Observable<IAssetsProgressEvent>;
  62612. /**
  62613. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  62614. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  62615. */
  62616. useDefaultLoadingScreen: boolean;
  62617. /**
  62618. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  62619. * when all assets have been downloaded.
  62620. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  62621. */
  62622. autoHideLoadingUI: boolean;
  62623. /**
  62624. * Creates a new AssetsManager
  62625. * @param scene defines the scene to work on
  62626. */
  62627. constructor(scene: Scene);
  62628. /**
  62629. * Add a MeshAssetTask to the list of active tasks
  62630. * @param taskName defines the name of the new task
  62631. * @param meshesNames defines the name of meshes to load
  62632. * @param rootUrl defines the root url to use to locate files
  62633. * @param sceneFilename defines the filename of the scene file
  62634. * @returns a new MeshAssetTask object
  62635. */
  62636. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  62637. /**
  62638. * Add a TextFileAssetTask to the list of active tasks
  62639. * @param taskName defines the name of the new task
  62640. * @param url defines the url of the file to load
  62641. * @returns a new TextFileAssetTask object
  62642. */
  62643. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  62644. /**
  62645. * Add a BinaryFileAssetTask to the list of active tasks
  62646. * @param taskName defines the name of the new task
  62647. * @param url defines the url of the file to load
  62648. * @returns a new BinaryFileAssetTask object
  62649. */
  62650. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  62651. /**
  62652. * Add a ImageAssetTask to the list of active tasks
  62653. * @param taskName defines the name of the new task
  62654. * @param url defines the url of the file to load
  62655. * @returns a new ImageAssetTask object
  62656. */
  62657. addImageTask(taskName: string, url: string): ImageAssetTask;
  62658. /**
  62659. * Add a TextureAssetTask to the list of active tasks
  62660. * @param taskName defines the name of the new task
  62661. * @param url defines the url of the file to load
  62662. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62663. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  62664. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  62665. * @returns a new TextureAssetTask object
  62666. */
  62667. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  62668. /**
  62669. * Add a CubeTextureAssetTask to the list of active tasks
  62670. * @param taskName defines the name of the new task
  62671. * @param url defines the url of the file to load
  62672. * @param extensions defines the extension to use to load the cube map (can be null)
  62673. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62674. * @param files defines the list of files to load (can be null)
  62675. * @returns a new CubeTextureAssetTask object
  62676. */
  62677. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  62678. /**
  62679. *
  62680. * Add a HDRCubeTextureAssetTask to the list of active tasks
  62681. * @param taskName defines the name of the new task
  62682. * @param url defines the url of the file to load
  62683. * @param size defines the size you want for the cubemap (can be null)
  62684. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62685. * @param generateHarmonics defines if you want to automatically generate (true by default)
  62686. * @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)
  62687. * @param reserved Internal use only
  62688. * @returns a new HDRCubeTextureAssetTask object
  62689. */
  62690. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  62691. /**
  62692. *
  62693. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  62694. * @param taskName defines the name of the new task
  62695. * @param url defines the url of the file to load
  62696. * @param size defines the size you want for the cubemap (can be null)
  62697. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62698. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  62699. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  62700. * @returns a new EquiRectangularCubeTextureAssetTask object
  62701. */
  62702. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  62703. /**
  62704. * Remove a task from the assets manager.
  62705. * @param task the task to remove
  62706. */
  62707. removeTask(task: AbstractAssetTask): void;
  62708. private _decreaseWaitingTasksCount;
  62709. private _runTask;
  62710. /**
  62711. * Reset the AssetsManager and remove all tasks
  62712. * @return the current instance of the AssetsManager
  62713. */
  62714. reset(): AssetsManager;
  62715. /**
  62716. * Start the loading process
  62717. * @return the current instance of the AssetsManager
  62718. */
  62719. load(): AssetsManager;
  62720. /**
  62721. * Start the loading process as an async operation
  62722. * @return a promise returning the list of failed tasks
  62723. */
  62724. loadAsync(): Promise<void>;
  62725. }
  62726. }
  62727. declare module "babylonjs/Misc/deferred" {
  62728. /**
  62729. * Wrapper class for promise with external resolve and reject.
  62730. */
  62731. export class Deferred<T> {
  62732. /**
  62733. * The promise associated with this deferred object.
  62734. */
  62735. readonly promise: Promise<T>;
  62736. private _resolve;
  62737. private _reject;
  62738. /**
  62739. * The resolve method of the promise associated with this deferred object.
  62740. */
  62741. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  62742. /**
  62743. * The reject method of the promise associated with this deferred object.
  62744. */
  62745. readonly reject: (reason?: any) => void;
  62746. /**
  62747. * Constructor for this deferred object.
  62748. */
  62749. constructor();
  62750. }
  62751. }
  62752. declare module "babylonjs/Misc/meshExploder" {
  62753. import { Mesh } from "babylonjs/Meshes/mesh";
  62754. /**
  62755. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  62756. */
  62757. export class MeshExploder {
  62758. private _centerMesh;
  62759. private _meshes;
  62760. private _meshesOrigins;
  62761. private _toCenterVectors;
  62762. private _scaledDirection;
  62763. private _newPosition;
  62764. private _centerPosition;
  62765. /**
  62766. * Explodes meshes from a center mesh.
  62767. * @param meshes The meshes to explode.
  62768. * @param centerMesh The mesh to be center of explosion.
  62769. */
  62770. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  62771. private _setCenterMesh;
  62772. /**
  62773. * Get class name
  62774. * @returns "MeshExploder"
  62775. */
  62776. getClassName(): string;
  62777. /**
  62778. * "Exploded meshes"
  62779. * @returns Array of meshes with the centerMesh at index 0.
  62780. */
  62781. getMeshes(): Array<Mesh>;
  62782. /**
  62783. * Explodes meshes giving a specific direction
  62784. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  62785. */
  62786. explode(direction?: number): void;
  62787. }
  62788. }
  62789. declare module "babylonjs/Misc/filesInput" {
  62790. import { Engine } from "babylonjs/Engines/engine";
  62791. import { Scene } from "babylonjs/scene";
  62792. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  62793. /**
  62794. * Class used to help managing file picking and drag'n'drop
  62795. */
  62796. export class FilesInput {
  62797. /**
  62798. * List of files ready to be loaded
  62799. */
  62800. static readonly FilesToLoad: {
  62801. [key: string]: File;
  62802. };
  62803. /**
  62804. * Callback called when a file is processed
  62805. */
  62806. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  62807. private _engine;
  62808. private _currentScene;
  62809. private _sceneLoadedCallback;
  62810. private _progressCallback;
  62811. private _additionalRenderLoopLogicCallback;
  62812. private _textureLoadingCallback;
  62813. private _startingProcessingFilesCallback;
  62814. private _onReloadCallback;
  62815. private _errorCallback;
  62816. private _elementToMonitor;
  62817. private _sceneFileToLoad;
  62818. private _filesToLoad;
  62819. /**
  62820. * Creates a new FilesInput
  62821. * @param engine defines the rendering engine
  62822. * @param scene defines the hosting scene
  62823. * @param sceneLoadedCallback callback called when scene is loaded
  62824. * @param progressCallback callback called to track progress
  62825. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  62826. * @param textureLoadingCallback callback called when a texture is loading
  62827. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  62828. * @param onReloadCallback callback called when a reload is requested
  62829. * @param errorCallback callback call if an error occurs
  62830. */
  62831. 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);
  62832. private _dragEnterHandler;
  62833. private _dragOverHandler;
  62834. private _dropHandler;
  62835. /**
  62836. * Calls this function to listen to drag'n'drop events on a specific DOM element
  62837. * @param elementToMonitor defines the DOM element to track
  62838. */
  62839. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  62840. /**
  62841. * Release all associated resources
  62842. */
  62843. dispose(): void;
  62844. private renderFunction;
  62845. private drag;
  62846. private drop;
  62847. private _traverseFolder;
  62848. private _processFiles;
  62849. /**
  62850. * Load files from a drop event
  62851. * @param event defines the drop event to use as source
  62852. */
  62853. loadFiles(event: any): void;
  62854. private _processReload;
  62855. /**
  62856. * Reload the current scene from the loaded files
  62857. */
  62858. reload(): void;
  62859. }
  62860. }
  62861. declare module "babylonjs/Misc/HighDynamicRange/index" {
  62862. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  62863. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  62864. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  62865. }
  62866. declare module "babylonjs/Misc/sceneOptimizer" {
  62867. import { Scene, IDisposable } from "babylonjs/scene";
  62868. import { Observable } from "babylonjs/Misc/observable";
  62869. /**
  62870. * Defines the root class used to create scene optimization to use with SceneOptimizer
  62871. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62872. */
  62873. export class SceneOptimization {
  62874. /**
  62875. * Defines the priority of this optimization (0 by default which means first in the list)
  62876. */
  62877. priority: number;
  62878. /**
  62879. * Gets a string describing the action executed by the current optimization
  62880. * @returns description string
  62881. */
  62882. getDescription(): string;
  62883. /**
  62884. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62885. * @param scene defines the current scene where to apply this optimization
  62886. * @param optimizer defines the current optimizer
  62887. * @returns true if everything that can be done was applied
  62888. */
  62889. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  62890. /**
  62891. * Creates the SceneOptimization object
  62892. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  62893. * @param desc defines the description associated with the optimization
  62894. */
  62895. constructor(
  62896. /**
  62897. * Defines the priority of this optimization (0 by default which means first in the list)
  62898. */
  62899. priority?: number);
  62900. }
  62901. /**
  62902. * Defines an optimization used to reduce the size of render target textures
  62903. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62904. */
  62905. export class TextureOptimization extends SceneOptimization {
  62906. /**
  62907. * Defines the priority of this optimization (0 by default which means first in the list)
  62908. */
  62909. priority: number;
  62910. /**
  62911. * 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
  62912. */
  62913. maximumSize: number;
  62914. /**
  62915. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  62916. */
  62917. step: number;
  62918. /**
  62919. * Gets a string describing the action executed by the current optimization
  62920. * @returns description string
  62921. */
  62922. getDescription(): string;
  62923. /**
  62924. * Creates the TextureOptimization object
  62925. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  62926. * @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
  62927. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  62928. */
  62929. constructor(
  62930. /**
  62931. * Defines the priority of this optimization (0 by default which means first in the list)
  62932. */
  62933. priority?: number,
  62934. /**
  62935. * 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
  62936. */
  62937. maximumSize?: number,
  62938. /**
  62939. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  62940. */
  62941. step?: number);
  62942. /**
  62943. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62944. * @param scene defines the current scene where to apply this optimization
  62945. * @param optimizer defines the current optimizer
  62946. * @returns true if everything that can be done was applied
  62947. */
  62948. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  62949. }
  62950. /**
  62951. * Defines an optimization used to increase or decrease the rendering resolution
  62952. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62953. */
  62954. export class HardwareScalingOptimization extends SceneOptimization {
  62955. /**
  62956. * Defines the priority of this optimization (0 by default which means first in the list)
  62957. */
  62958. priority: number;
  62959. /**
  62960. * Defines the maximum scale to use (2 by default)
  62961. */
  62962. maximumScale: number;
  62963. /**
  62964. * Defines the step to use between two passes (0.5 by default)
  62965. */
  62966. step: number;
  62967. private _currentScale;
  62968. private _directionOffset;
  62969. /**
  62970. * Gets a string describing the action executed by the current optimization
  62971. * @return description string
  62972. */
  62973. getDescription(): string;
  62974. /**
  62975. * Creates the HardwareScalingOptimization object
  62976. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  62977. * @param maximumScale defines the maximum scale to use (2 by default)
  62978. * @param step defines the step to use between two passes (0.5 by default)
  62979. */
  62980. constructor(
  62981. /**
  62982. * Defines the priority of this optimization (0 by default which means first in the list)
  62983. */
  62984. priority?: number,
  62985. /**
  62986. * Defines the maximum scale to use (2 by default)
  62987. */
  62988. maximumScale?: number,
  62989. /**
  62990. * Defines the step to use between two passes (0.5 by default)
  62991. */
  62992. step?: number);
  62993. /**
  62994. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62995. * @param scene defines the current scene where to apply this optimization
  62996. * @param optimizer defines the current optimizer
  62997. * @returns true if everything that can be done was applied
  62998. */
  62999. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63000. }
  63001. /**
  63002. * Defines an optimization used to remove shadows
  63003. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63004. */
  63005. export class ShadowsOptimization extends SceneOptimization {
  63006. /**
  63007. * Gets a string describing the action executed by the current optimization
  63008. * @return description string
  63009. */
  63010. getDescription(): string;
  63011. /**
  63012. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63013. * @param scene defines the current scene where to apply this optimization
  63014. * @param optimizer defines the current optimizer
  63015. * @returns true if everything that can be done was applied
  63016. */
  63017. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63018. }
  63019. /**
  63020. * Defines an optimization used to turn post-processes off
  63021. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63022. */
  63023. export class PostProcessesOptimization extends SceneOptimization {
  63024. /**
  63025. * Gets a string describing the action executed by the current optimization
  63026. * @return description string
  63027. */
  63028. getDescription(): string;
  63029. /**
  63030. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63031. * @param scene defines the current scene where to apply this optimization
  63032. * @param optimizer defines the current optimizer
  63033. * @returns true if everything that can be done was applied
  63034. */
  63035. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63036. }
  63037. /**
  63038. * Defines an optimization used to turn lens flares off
  63039. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63040. */
  63041. export class LensFlaresOptimization extends SceneOptimization {
  63042. /**
  63043. * Gets a string describing the action executed by the current optimization
  63044. * @return description string
  63045. */
  63046. getDescription(): string;
  63047. /**
  63048. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63049. * @param scene defines the current scene where to apply this optimization
  63050. * @param optimizer defines the current optimizer
  63051. * @returns true if everything that can be done was applied
  63052. */
  63053. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63054. }
  63055. /**
  63056. * Defines an optimization based on user defined callback.
  63057. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63058. */
  63059. export class CustomOptimization extends SceneOptimization {
  63060. /**
  63061. * Callback called to apply the custom optimization.
  63062. */
  63063. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  63064. /**
  63065. * Callback called to get custom description
  63066. */
  63067. onGetDescription: () => string;
  63068. /**
  63069. * Gets a string describing the action executed by the current optimization
  63070. * @returns description string
  63071. */
  63072. getDescription(): string;
  63073. /**
  63074. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63075. * @param scene defines the current scene where to apply this optimization
  63076. * @param optimizer defines the current optimizer
  63077. * @returns true if everything that can be done was applied
  63078. */
  63079. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63080. }
  63081. /**
  63082. * Defines an optimization used to turn particles off
  63083. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63084. */
  63085. export class ParticlesOptimization extends SceneOptimization {
  63086. /**
  63087. * Gets a string describing the action executed by the current optimization
  63088. * @return description string
  63089. */
  63090. getDescription(): string;
  63091. /**
  63092. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63093. * @param scene defines the current scene where to apply this optimization
  63094. * @param optimizer defines the current optimizer
  63095. * @returns true if everything that can be done was applied
  63096. */
  63097. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63098. }
  63099. /**
  63100. * Defines an optimization used to turn render targets off
  63101. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63102. */
  63103. export class RenderTargetsOptimization extends SceneOptimization {
  63104. /**
  63105. * Gets a string describing the action executed by the current optimization
  63106. * @return description string
  63107. */
  63108. getDescription(): string;
  63109. /**
  63110. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63111. * @param scene defines the current scene where to apply this optimization
  63112. * @param optimizer defines the current optimizer
  63113. * @returns true if everything that can be done was applied
  63114. */
  63115. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63116. }
  63117. /**
  63118. * Defines an optimization used to merge meshes with compatible materials
  63119. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63120. */
  63121. export class MergeMeshesOptimization extends SceneOptimization {
  63122. private static _UpdateSelectionTree;
  63123. /**
  63124. * Gets or sets a boolean which defines if optimization octree has to be updated
  63125. */
  63126. /**
  63127. * Gets or sets a boolean which defines if optimization octree has to be updated
  63128. */
  63129. static UpdateSelectionTree: boolean;
  63130. /**
  63131. * Gets a string describing the action executed by the current optimization
  63132. * @return description string
  63133. */
  63134. getDescription(): string;
  63135. private _canBeMerged;
  63136. /**
  63137. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63138. * @param scene defines the current scene where to apply this optimization
  63139. * @param optimizer defines the current optimizer
  63140. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  63141. * @returns true if everything that can be done was applied
  63142. */
  63143. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  63144. }
  63145. /**
  63146. * Defines a list of options used by SceneOptimizer
  63147. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63148. */
  63149. export class SceneOptimizerOptions {
  63150. /**
  63151. * Defines the target frame rate to reach (60 by default)
  63152. */
  63153. targetFrameRate: number;
  63154. /**
  63155. * Defines the interval between two checkes (2000ms by default)
  63156. */
  63157. trackerDuration: number;
  63158. /**
  63159. * Gets the list of optimizations to apply
  63160. */
  63161. optimizations: SceneOptimization[];
  63162. /**
  63163. * Creates a new list of options used by SceneOptimizer
  63164. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  63165. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  63166. */
  63167. constructor(
  63168. /**
  63169. * Defines the target frame rate to reach (60 by default)
  63170. */
  63171. targetFrameRate?: number,
  63172. /**
  63173. * Defines the interval between two checkes (2000ms by default)
  63174. */
  63175. trackerDuration?: number);
  63176. /**
  63177. * Add a new optimization
  63178. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  63179. * @returns the current SceneOptimizerOptions
  63180. */
  63181. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  63182. /**
  63183. * Add a new custom optimization
  63184. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  63185. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  63186. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63187. * @returns the current SceneOptimizerOptions
  63188. */
  63189. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  63190. /**
  63191. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  63192. * @param targetFrameRate defines the target frame rate (60 by default)
  63193. * @returns a SceneOptimizerOptions object
  63194. */
  63195. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63196. /**
  63197. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  63198. * @param targetFrameRate defines the target frame rate (60 by default)
  63199. * @returns a SceneOptimizerOptions object
  63200. */
  63201. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63202. /**
  63203. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  63204. * @param targetFrameRate defines the target frame rate (60 by default)
  63205. * @returns a SceneOptimizerOptions object
  63206. */
  63207. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63208. }
  63209. /**
  63210. * Class used to run optimizations in order to reach a target frame rate
  63211. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63212. */
  63213. export class SceneOptimizer implements IDisposable {
  63214. private _isRunning;
  63215. private _options;
  63216. private _scene;
  63217. private _currentPriorityLevel;
  63218. private _targetFrameRate;
  63219. private _trackerDuration;
  63220. private _currentFrameRate;
  63221. private _sceneDisposeObserver;
  63222. private _improvementMode;
  63223. /**
  63224. * Defines an observable called when the optimizer reaches the target frame rate
  63225. */
  63226. onSuccessObservable: Observable<SceneOptimizer>;
  63227. /**
  63228. * Defines an observable called when the optimizer enables an optimization
  63229. */
  63230. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  63231. /**
  63232. * Defines an observable called when the optimizer is not able to reach the target frame rate
  63233. */
  63234. onFailureObservable: Observable<SceneOptimizer>;
  63235. /**
  63236. * Gets a boolean indicating if the optimizer is in improvement mode
  63237. */
  63238. readonly isInImprovementMode: boolean;
  63239. /**
  63240. * Gets the current priority level (0 at start)
  63241. */
  63242. readonly currentPriorityLevel: number;
  63243. /**
  63244. * Gets the current frame rate checked by the SceneOptimizer
  63245. */
  63246. readonly currentFrameRate: number;
  63247. /**
  63248. * Gets or sets the current target frame rate (60 by default)
  63249. */
  63250. /**
  63251. * Gets or sets the current target frame rate (60 by default)
  63252. */
  63253. targetFrameRate: number;
  63254. /**
  63255. * Gets or sets the current interval between two checks (every 2000ms by default)
  63256. */
  63257. /**
  63258. * Gets or sets the current interval between two checks (every 2000ms by default)
  63259. */
  63260. trackerDuration: number;
  63261. /**
  63262. * Gets the list of active optimizations
  63263. */
  63264. readonly optimizations: SceneOptimization[];
  63265. /**
  63266. * Creates a new SceneOptimizer
  63267. * @param scene defines the scene to work on
  63268. * @param options defines the options to use with the SceneOptimizer
  63269. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  63270. * @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)
  63271. */
  63272. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  63273. /**
  63274. * Stops the current optimizer
  63275. */
  63276. stop(): void;
  63277. /**
  63278. * Reset the optimizer to initial step (current priority level = 0)
  63279. */
  63280. reset(): void;
  63281. /**
  63282. * Start the optimizer. By default it will try to reach a specific framerate
  63283. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  63284. */
  63285. start(): void;
  63286. private _checkCurrentState;
  63287. /**
  63288. * Release all resources
  63289. */
  63290. dispose(): void;
  63291. /**
  63292. * Helper function to create a SceneOptimizer with one single line of code
  63293. * @param scene defines the scene to work on
  63294. * @param options defines the options to use with the SceneOptimizer
  63295. * @param onSuccess defines a callback to call on success
  63296. * @param onFailure defines a callback to call on failure
  63297. * @returns the new SceneOptimizer object
  63298. */
  63299. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  63300. }
  63301. }
  63302. declare module "babylonjs/Misc/sceneSerializer" {
  63303. import { Scene } from "babylonjs/scene";
  63304. /**
  63305. * Class used to serialize a scene into a string
  63306. */
  63307. export class SceneSerializer {
  63308. /**
  63309. * Clear cache used by a previous serialization
  63310. */
  63311. static ClearCache(): void;
  63312. /**
  63313. * Serialize a scene into a JSON compatible object
  63314. * @param scene defines the scene to serialize
  63315. * @returns a JSON compatible object
  63316. */
  63317. static Serialize(scene: Scene): any;
  63318. /**
  63319. * Serialize a mesh into a JSON compatible object
  63320. * @param toSerialize defines the mesh to serialize
  63321. * @param withParents defines if parents must be serialized as well
  63322. * @param withChildren defines if children must be serialized as well
  63323. * @returns a JSON compatible object
  63324. */
  63325. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  63326. }
  63327. }
  63328. declare module "babylonjs/Misc/textureTools" {
  63329. import { Texture } from "babylonjs/Materials/Textures/texture";
  63330. /**
  63331. * Class used to host texture specific utilities
  63332. */
  63333. export class TextureTools {
  63334. /**
  63335. * Uses the GPU to create a copy texture rescaled at a given size
  63336. * @param texture Texture to copy from
  63337. * @param width defines the desired width
  63338. * @param height defines the desired height
  63339. * @param useBilinearMode defines if bilinear mode has to be used
  63340. * @return the generated texture
  63341. */
  63342. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  63343. }
  63344. }
  63345. declare module "babylonjs/Misc/videoRecorder" {
  63346. import { Nullable } from "babylonjs/types";
  63347. import { Engine } from "babylonjs/Engines/engine";
  63348. /**
  63349. * This represents the different options available for the video capture.
  63350. */
  63351. export interface VideoRecorderOptions {
  63352. /** Defines the mime type of the video. */
  63353. mimeType: string;
  63354. /** Defines the FPS the video should be recorded at. */
  63355. fps: number;
  63356. /** Defines the chunk size for the recording data. */
  63357. recordChunckSize: number;
  63358. /** The audio tracks to attach to the recording. */
  63359. audioTracks?: MediaStreamTrack[];
  63360. }
  63361. /**
  63362. * This can help with recording videos from BabylonJS.
  63363. * This is based on the available WebRTC functionalities of the browser.
  63364. *
  63365. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  63366. */
  63367. export class VideoRecorder {
  63368. private static readonly _defaultOptions;
  63369. /**
  63370. * Returns whether or not the VideoRecorder is available in your browser.
  63371. * @param engine Defines the Babylon Engine.
  63372. * @returns true if supported otherwise false.
  63373. */
  63374. static IsSupported(engine: Engine): boolean;
  63375. private readonly _options;
  63376. private _canvas;
  63377. private _mediaRecorder;
  63378. private _recordedChunks;
  63379. private _fileName;
  63380. private _resolve;
  63381. private _reject;
  63382. /**
  63383. * True when a recording is already in progress.
  63384. */
  63385. readonly isRecording: boolean;
  63386. /**
  63387. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  63388. * @param engine Defines the BabylonJS Engine you wish to record.
  63389. * @param options Defines options that can be used to customize the capture.
  63390. */
  63391. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  63392. /**
  63393. * Stops the current recording before the default capture timeout passed in the startRecording function.
  63394. */
  63395. stopRecording(): void;
  63396. /**
  63397. * Starts recording the canvas for a max duration specified in parameters.
  63398. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  63399. * If null no automatic download will start and you can rely on the promise to get the data back.
  63400. * @param maxDuration Defines the maximum recording time in seconds.
  63401. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  63402. * @return A promise callback at the end of the recording with the video data in Blob.
  63403. */
  63404. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  63405. /**
  63406. * Releases internal resources used during the recording.
  63407. */
  63408. dispose(): void;
  63409. private _handleDataAvailable;
  63410. private _handleError;
  63411. private _handleStop;
  63412. }
  63413. }
  63414. declare module "babylonjs/Misc/screenshotTools" {
  63415. import { Camera } from "babylonjs/Cameras/camera";
  63416. import { Engine } from "babylonjs/Engines/engine";
  63417. /**
  63418. * Class containing a set of static utilities functions for screenshots
  63419. */
  63420. export class ScreenshotTools {
  63421. /**
  63422. * Captures a screenshot of the current rendering
  63423. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63424. * @param engine defines the rendering engine
  63425. * @param camera defines the source camera
  63426. * @param size This parameter can be set to a single number or to an object with the
  63427. * following (optional) properties: precision, width, height. If a single number is passed,
  63428. * it will be used for both width and height. If an object is passed, the screenshot size
  63429. * will be derived from the parameters. The precision property is a multiplier allowing
  63430. * rendering at a higher or lower resolution
  63431. * @param successCallback defines the callback receives a single parameter which contains the
  63432. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63433. * src parameter of an <img> to display it
  63434. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  63435. * Check your browser for supported MIME types
  63436. */
  63437. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  63438. /**
  63439. * Generates an image screenshot from the specified camera.
  63440. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63441. * @param engine The engine to use for rendering
  63442. * @param camera The camera to use for rendering
  63443. * @param size This parameter can be set to a single number or to an object with the
  63444. * following (optional) properties: precision, width, height. If a single number is passed,
  63445. * it will be used for both width and height. If an object is passed, the screenshot size
  63446. * will be derived from the parameters. The precision property is a multiplier allowing
  63447. * rendering at a higher or lower resolution
  63448. * @param successCallback The callback receives a single parameter which contains the
  63449. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63450. * src parameter of an <img> to display it
  63451. * @param mimeType The MIME type of the screenshot image (default: image/png).
  63452. * Check your browser for supported MIME types
  63453. * @param samples Texture samples (default: 1)
  63454. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  63455. * @param fileName A name for for the downloaded file.
  63456. */
  63457. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  63458. }
  63459. }
  63460. declare module "babylonjs/Misc/index" {
  63461. export * from "babylonjs/Misc/andOrNotEvaluator";
  63462. export * from "babylonjs/Misc/assetsManager";
  63463. export * from "babylonjs/Misc/dds";
  63464. export * from "babylonjs/Misc/decorators";
  63465. export * from "babylonjs/Misc/deferred";
  63466. export * from "babylonjs/Misc/environmentTextureTools";
  63467. export * from "babylonjs/Misc/meshExploder";
  63468. export * from "babylonjs/Misc/filesInput";
  63469. export * from "babylonjs/Misc/HighDynamicRange/index";
  63470. export * from "babylonjs/Misc/khronosTextureContainer";
  63471. export * from "babylonjs/Misc/observable";
  63472. export * from "babylonjs/Misc/performanceMonitor";
  63473. export * from "babylonjs/Misc/promise";
  63474. export * from "babylonjs/Misc/sceneOptimizer";
  63475. export * from "babylonjs/Misc/sceneSerializer";
  63476. export * from "babylonjs/Misc/smartArray";
  63477. export * from "babylonjs/Misc/stringDictionary";
  63478. export * from "babylonjs/Misc/tags";
  63479. export * from "babylonjs/Misc/textureTools";
  63480. export * from "babylonjs/Misc/tga";
  63481. export * from "babylonjs/Misc/tools";
  63482. export * from "babylonjs/Misc/videoRecorder";
  63483. export * from "babylonjs/Misc/virtualJoystick";
  63484. export * from "babylonjs/Misc/workerPool";
  63485. export * from "babylonjs/Misc/logger";
  63486. export * from "babylonjs/Misc/typeStore";
  63487. export * from "babylonjs/Misc/filesInputStore";
  63488. export * from "babylonjs/Misc/deepCopier";
  63489. export * from "babylonjs/Misc/pivotTools";
  63490. export * from "babylonjs/Misc/precisionDate";
  63491. export * from "babylonjs/Misc/screenshotTools";
  63492. export * from "babylonjs/Misc/typeStore";
  63493. export * from "babylonjs/Misc/webRequest";
  63494. export * from "babylonjs/Misc/iInspectable";
  63495. export * from "babylonjs/Misc/brdfTextureTools";
  63496. export * from "babylonjs/Misc/gradients";
  63497. export * from "babylonjs/Misc/perfCounter";
  63498. export * from "babylonjs/Misc/fileRequest";
  63499. export * from "babylonjs/Misc/customAnimationFrameRequester";
  63500. export * from "babylonjs/Misc/retryStrategy";
  63501. export * from "babylonjs/Misc/loadFileError";
  63502. }
  63503. declare module "babylonjs/index" {
  63504. export * from "babylonjs/abstractScene";
  63505. export * from "babylonjs/Actions/index";
  63506. export * from "babylonjs/Animations/index";
  63507. export * from "babylonjs/assetContainer";
  63508. export * from "babylonjs/Audio/index";
  63509. export * from "babylonjs/Behaviors/index";
  63510. export * from "babylonjs/Bones/index";
  63511. export * from "babylonjs/Cameras/index";
  63512. export * from "babylonjs/Collisions/index";
  63513. export * from "babylonjs/Culling/index";
  63514. export * from "babylonjs/Debug/index";
  63515. export * from "babylonjs/Engines/index";
  63516. export * from "babylonjs/Events/index";
  63517. export * from "babylonjs/Gamepads/index";
  63518. export * from "babylonjs/Gizmos/index";
  63519. export * from "babylonjs/Helpers/index";
  63520. export * from "babylonjs/Instrumentation/index";
  63521. export * from "babylonjs/Layers/index";
  63522. export * from "babylonjs/LensFlares/index";
  63523. export * from "babylonjs/Lights/index";
  63524. export * from "babylonjs/Loading/index";
  63525. export * from "babylonjs/Materials/index";
  63526. export * from "babylonjs/Maths/index";
  63527. export * from "babylonjs/Meshes/index";
  63528. export * from "babylonjs/Morph/index";
  63529. export * from "babylonjs/Navigation/index";
  63530. export * from "babylonjs/node";
  63531. export * from "babylonjs/Offline/index";
  63532. export * from "babylonjs/Particles/index";
  63533. export * from "babylonjs/Physics/index";
  63534. export * from "babylonjs/PostProcesses/index";
  63535. export * from "babylonjs/Probes/index";
  63536. export * from "babylonjs/Rendering/index";
  63537. export * from "babylonjs/scene";
  63538. export * from "babylonjs/sceneComponent";
  63539. export * from "babylonjs/Sprites/index";
  63540. export * from "babylonjs/States/index";
  63541. export * from "babylonjs/Misc/index";
  63542. export * from "babylonjs/types";
  63543. }
  63544. declare module "babylonjs/Animations/pathCursor" {
  63545. import { Vector3 } from "babylonjs/Maths/math.vector";
  63546. import { Path2 } from "babylonjs/Maths/math.path";
  63547. /**
  63548. * A cursor which tracks a point on a path
  63549. */
  63550. export class PathCursor {
  63551. private path;
  63552. /**
  63553. * Stores path cursor callbacks for when an onchange event is triggered
  63554. */
  63555. private _onchange;
  63556. /**
  63557. * The value of the path cursor
  63558. */
  63559. value: number;
  63560. /**
  63561. * The animation array of the path cursor
  63562. */
  63563. animations: Animation[];
  63564. /**
  63565. * Initializes the path cursor
  63566. * @param path The path to track
  63567. */
  63568. constructor(path: Path2);
  63569. /**
  63570. * Gets the cursor point on the path
  63571. * @returns A point on the path cursor at the cursor location
  63572. */
  63573. getPoint(): Vector3;
  63574. /**
  63575. * Moves the cursor ahead by the step amount
  63576. * @param step The amount to move the cursor forward
  63577. * @returns This path cursor
  63578. */
  63579. moveAhead(step?: number): PathCursor;
  63580. /**
  63581. * Moves the cursor behind by the step amount
  63582. * @param step The amount to move the cursor back
  63583. * @returns This path cursor
  63584. */
  63585. moveBack(step?: number): PathCursor;
  63586. /**
  63587. * Moves the cursor by the step amount
  63588. * If the step amount is greater than one, an exception is thrown
  63589. * @param step The amount to move the cursor
  63590. * @returns This path cursor
  63591. */
  63592. move(step: number): PathCursor;
  63593. /**
  63594. * Ensures that the value is limited between zero and one
  63595. * @returns This path cursor
  63596. */
  63597. private ensureLimits;
  63598. /**
  63599. * Runs onchange callbacks on change (used by the animation engine)
  63600. * @returns This path cursor
  63601. */
  63602. private raiseOnChange;
  63603. /**
  63604. * Executes a function on change
  63605. * @param f A path cursor onchange callback
  63606. * @returns This path cursor
  63607. */
  63608. onchange(f: (cursor: PathCursor) => void): PathCursor;
  63609. }
  63610. }
  63611. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  63612. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  63613. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  63614. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  63615. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  63616. }
  63617. declare module "babylonjs/Engines/Processors/Expressions/index" {
  63618. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  63619. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  63620. }
  63621. declare module "babylonjs/Engines/Processors/index" {
  63622. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  63623. export * from "babylonjs/Engines/Processors/Expressions/index";
  63624. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  63625. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  63626. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  63627. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  63628. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  63629. export * from "babylonjs/Engines/Processors/shaderProcessor";
  63630. }
  63631. declare module "babylonjs/Legacy/legacy" {
  63632. import * as Babylon from "babylonjs/index";
  63633. export * from "babylonjs/index";
  63634. }
  63635. declare module "babylonjs/Shaders/blur.fragment" {
  63636. /** @hidden */
  63637. export var blurPixelShader: {
  63638. name: string;
  63639. shader: string;
  63640. };
  63641. }
  63642. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  63643. /** @hidden */
  63644. export var pointCloudVertexDeclaration: {
  63645. name: string;
  63646. shader: string;
  63647. };
  63648. }
  63649. declare module "babylonjs" {
  63650. export * from "babylonjs/Legacy/legacy";
  63651. }
  63652. declare module BABYLON {
  63653. /** Alias type for value that can be null */
  63654. export type Nullable<T> = T | null;
  63655. /**
  63656. * Alias type for number that are floats
  63657. * @ignorenaming
  63658. */
  63659. export type float = number;
  63660. /**
  63661. * Alias type for number that are doubles.
  63662. * @ignorenaming
  63663. */
  63664. export type double = number;
  63665. /**
  63666. * Alias type for number that are integer
  63667. * @ignorenaming
  63668. */
  63669. export type int = number;
  63670. /** Alias type for number array or Float32Array */
  63671. export type FloatArray = number[] | Float32Array;
  63672. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  63673. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  63674. /**
  63675. * Alias for types that can be used by a Buffer or VertexBuffer.
  63676. */
  63677. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  63678. /**
  63679. * Alias type for primitive types
  63680. * @ignorenaming
  63681. */
  63682. type Primitive = undefined | null | boolean | string | number | Function;
  63683. /**
  63684. * Type modifier to make all the properties of an object Readonly
  63685. */
  63686. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  63687. /**
  63688. * Type modifier to make all the properties of an object Readonly recursively
  63689. */
  63690. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  63691. /** @hidden */
  63692. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  63693. }
  63694. /** @hidden */
  63695. /** @hidden */
  63696. type DeepImmutableObject<T> = {
  63697. readonly [K in keyof T]: DeepImmutable<T[K]>;
  63698. };
  63699. }
  63700. declare module BABYLON {
  63701. /**
  63702. * A class serves as a medium between the observable and its observers
  63703. */
  63704. export class EventState {
  63705. /**
  63706. * Create a new EventState
  63707. * @param mask defines the mask associated with this state
  63708. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  63709. * @param target defines the original target of the state
  63710. * @param currentTarget defines the current target of the state
  63711. */
  63712. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63713. /**
  63714. * Initialize the current event state
  63715. * @param mask defines the mask associated with this state
  63716. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  63717. * @param target defines the original target of the state
  63718. * @param currentTarget defines the current target of the state
  63719. * @returns the current event state
  63720. */
  63721. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  63722. /**
  63723. * An Observer can set this property to true to prevent subsequent observers of being notified
  63724. */
  63725. skipNextObservers: boolean;
  63726. /**
  63727. * Get the mask value that were used to trigger the event corresponding to this EventState object
  63728. */
  63729. mask: number;
  63730. /**
  63731. * The object that originally notified the event
  63732. */
  63733. target?: any;
  63734. /**
  63735. * The current object in the bubbling phase
  63736. */
  63737. currentTarget?: any;
  63738. /**
  63739. * This will be populated with the return value of the last function that was executed.
  63740. * If it is the first function in the callback chain it will be the event data.
  63741. */
  63742. lastReturnValue?: any;
  63743. }
  63744. /**
  63745. * Represent an Observer registered to a given Observable object.
  63746. */
  63747. export class Observer<T> {
  63748. /**
  63749. * Defines the callback to call when the observer is notified
  63750. */
  63751. callback: (eventData: T, eventState: EventState) => void;
  63752. /**
  63753. * Defines the mask of the observer (used to filter notifications)
  63754. */
  63755. mask: number;
  63756. /**
  63757. * Defines the current scope used to restore the JS context
  63758. */
  63759. scope: any;
  63760. /** @hidden */
  63761. _willBeUnregistered: boolean;
  63762. /**
  63763. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  63764. */
  63765. unregisterOnNextCall: boolean;
  63766. /**
  63767. * Creates a new observer
  63768. * @param callback defines the callback to call when the observer is notified
  63769. * @param mask defines the mask of the observer (used to filter notifications)
  63770. * @param scope defines the current scope used to restore the JS context
  63771. */
  63772. constructor(
  63773. /**
  63774. * Defines the callback to call when the observer is notified
  63775. */
  63776. callback: (eventData: T, eventState: EventState) => void,
  63777. /**
  63778. * Defines the mask of the observer (used to filter notifications)
  63779. */
  63780. mask: number,
  63781. /**
  63782. * Defines the current scope used to restore the JS context
  63783. */
  63784. scope?: any);
  63785. }
  63786. /**
  63787. * Represent a list of observers registered to multiple Observables object.
  63788. */
  63789. export class MultiObserver<T> {
  63790. private _observers;
  63791. private _observables;
  63792. /**
  63793. * Release associated resources
  63794. */
  63795. dispose(): void;
  63796. /**
  63797. * Raise a callback when one of the observable will notify
  63798. * @param observables defines a list of observables to watch
  63799. * @param callback defines the callback to call on notification
  63800. * @param mask defines the mask used to filter notifications
  63801. * @param scope defines the current scope used to restore the JS context
  63802. * @returns the new MultiObserver
  63803. */
  63804. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  63805. }
  63806. /**
  63807. * The Observable class is a simple implementation of the Observable pattern.
  63808. *
  63809. * 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.
  63810. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  63811. * 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).
  63812. * 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.
  63813. */
  63814. export class Observable<T> {
  63815. private _observers;
  63816. private _eventState;
  63817. private _onObserverAdded;
  63818. /**
  63819. * Gets the list of observers
  63820. */
  63821. readonly observers: Array<Observer<T>>;
  63822. /**
  63823. * Creates a new observable
  63824. * @param onObserverAdded defines a callback to call when a new observer is added
  63825. */
  63826. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  63827. /**
  63828. * Create a new Observer with the specified callback
  63829. * @param callback the callback that will be executed for that Observer
  63830. * @param mask the mask used to filter observers
  63831. * @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.
  63832. * @param scope optional scope for the callback to be called from
  63833. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  63834. * @returns the new observer created for the callback
  63835. */
  63836. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  63837. /**
  63838. * Create a new Observer with the specified callback and unregisters after the next notification
  63839. * @param callback the callback that will be executed for that Observer
  63840. * @returns the new observer created for the callback
  63841. */
  63842. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  63843. /**
  63844. * Remove an Observer from the Observable object
  63845. * @param observer the instance of the Observer to remove
  63846. * @returns false if it doesn't belong to this Observable
  63847. */
  63848. remove(observer: Nullable<Observer<T>>): boolean;
  63849. /**
  63850. * Remove a callback from the Observable object
  63851. * @param callback the callback to remove
  63852. * @param scope optional scope. If used only the callbacks with this scope will be removed
  63853. * @returns false if it doesn't belong to this Observable
  63854. */
  63855. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  63856. private _deferUnregister;
  63857. private _remove;
  63858. /**
  63859. * Moves the observable to the top of the observer list making it get called first when notified
  63860. * @param observer the observer to move
  63861. */
  63862. makeObserverTopPriority(observer: Observer<T>): void;
  63863. /**
  63864. * Moves the observable to the bottom of the observer list making it get called last when notified
  63865. * @param observer the observer to move
  63866. */
  63867. makeObserverBottomPriority(observer: Observer<T>): void;
  63868. /**
  63869. * Notify all Observers by calling their respective callback with the given data
  63870. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  63871. * @param eventData defines the data to send to all observers
  63872. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  63873. * @param target defines the original target of the state
  63874. * @param currentTarget defines the current target of the state
  63875. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  63876. */
  63877. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  63878. /**
  63879. * Calling this will execute each callback, expecting it to be a promise or return a value.
  63880. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  63881. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  63882. * and it is crucial that all callbacks will be executed.
  63883. * The order of the callbacks is kept, callbacks are not executed parallel.
  63884. *
  63885. * @param eventData The data to be sent to each callback
  63886. * @param mask is used to filter observers defaults to -1
  63887. * @param target defines the callback target (see EventState)
  63888. * @param currentTarget defines he current object in the bubbling phase
  63889. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  63890. */
  63891. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  63892. /**
  63893. * Notify a specific observer
  63894. * @param observer defines the observer to notify
  63895. * @param eventData defines the data to be sent to each callback
  63896. * @param mask is used to filter observers defaults to -1
  63897. */
  63898. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  63899. /**
  63900. * Gets a boolean indicating if the observable has at least one observer
  63901. * @returns true is the Observable has at least one Observer registered
  63902. */
  63903. hasObservers(): boolean;
  63904. /**
  63905. * Clear the list of observers
  63906. */
  63907. clear(): void;
  63908. /**
  63909. * Clone the current observable
  63910. * @returns a new observable
  63911. */
  63912. clone(): Observable<T>;
  63913. /**
  63914. * Does this observable handles observer registered with a given mask
  63915. * @param mask defines the mask to be tested
  63916. * @return whether or not one observer registered with the given mask is handeled
  63917. **/
  63918. hasSpecificMask(mask?: number): boolean;
  63919. }
  63920. }
  63921. declare module BABYLON {
  63922. /**
  63923. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  63924. * Babylon.js
  63925. */
  63926. export class DomManagement {
  63927. /**
  63928. * Checks if the window object exists
  63929. * @returns true if the window object exists
  63930. */
  63931. static IsWindowObjectExist(): boolean;
  63932. /**
  63933. * Extracts text content from a DOM element hierarchy
  63934. * @param element defines the root element
  63935. * @returns a string
  63936. */
  63937. static GetDOMTextContent(element: HTMLElement): string;
  63938. }
  63939. }
  63940. declare module BABYLON {
  63941. /**
  63942. * Logger used througouht the application to allow configuration of
  63943. * the log level required for the messages.
  63944. */
  63945. export class Logger {
  63946. /**
  63947. * No log
  63948. */
  63949. static readonly NoneLogLevel: number;
  63950. /**
  63951. * Only message logs
  63952. */
  63953. static readonly MessageLogLevel: number;
  63954. /**
  63955. * Only warning logs
  63956. */
  63957. static readonly WarningLogLevel: number;
  63958. /**
  63959. * Only error logs
  63960. */
  63961. static readonly ErrorLogLevel: number;
  63962. /**
  63963. * All logs
  63964. */
  63965. static readonly AllLogLevel: number;
  63966. private static _LogCache;
  63967. /**
  63968. * Gets a value indicating the number of loading errors
  63969. * @ignorenaming
  63970. */
  63971. static errorsCount: number;
  63972. /**
  63973. * Callback called when a new log is added
  63974. */
  63975. static OnNewCacheEntry: (entry: string) => void;
  63976. private static _AddLogEntry;
  63977. private static _FormatMessage;
  63978. private static _LogDisabled;
  63979. private static _LogEnabled;
  63980. private static _WarnDisabled;
  63981. private static _WarnEnabled;
  63982. private static _ErrorDisabled;
  63983. private static _ErrorEnabled;
  63984. /**
  63985. * Log a message to the console
  63986. */
  63987. static Log: (message: string) => void;
  63988. /**
  63989. * Write a warning message to the console
  63990. */
  63991. static Warn: (message: string) => void;
  63992. /**
  63993. * Write an error message to the console
  63994. */
  63995. static Error: (message: string) => void;
  63996. /**
  63997. * Gets current log cache (list of logs)
  63998. */
  63999. static readonly LogCache: string;
  64000. /**
  64001. * Clears the log cache
  64002. */
  64003. static ClearLogCache(): void;
  64004. /**
  64005. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  64006. */
  64007. static LogLevels: number;
  64008. }
  64009. }
  64010. declare module BABYLON {
  64011. /** @hidden */
  64012. export class _TypeStore {
  64013. /** @hidden */
  64014. static RegisteredTypes: {
  64015. [key: string]: Object;
  64016. };
  64017. /** @hidden */
  64018. static GetClass(fqdn: string): any;
  64019. }
  64020. }
  64021. declare module BABYLON {
  64022. /**
  64023. * Class containing a set of static utilities functions for deep copy.
  64024. */
  64025. export class DeepCopier {
  64026. /**
  64027. * Tries to copy an object by duplicating every property
  64028. * @param source defines the source object
  64029. * @param destination defines the target object
  64030. * @param doNotCopyList defines a list of properties to avoid
  64031. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  64032. */
  64033. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  64034. }
  64035. }
  64036. declare module BABYLON {
  64037. /**
  64038. * Class containing a set of static utilities functions for precision date
  64039. */
  64040. export class PrecisionDate {
  64041. /**
  64042. * Gets either window.performance.now() if supported or Date.now() else
  64043. */
  64044. static readonly Now: number;
  64045. }
  64046. }
  64047. declare module BABYLON {
  64048. /** @hidden */
  64049. export class _DevTools {
  64050. static WarnImport(name: string): string;
  64051. }
  64052. }
  64053. declare module BABYLON {
  64054. /**
  64055. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  64056. */
  64057. export class WebRequest {
  64058. private _xhr;
  64059. /**
  64060. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  64061. * i.e. when loading files, where the server/service expects an Authorization header
  64062. */
  64063. static CustomRequestHeaders: {
  64064. [key: string]: string;
  64065. };
  64066. /**
  64067. * Add callback functions in this array to update all the requests before they get sent to the network
  64068. */
  64069. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  64070. private _injectCustomRequestHeaders;
  64071. /**
  64072. * Gets or sets a function to be called when loading progress changes
  64073. */
  64074. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  64075. /**
  64076. * Returns client's state
  64077. */
  64078. readonly readyState: number;
  64079. /**
  64080. * Returns client's status
  64081. */
  64082. readonly status: number;
  64083. /**
  64084. * Returns client's status as a text
  64085. */
  64086. readonly statusText: string;
  64087. /**
  64088. * Returns client's response
  64089. */
  64090. readonly response: any;
  64091. /**
  64092. * Returns client's response url
  64093. */
  64094. readonly responseURL: string;
  64095. /**
  64096. * Returns client's response as text
  64097. */
  64098. readonly responseText: string;
  64099. /**
  64100. * Gets or sets the expected response type
  64101. */
  64102. responseType: XMLHttpRequestResponseType;
  64103. /** @hidden */
  64104. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  64105. /** @hidden */
  64106. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  64107. /**
  64108. * Cancels any network activity
  64109. */
  64110. abort(): void;
  64111. /**
  64112. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  64113. * @param body defines an optional request body
  64114. */
  64115. send(body?: Document | BodyInit | null): void;
  64116. /**
  64117. * Sets the request method, request URL
  64118. * @param method defines the method to use (GET, POST, etc..)
  64119. * @param url defines the url to connect with
  64120. */
  64121. open(method: string, url: string): void;
  64122. }
  64123. }
  64124. declare module BABYLON {
  64125. /**
  64126. * File request interface
  64127. */
  64128. export interface IFileRequest {
  64129. /**
  64130. * Raised when the request is complete (success or error).
  64131. */
  64132. onCompleteObservable: Observable<IFileRequest>;
  64133. /**
  64134. * Aborts the request for a file.
  64135. */
  64136. abort: () => void;
  64137. }
  64138. }
  64139. declare module BABYLON {
  64140. /**
  64141. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  64142. */
  64143. export class PerformanceMonitor {
  64144. private _enabled;
  64145. private _rollingFrameTime;
  64146. private _lastFrameTimeMs;
  64147. /**
  64148. * constructor
  64149. * @param frameSampleSize The number of samples required to saturate the sliding window
  64150. */
  64151. constructor(frameSampleSize?: number);
  64152. /**
  64153. * Samples current frame
  64154. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  64155. */
  64156. sampleFrame(timeMs?: number): void;
  64157. /**
  64158. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64159. */
  64160. readonly averageFrameTime: number;
  64161. /**
  64162. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64163. */
  64164. readonly averageFrameTimeVariance: number;
  64165. /**
  64166. * Returns the frame time of the most recent frame
  64167. */
  64168. readonly instantaneousFrameTime: number;
  64169. /**
  64170. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  64171. */
  64172. readonly averageFPS: number;
  64173. /**
  64174. * Returns the average framerate in frames per second using the most recent frame time
  64175. */
  64176. readonly instantaneousFPS: number;
  64177. /**
  64178. * Returns true if enough samples have been taken to completely fill the sliding window
  64179. */
  64180. readonly isSaturated: boolean;
  64181. /**
  64182. * Enables contributions to the sliding window sample set
  64183. */
  64184. enable(): void;
  64185. /**
  64186. * Disables contributions to the sliding window sample set
  64187. * Samples will not be interpolated over the disabled period
  64188. */
  64189. disable(): void;
  64190. /**
  64191. * Returns true if sampling is enabled
  64192. */
  64193. readonly isEnabled: boolean;
  64194. /**
  64195. * Resets performance monitor
  64196. */
  64197. reset(): void;
  64198. }
  64199. /**
  64200. * RollingAverage
  64201. *
  64202. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  64203. */
  64204. export class RollingAverage {
  64205. /**
  64206. * Current average
  64207. */
  64208. average: number;
  64209. /**
  64210. * Current variance
  64211. */
  64212. variance: number;
  64213. protected _samples: Array<number>;
  64214. protected _sampleCount: number;
  64215. protected _pos: number;
  64216. protected _m2: number;
  64217. /**
  64218. * constructor
  64219. * @param length The number of samples required to saturate the sliding window
  64220. */
  64221. constructor(length: number);
  64222. /**
  64223. * Adds a sample to the sample set
  64224. * @param v The sample value
  64225. */
  64226. add(v: number): void;
  64227. /**
  64228. * Returns previously added values or null if outside of history or outside the sliding window domain
  64229. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  64230. * @return Value previously recorded with add() or null if outside of range
  64231. */
  64232. history(i: number): number;
  64233. /**
  64234. * Returns true if enough samples have been taken to completely fill the sliding window
  64235. * @return true if sample-set saturated
  64236. */
  64237. isSaturated(): boolean;
  64238. /**
  64239. * Resets the rolling average (equivalent to 0 samples taken so far)
  64240. */
  64241. reset(): void;
  64242. /**
  64243. * Wraps a value around the sample range boundaries
  64244. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  64245. * @return Wrapped position in sample range
  64246. */
  64247. protected _wrapPosition(i: number): number;
  64248. }
  64249. }
  64250. declare module BABYLON {
  64251. /**
  64252. * This class implement a typical dictionary using a string as key and the generic type T as value.
  64253. * The underlying implementation relies on an associative array to ensure the best performances.
  64254. * The value can be anything including 'null' but except 'undefined'
  64255. */
  64256. export class StringDictionary<T> {
  64257. /**
  64258. * This will clear this dictionary and copy the content from the 'source' one.
  64259. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  64260. * @param source the dictionary to take the content from and copy to this dictionary
  64261. */
  64262. copyFrom(source: StringDictionary<T>): void;
  64263. /**
  64264. * Get a value based from its key
  64265. * @param key the given key to get the matching value from
  64266. * @return the value if found, otherwise undefined is returned
  64267. */
  64268. get(key: string): T | undefined;
  64269. /**
  64270. * Get a value from its key or add it if it doesn't exist.
  64271. * This method will ensure you that a given key/data will be present in the dictionary.
  64272. * @param key the given key to get the matching value from
  64273. * @param factory the factory that will create the value if the key is not present in the dictionary.
  64274. * The factory will only be invoked if there's no data for the given key.
  64275. * @return the value corresponding to the key.
  64276. */
  64277. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  64278. /**
  64279. * Get a value from its key if present in the dictionary otherwise add it
  64280. * @param key the key to get the value from
  64281. * @param val if there's no such key/value pair in the dictionary add it with this value
  64282. * @return the value corresponding to the key
  64283. */
  64284. getOrAdd(key: string, val: T): T;
  64285. /**
  64286. * Check if there's a given key in the dictionary
  64287. * @param key the key to check for
  64288. * @return true if the key is present, false otherwise
  64289. */
  64290. contains(key: string): boolean;
  64291. /**
  64292. * Add a new key and its corresponding value
  64293. * @param key the key to add
  64294. * @param value the value corresponding to the key
  64295. * @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
  64296. */
  64297. add(key: string, value: T): boolean;
  64298. /**
  64299. * Update a specific value associated to a key
  64300. * @param key defines the key to use
  64301. * @param value defines the value to store
  64302. * @returns true if the value was updated (or false if the key was not found)
  64303. */
  64304. set(key: string, value: T): boolean;
  64305. /**
  64306. * Get the element of the given key and remove it from the dictionary
  64307. * @param key defines the key to search
  64308. * @returns the value associated with the key or null if not found
  64309. */
  64310. getAndRemove(key: string): Nullable<T>;
  64311. /**
  64312. * Remove a key/value from the dictionary.
  64313. * @param key the key to remove
  64314. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  64315. */
  64316. remove(key: string): boolean;
  64317. /**
  64318. * Clear the whole content of the dictionary
  64319. */
  64320. clear(): void;
  64321. /**
  64322. * Gets the current count
  64323. */
  64324. readonly count: number;
  64325. /**
  64326. * Execute a callback on each key/val of the dictionary.
  64327. * Note that you can remove any element in this dictionary in the callback implementation
  64328. * @param callback the callback to execute on a given key/value pair
  64329. */
  64330. forEach(callback: (key: string, val: T) => void): void;
  64331. /**
  64332. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  64333. * If the callback returns null or undefined the method will iterate to the next key/value pair
  64334. * Note that you can remove any element in this dictionary in the callback implementation
  64335. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  64336. * @returns the first item
  64337. */
  64338. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  64339. private _count;
  64340. private _data;
  64341. }
  64342. }
  64343. declare module BABYLON {
  64344. /**
  64345. * Class used to store gfx data (like WebGLBuffer)
  64346. */
  64347. export class DataBuffer {
  64348. /**
  64349. * Gets or sets the number of objects referencing this buffer
  64350. */
  64351. references: number;
  64352. /** Gets or sets the size of the underlying buffer */
  64353. capacity: number;
  64354. /**
  64355. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  64356. */
  64357. is32Bits: boolean;
  64358. /**
  64359. * Gets the underlying buffer
  64360. */
  64361. readonly underlyingResource: any;
  64362. }
  64363. }
  64364. declare module BABYLON {
  64365. /**
  64366. * Class used to store data that will be store in GPU memory
  64367. */
  64368. export class Buffer {
  64369. private _engine;
  64370. private _buffer;
  64371. /** @hidden */
  64372. _data: Nullable<DataArray>;
  64373. private _updatable;
  64374. private _instanced;
  64375. /**
  64376. * Gets the byte stride.
  64377. */
  64378. readonly byteStride: number;
  64379. /**
  64380. * Constructor
  64381. * @param engine the engine
  64382. * @param data the data to use for this buffer
  64383. * @param updatable whether the data is updatable
  64384. * @param stride the stride (optional)
  64385. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  64386. * @param instanced whether the buffer is instanced (optional)
  64387. * @param useBytes set to true if the stride in in bytes (optional)
  64388. */
  64389. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  64390. /**
  64391. * Create a new VertexBuffer based on the current buffer
  64392. * @param kind defines the vertex buffer kind (position, normal, etc.)
  64393. * @param offset defines offset in the buffer (0 by default)
  64394. * @param size defines the size in floats of attributes (position is 3 for instance)
  64395. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  64396. * @param instanced defines if the vertex buffer contains indexed data
  64397. * @param useBytes defines if the offset and stride are in bytes
  64398. * @returns the new vertex buffer
  64399. */
  64400. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  64401. /**
  64402. * Gets a boolean indicating if the Buffer is updatable?
  64403. * @returns true if the buffer is updatable
  64404. */
  64405. isUpdatable(): boolean;
  64406. /**
  64407. * Gets current buffer's data
  64408. * @returns a DataArray or null
  64409. */
  64410. getData(): Nullable<DataArray>;
  64411. /**
  64412. * Gets underlying native buffer
  64413. * @returns underlying native buffer
  64414. */
  64415. getBuffer(): Nullable<DataBuffer>;
  64416. /**
  64417. * Gets the stride in float32 units (i.e. byte stride / 4).
  64418. * May not be an integer if the byte stride is not divisible by 4.
  64419. * DEPRECATED. Use byteStride instead.
  64420. * @returns the stride in float32 units
  64421. */
  64422. getStrideSize(): number;
  64423. /**
  64424. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  64425. * @param data defines the data to store
  64426. */
  64427. create(data?: Nullable<DataArray>): void;
  64428. /** @hidden */
  64429. _rebuild(): void;
  64430. /**
  64431. * Update current buffer data
  64432. * @param data defines the data to store
  64433. */
  64434. update(data: DataArray): void;
  64435. /**
  64436. * Updates the data directly.
  64437. * @param data the new data
  64438. * @param offset the new offset
  64439. * @param vertexCount the vertex count (optional)
  64440. * @param useBytes set to true if the offset is in bytes
  64441. */
  64442. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  64443. /**
  64444. * Release all resources
  64445. */
  64446. dispose(): void;
  64447. }
  64448. /**
  64449. * Specialized buffer used to store vertex data
  64450. */
  64451. export class VertexBuffer {
  64452. /** @hidden */
  64453. _buffer: Buffer;
  64454. private _kind;
  64455. private _size;
  64456. private _ownsBuffer;
  64457. private _instanced;
  64458. private _instanceDivisor;
  64459. /**
  64460. * The byte type.
  64461. */
  64462. static readonly BYTE: number;
  64463. /**
  64464. * The unsigned byte type.
  64465. */
  64466. static readonly UNSIGNED_BYTE: number;
  64467. /**
  64468. * The short type.
  64469. */
  64470. static readonly SHORT: number;
  64471. /**
  64472. * The unsigned short type.
  64473. */
  64474. static readonly UNSIGNED_SHORT: number;
  64475. /**
  64476. * The integer type.
  64477. */
  64478. static readonly INT: number;
  64479. /**
  64480. * The unsigned integer type.
  64481. */
  64482. static readonly UNSIGNED_INT: number;
  64483. /**
  64484. * The float type.
  64485. */
  64486. static readonly FLOAT: number;
  64487. /**
  64488. * Gets or sets the instance divisor when in instanced mode
  64489. */
  64490. instanceDivisor: number;
  64491. /**
  64492. * Gets the byte stride.
  64493. */
  64494. readonly byteStride: number;
  64495. /**
  64496. * Gets the byte offset.
  64497. */
  64498. readonly byteOffset: number;
  64499. /**
  64500. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  64501. */
  64502. readonly normalized: boolean;
  64503. /**
  64504. * Gets the data type of each component in the array.
  64505. */
  64506. readonly type: number;
  64507. /**
  64508. * Constructor
  64509. * @param engine the engine
  64510. * @param data the data to use for this vertex buffer
  64511. * @param kind the vertex buffer kind
  64512. * @param updatable whether the data is updatable
  64513. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  64514. * @param stride the stride (optional)
  64515. * @param instanced whether the buffer is instanced (optional)
  64516. * @param offset the offset of the data (optional)
  64517. * @param size the number of components (optional)
  64518. * @param type the type of the component (optional)
  64519. * @param normalized whether the data contains normalized data (optional)
  64520. * @param useBytes set to true if stride and offset are in bytes (optional)
  64521. */
  64522. 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);
  64523. /** @hidden */
  64524. _rebuild(): void;
  64525. /**
  64526. * Returns the kind of the VertexBuffer (string)
  64527. * @returns a string
  64528. */
  64529. getKind(): string;
  64530. /**
  64531. * Gets a boolean indicating if the VertexBuffer is updatable?
  64532. * @returns true if the buffer is updatable
  64533. */
  64534. isUpdatable(): boolean;
  64535. /**
  64536. * Gets current buffer's data
  64537. * @returns a DataArray or null
  64538. */
  64539. getData(): Nullable<DataArray>;
  64540. /**
  64541. * Gets underlying native buffer
  64542. * @returns underlying native buffer
  64543. */
  64544. getBuffer(): Nullable<DataBuffer>;
  64545. /**
  64546. * Gets the stride in float32 units (i.e. byte stride / 4).
  64547. * May not be an integer if the byte stride is not divisible by 4.
  64548. * DEPRECATED. Use byteStride instead.
  64549. * @returns the stride in float32 units
  64550. */
  64551. getStrideSize(): number;
  64552. /**
  64553. * Returns the offset as a multiple of the type byte length.
  64554. * DEPRECATED. Use byteOffset instead.
  64555. * @returns the offset in bytes
  64556. */
  64557. getOffset(): number;
  64558. /**
  64559. * Returns the number of components per vertex attribute (integer)
  64560. * @returns the size in float
  64561. */
  64562. getSize(): number;
  64563. /**
  64564. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  64565. * @returns true if this buffer is instanced
  64566. */
  64567. getIsInstanced(): boolean;
  64568. /**
  64569. * Returns the instancing divisor, zero for non-instanced (integer).
  64570. * @returns a number
  64571. */
  64572. getInstanceDivisor(): number;
  64573. /**
  64574. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  64575. * @param data defines the data to store
  64576. */
  64577. create(data?: DataArray): void;
  64578. /**
  64579. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  64580. * This function will create a new buffer if the current one is not updatable
  64581. * @param data defines the data to store
  64582. */
  64583. update(data: DataArray): void;
  64584. /**
  64585. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  64586. * Returns the directly updated WebGLBuffer.
  64587. * @param data the new data
  64588. * @param offset the new offset
  64589. * @param useBytes set to true if the offset is in bytes
  64590. */
  64591. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  64592. /**
  64593. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  64594. */
  64595. dispose(): void;
  64596. /**
  64597. * Enumerates each value of this vertex buffer as numbers.
  64598. * @param count the number of values to enumerate
  64599. * @param callback the callback function called for each value
  64600. */
  64601. forEach(count: number, callback: (value: number, index: number) => void): void;
  64602. /**
  64603. * Positions
  64604. */
  64605. static readonly PositionKind: string;
  64606. /**
  64607. * Normals
  64608. */
  64609. static readonly NormalKind: string;
  64610. /**
  64611. * Tangents
  64612. */
  64613. static readonly TangentKind: string;
  64614. /**
  64615. * Texture coordinates
  64616. */
  64617. static readonly UVKind: string;
  64618. /**
  64619. * Texture coordinates 2
  64620. */
  64621. static readonly UV2Kind: string;
  64622. /**
  64623. * Texture coordinates 3
  64624. */
  64625. static readonly UV3Kind: string;
  64626. /**
  64627. * Texture coordinates 4
  64628. */
  64629. static readonly UV4Kind: string;
  64630. /**
  64631. * Texture coordinates 5
  64632. */
  64633. static readonly UV5Kind: string;
  64634. /**
  64635. * Texture coordinates 6
  64636. */
  64637. static readonly UV6Kind: string;
  64638. /**
  64639. * Colors
  64640. */
  64641. static readonly ColorKind: string;
  64642. /**
  64643. * Matrix indices (for bones)
  64644. */
  64645. static readonly MatricesIndicesKind: string;
  64646. /**
  64647. * Matrix weights (for bones)
  64648. */
  64649. static readonly MatricesWeightsKind: string;
  64650. /**
  64651. * Additional matrix indices (for bones)
  64652. */
  64653. static readonly MatricesIndicesExtraKind: string;
  64654. /**
  64655. * Additional matrix weights (for bones)
  64656. */
  64657. static readonly MatricesWeightsExtraKind: string;
  64658. /**
  64659. * Deduces the stride given a kind.
  64660. * @param kind The kind string to deduce
  64661. * @returns The deduced stride
  64662. */
  64663. static DeduceStride(kind: string): number;
  64664. /**
  64665. * Gets the byte length of the given type.
  64666. * @param type the type
  64667. * @returns the number of bytes
  64668. */
  64669. static GetTypeByteLength(type: number): number;
  64670. /**
  64671. * Enumerates each value of the given parameters as numbers.
  64672. * @param data the data to enumerate
  64673. * @param byteOffset the byte offset of the data
  64674. * @param byteStride the byte stride of the data
  64675. * @param componentCount the number of components per element
  64676. * @param componentType the type of the component
  64677. * @param count the number of values to enumerate
  64678. * @param normalized whether the data is normalized
  64679. * @param callback the callback function called for each value
  64680. */
  64681. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  64682. private static _GetFloatValue;
  64683. }
  64684. }
  64685. declare module BABYLON {
  64686. /**
  64687. * Scalar computation library
  64688. */
  64689. export class Scalar {
  64690. /**
  64691. * Two pi constants convenient for computation.
  64692. */
  64693. static TwoPi: number;
  64694. /**
  64695. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  64696. * @param a number
  64697. * @param b number
  64698. * @param epsilon (default = 1.401298E-45)
  64699. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  64700. */
  64701. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  64702. /**
  64703. * Returns a string : the upper case translation of the number i to hexadecimal.
  64704. * @param i number
  64705. * @returns the upper case translation of the number i to hexadecimal.
  64706. */
  64707. static ToHex(i: number): string;
  64708. /**
  64709. * Returns -1 if value is negative and +1 is value is positive.
  64710. * @param value the value
  64711. * @returns the value itself if it's equal to zero.
  64712. */
  64713. static Sign(value: number): number;
  64714. /**
  64715. * Returns the value itself if it's between min and max.
  64716. * Returns min if the value is lower than min.
  64717. * Returns max if the value is greater than max.
  64718. * @param value the value to clmap
  64719. * @param min the min value to clamp to (default: 0)
  64720. * @param max the max value to clamp to (default: 1)
  64721. * @returns the clamped value
  64722. */
  64723. static Clamp(value: number, min?: number, max?: number): number;
  64724. /**
  64725. * the log2 of value.
  64726. * @param value the value to compute log2 of
  64727. * @returns the log2 of value.
  64728. */
  64729. static Log2(value: number): number;
  64730. /**
  64731. * Loops the value, so that it is never larger than length and never smaller than 0.
  64732. *
  64733. * This is similar to the modulo operator but it works with floating point numbers.
  64734. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  64735. * With t = 5 and length = 2.5, the result would be 0.0.
  64736. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  64737. * @param value the value
  64738. * @param length the length
  64739. * @returns the looped value
  64740. */
  64741. static Repeat(value: number, length: number): number;
  64742. /**
  64743. * Normalize the value between 0.0 and 1.0 using min and max values
  64744. * @param value value to normalize
  64745. * @param min max to normalize between
  64746. * @param max min to normalize between
  64747. * @returns the normalized value
  64748. */
  64749. static Normalize(value: number, min: number, max: number): number;
  64750. /**
  64751. * Denormalize the value from 0.0 and 1.0 using min and max values
  64752. * @param normalized value to denormalize
  64753. * @param min max to denormalize between
  64754. * @param max min to denormalize between
  64755. * @returns the denormalized value
  64756. */
  64757. static Denormalize(normalized: number, min: number, max: number): number;
  64758. /**
  64759. * Calculates the shortest difference between two given angles given in degrees.
  64760. * @param current current angle in degrees
  64761. * @param target target angle in degrees
  64762. * @returns the delta
  64763. */
  64764. static DeltaAngle(current: number, target: number): number;
  64765. /**
  64766. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  64767. * @param tx value
  64768. * @param length length
  64769. * @returns The returned value will move back and forth between 0 and length
  64770. */
  64771. static PingPong(tx: number, length: number): number;
  64772. /**
  64773. * Interpolates between min and max with smoothing at the limits.
  64774. *
  64775. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  64776. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  64777. * @param from from
  64778. * @param to to
  64779. * @param tx value
  64780. * @returns the smooth stepped value
  64781. */
  64782. static SmoothStep(from: number, to: number, tx: number): number;
  64783. /**
  64784. * Moves a value current towards target.
  64785. *
  64786. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  64787. * Negative values of maxDelta pushes the value away from target.
  64788. * @param current current value
  64789. * @param target target value
  64790. * @param maxDelta max distance to move
  64791. * @returns resulting value
  64792. */
  64793. static MoveTowards(current: number, target: number, maxDelta: number): number;
  64794. /**
  64795. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  64796. *
  64797. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  64798. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  64799. * @param current current value
  64800. * @param target target value
  64801. * @param maxDelta max distance to move
  64802. * @returns resulting angle
  64803. */
  64804. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  64805. /**
  64806. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  64807. * @param start start value
  64808. * @param end target value
  64809. * @param amount amount to lerp between
  64810. * @returns the lerped value
  64811. */
  64812. static Lerp(start: number, end: number, amount: number): number;
  64813. /**
  64814. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  64815. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  64816. * @param start start value
  64817. * @param end target value
  64818. * @param amount amount to lerp between
  64819. * @returns the lerped value
  64820. */
  64821. static LerpAngle(start: number, end: number, amount: number): number;
  64822. /**
  64823. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  64824. * @param a start value
  64825. * @param b target value
  64826. * @param value value between a and b
  64827. * @returns the inverseLerp value
  64828. */
  64829. static InverseLerp(a: number, b: number, value: number): number;
  64830. /**
  64831. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  64832. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  64833. * @param value1 spline value
  64834. * @param tangent1 spline value
  64835. * @param value2 spline value
  64836. * @param tangent2 spline value
  64837. * @param amount input value
  64838. * @returns hermite result
  64839. */
  64840. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  64841. /**
  64842. * Returns a random float number between and min and max values
  64843. * @param min min value of random
  64844. * @param max max value of random
  64845. * @returns random value
  64846. */
  64847. static RandomRange(min: number, max: number): number;
  64848. /**
  64849. * This function returns percentage of a number in a given range.
  64850. *
  64851. * RangeToPercent(40,20,60) will return 0.5 (50%)
  64852. * RangeToPercent(34,0,100) will return 0.34 (34%)
  64853. * @param number to convert to percentage
  64854. * @param min min range
  64855. * @param max max range
  64856. * @returns the percentage
  64857. */
  64858. static RangeToPercent(number: number, min: number, max: number): number;
  64859. /**
  64860. * This function returns number that corresponds to the percentage in a given range.
  64861. *
  64862. * PercentToRange(0.34,0,100) will return 34.
  64863. * @param percent to convert to number
  64864. * @param min min range
  64865. * @param max max range
  64866. * @returns the number
  64867. */
  64868. static PercentToRange(percent: number, min: number, max: number): number;
  64869. /**
  64870. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  64871. * @param angle The angle to normalize in radian.
  64872. * @return The converted angle.
  64873. */
  64874. static NormalizeRadians(angle: number): number;
  64875. }
  64876. }
  64877. declare module BABYLON {
  64878. /**
  64879. * Constant used to convert a value to gamma space
  64880. * @ignorenaming
  64881. */
  64882. export const ToGammaSpace: number;
  64883. /**
  64884. * Constant used to convert a value to linear space
  64885. * @ignorenaming
  64886. */
  64887. export const ToLinearSpace = 2.2;
  64888. /**
  64889. * Constant used to define the minimal number value in Babylon.js
  64890. * @ignorenaming
  64891. */
  64892. let Epsilon: number;
  64893. }
  64894. declare module BABYLON {
  64895. /**
  64896. * Class used to represent a viewport on screen
  64897. */
  64898. export class Viewport {
  64899. /** viewport left coordinate */
  64900. x: number;
  64901. /** viewport top coordinate */
  64902. y: number;
  64903. /**viewport width */
  64904. width: number;
  64905. /** viewport height */
  64906. height: number;
  64907. /**
  64908. * Creates a Viewport object located at (x, y) and sized (width, height)
  64909. * @param x defines viewport left coordinate
  64910. * @param y defines viewport top coordinate
  64911. * @param width defines the viewport width
  64912. * @param height defines the viewport height
  64913. */
  64914. constructor(
  64915. /** viewport left coordinate */
  64916. x: number,
  64917. /** viewport top coordinate */
  64918. y: number,
  64919. /**viewport width */
  64920. width: number,
  64921. /** viewport height */
  64922. height: number);
  64923. /**
  64924. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  64925. * @param renderWidth defines the rendering width
  64926. * @param renderHeight defines the rendering height
  64927. * @returns a new Viewport
  64928. */
  64929. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  64930. /**
  64931. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  64932. * @param renderWidth defines the rendering width
  64933. * @param renderHeight defines the rendering height
  64934. * @param ref defines the target viewport
  64935. * @returns the current viewport
  64936. */
  64937. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  64938. /**
  64939. * Returns a new Viewport copied from the current one
  64940. * @returns a new Viewport
  64941. */
  64942. clone(): Viewport;
  64943. }
  64944. }
  64945. declare module BABYLON {
  64946. /**
  64947. * Class containing a set of static utilities functions for arrays.
  64948. */
  64949. export class ArrayTools {
  64950. /**
  64951. * Returns an array of the given size filled with element built from the given constructor and the paramters
  64952. * @param size the number of element to construct and put in the array
  64953. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  64954. * @returns a new array filled with new objects
  64955. */
  64956. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  64957. }
  64958. }
  64959. declare module BABYLON {
  64960. /**
  64961. * @hidden
  64962. */
  64963. export interface IColor4Like {
  64964. r: float;
  64965. g: float;
  64966. b: float;
  64967. a: float;
  64968. }
  64969. /**
  64970. * @hidden
  64971. */
  64972. export interface IColor3Like {
  64973. r: float;
  64974. g: float;
  64975. b: float;
  64976. }
  64977. /**
  64978. * @hidden
  64979. */
  64980. export interface IVector4Like {
  64981. x: float;
  64982. y: float;
  64983. z: float;
  64984. w: float;
  64985. }
  64986. /**
  64987. * @hidden
  64988. */
  64989. export interface IVector3Like {
  64990. x: float;
  64991. y: float;
  64992. z: float;
  64993. }
  64994. /**
  64995. * @hidden
  64996. */
  64997. export interface IVector2Like {
  64998. x: float;
  64999. y: float;
  65000. }
  65001. /**
  65002. * @hidden
  65003. */
  65004. export interface IMatrixLike {
  65005. toArray(): DeepImmutable<Float32Array>;
  65006. updateFlag: int;
  65007. }
  65008. /**
  65009. * @hidden
  65010. */
  65011. export interface IViewportLike {
  65012. x: float;
  65013. y: float;
  65014. width: float;
  65015. height: float;
  65016. }
  65017. /**
  65018. * @hidden
  65019. */
  65020. export interface IPlaneLike {
  65021. normal: IVector3Like;
  65022. d: float;
  65023. normalize(): void;
  65024. }
  65025. }
  65026. declare module BABYLON {
  65027. /**
  65028. * Class representing a vector containing 2 coordinates
  65029. */
  65030. export class Vector2 {
  65031. /** defines the first coordinate */
  65032. x: number;
  65033. /** defines the second coordinate */
  65034. y: number;
  65035. /**
  65036. * Creates a new Vector2 from the given x and y coordinates
  65037. * @param x defines the first coordinate
  65038. * @param y defines the second coordinate
  65039. */
  65040. constructor(
  65041. /** defines the first coordinate */
  65042. x?: number,
  65043. /** defines the second coordinate */
  65044. y?: number);
  65045. /**
  65046. * Gets a string with the Vector2 coordinates
  65047. * @returns a string with the Vector2 coordinates
  65048. */
  65049. toString(): string;
  65050. /**
  65051. * Gets class name
  65052. * @returns the string "Vector2"
  65053. */
  65054. getClassName(): string;
  65055. /**
  65056. * Gets current vector hash code
  65057. * @returns the Vector2 hash code as a number
  65058. */
  65059. getHashCode(): number;
  65060. /**
  65061. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  65062. * @param array defines the source array
  65063. * @param index defines the offset in source array
  65064. * @returns the current Vector2
  65065. */
  65066. toArray(array: FloatArray, index?: number): Vector2;
  65067. /**
  65068. * Copy the current vector to an array
  65069. * @returns a new array with 2 elements: the Vector2 coordinates.
  65070. */
  65071. asArray(): number[];
  65072. /**
  65073. * Sets the Vector2 coordinates with the given Vector2 coordinates
  65074. * @param source defines the source Vector2
  65075. * @returns the current updated Vector2
  65076. */
  65077. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  65078. /**
  65079. * Sets the Vector2 coordinates with the given floats
  65080. * @param x defines the first coordinate
  65081. * @param y defines the second coordinate
  65082. * @returns the current updated Vector2
  65083. */
  65084. copyFromFloats(x: number, y: number): Vector2;
  65085. /**
  65086. * Sets the Vector2 coordinates with the given floats
  65087. * @param x defines the first coordinate
  65088. * @param y defines the second coordinate
  65089. * @returns the current updated Vector2
  65090. */
  65091. set(x: number, y: number): Vector2;
  65092. /**
  65093. * Add another vector with the current one
  65094. * @param otherVector defines the other vector
  65095. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  65096. */
  65097. add(otherVector: DeepImmutable<Vector2>): Vector2;
  65098. /**
  65099. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  65100. * @param otherVector defines the other vector
  65101. * @param result defines the target vector
  65102. * @returns the unmodified current Vector2
  65103. */
  65104. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65105. /**
  65106. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  65107. * @param otherVector defines the other vector
  65108. * @returns the current updated Vector2
  65109. */
  65110. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65111. /**
  65112. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  65113. * @param otherVector defines the other vector
  65114. * @returns a new Vector2
  65115. */
  65116. addVector3(otherVector: Vector3): Vector2;
  65117. /**
  65118. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  65119. * @param otherVector defines the other vector
  65120. * @returns a new Vector2
  65121. */
  65122. subtract(otherVector: Vector2): Vector2;
  65123. /**
  65124. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  65125. * @param otherVector defines the other vector
  65126. * @param result defines the target vector
  65127. * @returns the unmodified current Vector2
  65128. */
  65129. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65130. /**
  65131. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  65132. * @param otherVector defines the other vector
  65133. * @returns the current updated Vector2
  65134. */
  65135. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65136. /**
  65137. * Multiplies in place the current Vector2 coordinates by the given ones
  65138. * @param otherVector defines the other vector
  65139. * @returns the current updated Vector2
  65140. */
  65141. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65142. /**
  65143. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  65144. * @param otherVector defines the other vector
  65145. * @returns a new Vector2
  65146. */
  65147. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  65148. /**
  65149. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  65150. * @param otherVector defines the other vector
  65151. * @param result defines the target vector
  65152. * @returns the unmodified current Vector2
  65153. */
  65154. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65155. /**
  65156. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  65157. * @param x defines the first coordinate
  65158. * @param y defines the second coordinate
  65159. * @returns a new Vector2
  65160. */
  65161. multiplyByFloats(x: number, y: number): Vector2;
  65162. /**
  65163. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  65164. * @param otherVector defines the other vector
  65165. * @returns a new Vector2
  65166. */
  65167. divide(otherVector: Vector2): Vector2;
  65168. /**
  65169. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  65170. * @param otherVector defines the other vector
  65171. * @param result defines the target vector
  65172. * @returns the unmodified current Vector2
  65173. */
  65174. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65175. /**
  65176. * Divides the current Vector2 coordinates by the given ones
  65177. * @param otherVector defines the other vector
  65178. * @returns the current updated Vector2
  65179. */
  65180. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65181. /**
  65182. * Gets a new Vector2 with current Vector2 negated coordinates
  65183. * @returns a new Vector2
  65184. */
  65185. negate(): Vector2;
  65186. /**
  65187. * Multiply the Vector2 coordinates by scale
  65188. * @param scale defines the scaling factor
  65189. * @returns the current updated Vector2
  65190. */
  65191. scaleInPlace(scale: number): Vector2;
  65192. /**
  65193. * Returns a new Vector2 scaled by "scale" from the current Vector2
  65194. * @param scale defines the scaling factor
  65195. * @returns a new Vector2
  65196. */
  65197. scale(scale: number): Vector2;
  65198. /**
  65199. * Scale the current Vector2 values by a factor to a given Vector2
  65200. * @param scale defines the scale factor
  65201. * @param result defines the Vector2 object where to store the result
  65202. * @returns the unmodified current Vector2
  65203. */
  65204. scaleToRef(scale: number, result: Vector2): Vector2;
  65205. /**
  65206. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  65207. * @param scale defines the scale factor
  65208. * @param result defines the Vector2 object where to store the result
  65209. * @returns the unmodified current Vector2
  65210. */
  65211. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  65212. /**
  65213. * Gets a boolean if two vectors are equals
  65214. * @param otherVector defines the other vector
  65215. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  65216. */
  65217. equals(otherVector: DeepImmutable<Vector2>): boolean;
  65218. /**
  65219. * Gets a boolean if two vectors are equals (using an epsilon value)
  65220. * @param otherVector defines the other vector
  65221. * @param epsilon defines the minimal distance to consider equality
  65222. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  65223. */
  65224. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  65225. /**
  65226. * Gets a new Vector2 from current Vector2 floored values
  65227. * @returns a new Vector2
  65228. */
  65229. floor(): Vector2;
  65230. /**
  65231. * Gets a new Vector2 from current Vector2 floored values
  65232. * @returns a new Vector2
  65233. */
  65234. fract(): Vector2;
  65235. /**
  65236. * Gets the length of the vector
  65237. * @returns the vector length (float)
  65238. */
  65239. length(): number;
  65240. /**
  65241. * Gets the vector squared length
  65242. * @returns the vector squared length (float)
  65243. */
  65244. lengthSquared(): number;
  65245. /**
  65246. * Normalize the vector
  65247. * @returns the current updated Vector2
  65248. */
  65249. normalize(): Vector2;
  65250. /**
  65251. * Gets a new Vector2 copied from the Vector2
  65252. * @returns a new Vector2
  65253. */
  65254. clone(): Vector2;
  65255. /**
  65256. * Gets a new Vector2(0, 0)
  65257. * @returns a new Vector2
  65258. */
  65259. static Zero(): Vector2;
  65260. /**
  65261. * Gets a new Vector2(1, 1)
  65262. * @returns a new Vector2
  65263. */
  65264. static One(): Vector2;
  65265. /**
  65266. * Gets a new Vector2 set from the given index element of the given array
  65267. * @param array defines the data source
  65268. * @param offset defines the offset in the data source
  65269. * @returns a new Vector2
  65270. */
  65271. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  65272. /**
  65273. * Sets "result" from the given index element of the given array
  65274. * @param array defines the data source
  65275. * @param offset defines the offset in the data source
  65276. * @param result defines the target vector
  65277. */
  65278. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  65279. /**
  65280. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  65281. * @param value1 defines 1st point of control
  65282. * @param value2 defines 2nd point of control
  65283. * @param value3 defines 3rd point of control
  65284. * @param value4 defines 4th point of control
  65285. * @param amount defines the interpolation factor
  65286. * @returns a new Vector2
  65287. */
  65288. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  65289. /**
  65290. * 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".
  65291. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  65292. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  65293. * @param value defines the value to clamp
  65294. * @param min defines the lower limit
  65295. * @param max defines the upper limit
  65296. * @returns a new Vector2
  65297. */
  65298. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  65299. /**
  65300. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  65301. * @param value1 defines the 1st control point
  65302. * @param tangent1 defines the outgoing tangent
  65303. * @param value2 defines the 2nd control point
  65304. * @param tangent2 defines the incoming tangent
  65305. * @param amount defines the interpolation factor
  65306. * @returns a new Vector2
  65307. */
  65308. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  65309. /**
  65310. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  65311. * @param start defines the start vector
  65312. * @param end defines the end vector
  65313. * @param amount defines the interpolation factor
  65314. * @returns a new Vector2
  65315. */
  65316. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  65317. /**
  65318. * Gets the dot product of the vector "left" and the vector "right"
  65319. * @param left defines first vector
  65320. * @param right defines second vector
  65321. * @returns the dot product (float)
  65322. */
  65323. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  65324. /**
  65325. * Returns a new Vector2 equal to the normalized given vector
  65326. * @param vector defines the vector to normalize
  65327. * @returns a new Vector2
  65328. */
  65329. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  65330. /**
  65331. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  65332. * @param left defines 1st vector
  65333. * @param right defines 2nd vector
  65334. * @returns a new Vector2
  65335. */
  65336. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  65337. /**
  65338. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  65339. * @param left defines 1st vector
  65340. * @param right defines 2nd vector
  65341. * @returns a new Vector2
  65342. */
  65343. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  65344. /**
  65345. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  65346. * @param vector defines the vector to transform
  65347. * @param transformation defines the matrix to apply
  65348. * @returns a new Vector2
  65349. */
  65350. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  65351. /**
  65352. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  65353. * @param vector defines the vector to transform
  65354. * @param transformation defines the matrix to apply
  65355. * @param result defines the target vector
  65356. */
  65357. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  65358. /**
  65359. * Determines if a given vector is included in a triangle
  65360. * @param p defines the vector to test
  65361. * @param p0 defines 1st triangle point
  65362. * @param p1 defines 2nd triangle point
  65363. * @param p2 defines 3rd triangle point
  65364. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  65365. */
  65366. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  65367. /**
  65368. * Gets the distance between the vectors "value1" and "value2"
  65369. * @param value1 defines first vector
  65370. * @param value2 defines second vector
  65371. * @returns the distance between vectors
  65372. */
  65373. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  65374. /**
  65375. * Returns the squared distance between the vectors "value1" and "value2"
  65376. * @param value1 defines first vector
  65377. * @param value2 defines second vector
  65378. * @returns the squared distance between vectors
  65379. */
  65380. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  65381. /**
  65382. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  65383. * @param value1 defines first vector
  65384. * @param value2 defines second vector
  65385. * @returns a new Vector2
  65386. */
  65387. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  65388. /**
  65389. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  65390. * @param p defines the middle point
  65391. * @param segA defines one point of the segment
  65392. * @param segB defines the other point of the segment
  65393. * @returns the shortest distance
  65394. */
  65395. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  65396. }
  65397. /**
  65398. * Classed used to store (x,y,z) vector representation
  65399. * A Vector3 is the main object used in 3D geometry
  65400. * It can represent etiher the coordinates of a point the space, either a direction
  65401. * Reminder: js uses a left handed forward facing system
  65402. */
  65403. export class Vector3 {
  65404. /**
  65405. * Defines the first coordinates (on X axis)
  65406. */
  65407. x: number;
  65408. /**
  65409. * Defines the second coordinates (on Y axis)
  65410. */
  65411. y: number;
  65412. /**
  65413. * Defines the third coordinates (on Z axis)
  65414. */
  65415. z: number;
  65416. private static _UpReadOnly;
  65417. private static _ZeroReadOnly;
  65418. /**
  65419. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  65420. * @param x defines the first coordinates (on X axis)
  65421. * @param y defines the second coordinates (on Y axis)
  65422. * @param z defines the third coordinates (on Z axis)
  65423. */
  65424. constructor(
  65425. /**
  65426. * Defines the first coordinates (on X axis)
  65427. */
  65428. x?: number,
  65429. /**
  65430. * Defines the second coordinates (on Y axis)
  65431. */
  65432. y?: number,
  65433. /**
  65434. * Defines the third coordinates (on Z axis)
  65435. */
  65436. z?: number);
  65437. /**
  65438. * Creates a string representation of the Vector3
  65439. * @returns a string with the Vector3 coordinates.
  65440. */
  65441. toString(): string;
  65442. /**
  65443. * Gets the class name
  65444. * @returns the string "Vector3"
  65445. */
  65446. getClassName(): string;
  65447. /**
  65448. * Creates the Vector3 hash code
  65449. * @returns a number which tends to be unique between Vector3 instances
  65450. */
  65451. getHashCode(): number;
  65452. /**
  65453. * Creates an array containing three elements : the coordinates of the Vector3
  65454. * @returns a new array of numbers
  65455. */
  65456. asArray(): number[];
  65457. /**
  65458. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  65459. * @param array defines the destination array
  65460. * @param index defines the offset in the destination array
  65461. * @returns the current Vector3
  65462. */
  65463. toArray(array: FloatArray, index?: number): Vector3;
  65464. /**
  65465. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  65466. * @returns a new Quaternion object, computed from the Vector3 coordinates
  65467. */
  65468. toQuaternion(): Quaternion;
  65469. /**
  65470. * Adds the given vector to the current Vector3
  65471. * @param otherVector defines the second operand
  65472. * @returns the current updated Vector3
  65473. */
  65474. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65475. /**
  65476. * Adds the given coordinates to the current Vector3
  65477. * @param x defines the x coordinate of the operand
  65478. * @param y defines the y coordinate of the operand
  65479. * @param z defines the z coordinate of the operand
  65480. * @returns the current updated Vector3
  65481. */
  65482. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65483. /**
  65484. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  65485. * @param otherVector defines the second operand
  65486. * @returns the resulting Vector3
  65487. */
  65488. add(otherVector: DeepImmutable<Vector3>): Vector3;
  65489. /**
  65490. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  65491. * @param otherVector defines the second operand
  65492. * @param result defines the Vector3 object where to store the result
  65493. * @returns the current Vector3
  65494. */
  65495. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65496. /**
  65497. * Subtract the given vector from the current Vector3
  65498. * @param otherVector defines the second operand
  65499. * @returns the current updated Vector3
  65500. */
  65501. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65502. /**
  65503. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  65504. * @param otherVector defines the second operand
  65505. * @returns the resulting Vector3
  65506. */
  65507. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  65508. /**
  65509. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  65510. * @param otherVector defines the second operand
  65511. * @param result defines the Vector3 object where to store the result
  65512. * @returns the current Vector3
  65513. */
  65514. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65515. /**
  65516. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  65517. * @param x defines the x coordinate of the operand
  65518. * @param y defines the y coordinate of the operand
  65519. * @param z defines the z coordinate of the operand
  65520. * @returns the resulting Vector3
  65521. */
  65522. subtractFromFloats(x: number, y: number, z: number): Vector3;
  65523. /**
  65524. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  65525. * @param x defines the x coordinate of the operand
  65526. * @param y defines the y coordinate of the operand
  65527. * @param z defines the z coordinate of the operand
  65528. * @param result defines the Vector3 object where to store the result
  65529. * @returns the current Vector3
  65530. */
  65531. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  65532. /**
  65533. * Gets a new Vector3 set with the current Vector3 negated coordinates
  65534. * @returns a new Vector3
  65535. */
  65536. negate(): Vector3;
  65537. /**
  65538. * Multiplies the Vector3 coordinates by the float "scale"
  65539. * @param scale defines the multiplier factor
  65540. * @returns the current updated Vector3
  65541. */
  65542. scaleInPlace(scale: number): Vector3;
  65543. /**
  65544. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  65545. * @param scale defines the multiplier factor
  65546. * @returns a new Vector3
  65547. */
  65548. scale(scale: number): Vector3;
  65549. /**
  65550. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  65551. * @param scale defines the multiplier factor
  65552. * @param result defines the Vector3 object where to store the result
  65553. * @returns the current Vector3
  65554. */
  65555. scaleToRef(scale: number, result: Vector3): Vector3;
  65556. /**
  65557. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  65558. * @param scale defines the scale factor
  65559. * @param result defines the Vector3 object where to store the result
  65560. * @returns the unmodified current Vector3
  65561. */
  65562. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  65563. /**
  65564. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  65565. * @param otherVector defines the second operand
  65566. * @returns true if both vectors are equals
  65567. */
  65568. equals(otherVector: DeepImmutable<Vector3>): boolean;
  65569. /**
  65570. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  65571. * @param otherVector defines the second operand
  65572. * @param epsilon defines the minimal distance to define values as equals
  65573. * @returns true if both vectors are distant less than epsilon
  65574. */
  65575. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  65576. /**
  65577. * Returns true if the current Vector3 coordinates equals the given floats
  65578. * @param x defines the x coordinate of the operand
  65579. * @param y defines the y coordinate of the operand
  65580. * @param z defines the z coordinate of the operand
  65581. * @returns true if both vectors are equals
  65582. */
  65583. equalsToFloats(x: number, y: number, z: number): boolean;
  65584. /**
  65585. * Multiplies the current Vector3 coordinates by the given ones
  65586. * @param otherVector defines the second operand
  65587. * @returns the current updated Vector3
  65588. */
  65589. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65590. /**
  65591. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  65592. * @param otherVector defines the second operand
  65593. * @returns the new Vector3
  65594. */
  65595. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  65596. /**
  65597. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  65598. * @param otherVector defines the second operand
  65599. * @param result defines the Vector3 object where to store the result
  65600. * @returns the current Vector3
  65601. */
  65602. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65603. /**
  65604. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  65605. * @param x defines the x coordinate of the operand
  65606. * @param y defines the y coordinate of the operand
  65607. * @param z defines the z coordinate of the operand
  65608. * @returns the new Vector3
  65609. */
  65610. multiplyByFloats(x: number, y: number, z: number): Vector3;
  65611. /**
  65612. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  65613. * @param otherVector defines the second operand
  65614. * @returns the new Vector3
  65615. */
  65616. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  65617. /**
  65618. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  65619. * @param otherVector defines the second operand
  65620. * @param result defines the Vector3 object where to store the result
  65621. * @returns the current Vector3
  65622. */
  65623. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65624. /**
  65625. * Divides the current Vector3 coordinates by the given ones.
  65626. * @param otherVector defines the second operand
  65627. * @returns the current updated Vector3
  65628. */
  65629. divideInPlace(otherVector: Vector3): Vector3;
  65630. /**
  65631. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  65632. * @param other defines the second operand
  65633. * @returns the current updated Vector3
  65634. */
  65635. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  65636. /**
  65637. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  65638. * @param other defines the second operand
  65639. * @returns the current updated Vector3
  65640. */
  65641. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  65642. /**
  65643. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  65644. * @param x defines the x coordinate of the operand
  65645. * @param y defines the y coordinate of the operand
  65646. * @param z defines the z coordinate of the operand
  65647. * @returns the current updated Vector3
  65648. */
  65649. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65650. /**
  65651. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  65652. * @param x defines the x coordinate of the operand
  65653. * @param y defines the y coordinate of the operand
  65654. * @param z defines the z coordinate of the operand
  65655. * @returns the current updated Vector3
  65656. */
  65657. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65658. /**
  65659. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  65660. * Check if is non uniform within a certain amount of decimal places to account for this
  65661. * @param epsilon the amount the values can differ
  65662. * @returns if the the vector is non uniform to a certain number of decimal places
  65663. */
  65664. isNonUniformWithinEpsilon(epsilon: number): boolean;
  65665. /**
  65666. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  65667. */
  65668. readonly isNonUniform: boolean;
  65669. /**
  65670. * Gets a new Vector3 from current Vector3 floored values
  65671. * @returns a new Vector3
  65672. */
  65673. floor(): Vector3;
  65674. /**
  65675. * Gets a new Vector3 from current Vector3 floored values
  65676. * @returns a new Vector3
  65677. */
  65678. fract(): Vector3;
  65679. /**
  65680. * Gets the length of the Vector3
  65681. * @returns the length of the Vector3
  65682. */
  65683. length(): number;
  65684. /**
  65685. * Gets the squared length of the Vector3
  65686. * @returns squared length of the Vector3
  65687. */
  65688. lengthSquared(): number;
  65689. /**
  65690. * Normalize the current Vector3.
  65691. * Please note that this is an in place operation.
  65692. * @returns the current updated Vector3
  65693. */
  65694. normalize(): Vector3;
  65695. /**
  65696. * Reorders the x y z properties of the vector in place
  65697. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  65698. * @returns the current updated vector
  65699. */
  65700. reorderInPlace(order: string): this;
  65701. /**
  65702. * Rotates the vector around 0,0,0 by a quaternion
  65703. * @param quaternion the rotation quaternion
  65704. * @param result vector to store the result
  65705. * @returns the resulting vector
  65706. */
  65707. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  65708. /**
  65709. * Rotates a vector around a given point
  65710. * @param quaternion the rotation quaternion
  65711. * @param point the point to rotate around
  65712. * @param result vector to store the result
  65713. * @returns the resulting vector
  65714. */
  65715. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  65716. /**
  65717. * Normalize the current Vector3 with the given input length.
  65718. * Please note that this is an in place operation.
  65719. * @param len the length of the vector
  65720. * @returns the current updated Vector3
  65721. */
  65722. normalizeFromLength(len: number): Vector3;
  65723. /**
  65724. * Normalize the current Vector3 to a new vector
  65725. * @returns the new Vector3
  65726. */
  65727. normalizeToNew(): Vector3;
  65728. /**
  65729. * Normalize the current Vector3 to the reference
  65730. * @param reference define the Vector3 to update
  65731. * @returns the updated Vector3
  65732. */
  65733. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  65734. /**
  65735. * Creates a new Vector3 copied from the current Vector3
  65736. * @returns the new Vector3
  65737. */
  65738. clone(): Vector3;
  65739. /**
  65740. * Copies the given vector coordinates to the current Vector3 ones
  65741. * @param source defines the source Vector3
  65742. * @returns the current updated Vector3
  65743. */
  65744. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  65745. /**
  65746. * Copies the given floats to the current Vector3 coordinates
  65747. * @param x defines the x coordinate of the operand
  65748. * @param y defines the y coordinate of the operand
  65749. * @param z defines the z coordinate of the operand
  65750. * @returns the current updated Vector3
  65751. */
  65752. copyFromFloats(x: number, y: number, z: number): Vector3;
  65753. /**
  65754. * Copies the given floats to the current Vector3 coordinates
  65755. * @param x defines the x coordinate of the operand
  65756. * @param y defines the y coordinate of the operand
  65757. * @param z defines the z coordinate of the operand
  65758. * @returns the current updated Vector3
  65759. */
  65760. set(x: number, y: number, z: number): Vector3;
  65761. /**
  65762. * Copies the given float to the current Vector3 coordinates
  65763. * @param v defines the x, y and z coordinates of the operand
  65764. * @returns the current updated Vector3
  65765. */
  65766. setAll(v: number): Vector3;
  65767. /**
  65768. * Get the clip factor between two vectors
  65769. * @param vector0 defines the first operand
  65770. * @param vector1 defines the second operand
  65771. * @param axis defines the axis to use
  65772. * @param size defines the size along the axis
  65773. * @returns the clip factor
  65774. */
  65775. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  65776. /**
  65777. * Get angle between two vectors
  65778. * @param vector0 angle between vector0 and vector1
  65779. * @param vector1 angle between vector0 and vector1
  65780. * @param normal direction of the normal
  65781. * @return the angle between vector0 and vector1
  65782. */
  65783. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  65784. /**
  65785. * Returns a new Vector3 set from the index "offset" of the given array
  65786. * @param array defines the source array
  65787. * @param offset defines the offset in the source array
  65788. * @returns the new Vector3
  65789. */
  65790. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  65791. /**
  65792. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  65793. * This function is deprecated. Use FromArray instead
  65794. * @param array defines the source array
  65795. * @param offset defines the offset in the source array
  65796. * @returns the new Vector3
  65797. */
  65798. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  65799. /**
  65800. * Sets the given vector "result" with the element values from the index "offset" of the given array
  65801. * @param array defines the source array
  65802. * @param offset defines the offset in the source array
  65803. * @param result defines the Vector3 where to store the result
  65804. */
  65805. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  65806. /**
  65807. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  65808. * This function is deprecated. Use FromArrayToRef instead.
  65809. * @param array defines the source array
  65810. * @param offset defines the offset in the source array
  65811. * @param result defines the Vector3 where to store the result
  65812. */
  65813. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  65814. /**
  65815. * Sets the given vector "result" with the given floats.
  65816. * @param x defines the x coordinate of the source
  65817. * @param y defines the y coordinate of the source
  65818. * @param z defines the z coordinate of the source
  65819. * @param result defines the Vector3 where to store the result
  65820. */
  65821. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  65822. /**
  65823. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  65824. * @returns a new empty Vector3
  65825. */
  65826. static Zero(): Vector3;
  65827. /**
  65828. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  65829. * @returns a new unit Vector3
  65830. */
  65831. static One(): Vector3;
  65832. /**
  65833. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  65834. * @returns a new up Vector3
  65835. */
  65836. static Up(): Vector3;
  65837. /**
  65838. * Gets a up Vector3 that must not be updated
  65839. */
  65840. static readonly UpReadOnly: DeepImmutable<Vector3>;
  65841. /**
  65842. * Gets a zero Vector3 that must not be updated
  65843. */
  65844. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  65845. /**
  65846. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  65847. * @returns a new down Vector3
  65848. */
  65849. static Down(): Vector3;
  65850. /**
  65851. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  65852. * @returns a new forward Vector3
  65853. */
  65854. static Forward(): Vector3;
  65855. /**
  65856. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  65857. * @returns a new forward Vector3
  65858. */
  65859. static Backward(): Vector3;
  65860. /**
  65861. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  65862. * @returns a new right Vector3
  65863. */
  65864. static Right(): Vector3;
  65865. /**
  65866. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  65867. * @returns a new left Vector3
  65868. */
  65869. static Left(): Vector3;
  65870. /**
  65871. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  65872. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  65873. * @param vector defines the Vector3 to transform
  65874. * @param transformation defines the transformation matrix
  65875. * @returns the transformed Vector3
  65876. */
  65877. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  65878. /**
  65879. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  65880. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  65881. * @param vector defines the Vector3 to transform
  65882. * @param transformation defines the transformation matrix
  65883. * @param result defines the Vector3 where to store the result
  65884. */
  65885. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  65886. /**
  65887. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  65888. * This method computes tranformed coordinates only, not transformed direction vectors
  65889. * @param x define the x coordinate of the source vector
  65890. * @param y define the y coordinate of the source vector
  65891. * @param z define the z coordinate of the source vector
  65892. * @param transformation defines the transformation matrix
  65893. * @param result defines the Vector3 where to store the result
  65894. */
  65895. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  65896. /**
  65897. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  65898. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  65899. * @param vector defines the Vector3 to transform
  65900. * @param transformation defines the transformation matrix
  65901. * @returns the new Vector3
  65902. */
  65903. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  65904. /**
  65905. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  65906. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  65907. * @param vector defines the Vector3 to transform
  65908. * @param transformation defines the transformation matrix
  65909. * @param result defines the Vector3 where to store the result
  65910. */
  65911. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  65912. /**
  65913. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  65914. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  65915. * @param x define the x coordinate of the source vector
  65916. * @param y define the y coordinate of the source vector
  65917. * @param z define the z coordinate of the source vector
  65918. * @param transformation defines the transformation matrix
  65919. * @param result defines the Vector3 where to store the result
  65920. */
  65921. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  65922. /**
  65923. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  65924. * @param value1 defines the first control point
  65925. * @param value2 defines the second control point
  65926. * @param value3 defines the third control point
  65927. * @param value4 defines the fourth control point
  65928. * @param amount defines the amount on the spline to use
  65929. * @returns the new Vector3
  65930. */
  65931. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  65932. /**
  65933. * 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"
  65934. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  65935. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  65936. * @param value defines the current value
  65937. * @param min defines the lower range value
  65938. * @param max defines the upper range value
  65939. * @returns the new Vector3
  65940. */
  65941. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  65942. /**
  65943. * 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"
  65944. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  65945. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  65946. * @param value defines the current value
  65947. * @param min defines the lower range value
  65948. * @param max defines the upper range value
  65949. * @param result defines the Vector3 where to store the result
  65950. */
  65951. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  65952. /**
  65953. * Checks if a given vector is inside a specific range
  65954. * @param v defines the vector to test
  65955. * @param min defines the minimum range
  65956. * @param max defines the maximum range
  65957. */
  65958. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  65959. /**
  65960. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  65961. * @param value1 defines the first control point
  65962. * @param tangent1 defines the first tangent vector
  65963. * @param value2 defines the second control point
  65964. * @param tangent2 defines the second tangent vector
  65965. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  65966. * @returns the new Vector3
  65967. */
  65968. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  65969. /**
  65970. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  65971. * @param start defines the start value
  65972. * @param end defines the end value
  65973. * @param amount max defines amount between both (between 0 and 1)
  65974. * @returns the new Vector3
  65975. */
  65976. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  65977. /**
  65978. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  65979. * @param start defines the start value
  65980. * @param end defines the end value
  65981. * @param amount max defines amount between both (between 0 and 1)
  65982. * @param result defines the Vector3 where to store the result
  65983. */
  65984. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  65985. /**
  65986. * Returns the dot product (float) between the vectors "left" and "right"
  65987. * @param left defines the left operand
  65988. * @param right defines the right operand
  65989. * @returns the dot product
  65990. */
  65991. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  65992. /**
  65993. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  65994. * The cross product is then orthogonal to both "left" and "right"
  65995. * @param left defines the left operand
  65996. * @param right defines the right operand
  65997. * @returns the cross product
  65998. */
  65999. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66000. /**
  66001. * Sets the given vector "result" with the cross product of "left" and "right"
  66002. * The cross product is then orthogonal to both "left" and "right"
  66003. * @param left defines the left operand
  66004. * @param right defines the right operand
  66005. * @param result defines the Vector3 where to store the result
  66006. */
  66007. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  66008. /**
  66009. * Returns a new Vector3 as the normalization of the given vector
  66010. * @param vector defines the Vector3 to normalize
  66011. * @returns the new Vector3
  66012. */
  66013. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  66014. /**
  66015. * Sets the given vector "result" with the normalization of the given first vector
  66016. * @param vector defines the Vector3 to normalize
  66017. * @param result defines the Vector3 where to store the result
  66018. */
  66019. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  66020. /**
  66021. * Project a Vector3 onto screen space
  66022. * @param vector defines the Vector3 to project
  66023. * @param world defines the world matrix to use
  66024. * @param transform defines the transform (view x projection) matrix to use
  66025. * @param viewport defines the screen viewport to use
  66026. * @returns the new Vector3
  66027. */
  66028. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  66029. /** @hidden */
  66030. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  66031. /**
  66032. * Unproject from screen space to object space
  66033. * @param source defines the screen space Vector3 to use
  66034. * @param viewportWidth defines the current width of the viewport
  66035. * @param viewportHeight defines the current height of the viewport
  66036. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66037. * @param transform defines the transform (view x projection) matrix to use
  66038. * @returns the new Vector3
  66039. */
  66040. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  66041. /**
  66042. * Unproject from screen space to object space
  66043. * @param source defines the screen space Vector3 to use
  66044. * @param viewportWidth defines the current width of the viewport
  66045. * @param viewportHeight defines the current height of the viewport
  66046. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66047. * @param view defines the view matrix to use
  66048. * @param projection defines the projection matrix to use
  66049. * @returns the new Vector3
  66050. */
  66051. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  66052. /**
  66053. * Unproject from screen space to object space
  66054. * @param source defines the screen space Vector3 to use
  66055. * @param viewportWidth defines the current width of the viewport
  66056. * @param viewportHeight defines the current height of the viewport
  66057. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66058. * @param view defines the view matrix to use
  66059. * @param projection defines the projection matrix to use
  66060. * @param result defines the Vector3 where to store the result
  66061. */
  66062. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66063. /**
  66064. * Unproject from screen space to object space
  66065. * @param sourceX defines the screen space x coordinate to use
  66066. * @param sourceY defines the screen space y coordinate to use
  66067. * @param sourceZ defines the screen space z coordinate to use
  66068. * @param viewportWidth defines the current width of the viewport
  66069. * @param viewportHeight defines the current height of the viewport
  66070. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66071. * @param view defines the view matrix to use
  66072. * @param projection defines the projection matrix to use
  66073. * @param result defines the Vector3 where to store the result
  66074. */
  66075. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66076. /**
  66077. * Gets the minimal coordinate values between two Vector3
  66078. * @param left defines the first operand
  66079. * @param right defines the second operand
  66080. * @returns the new Vector3
  66081. */
  66082. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66083. /**
  66084. * Gets the maximal coordinate values between two Vector3
  66085. * @param left defines the first operand
  66086. * @param right defines the second operand
  66087. * @returns the new Vector3
  66088. */
  66089. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66090. /**
  66091. * Returns the distance between the vectors "value1" and "value2"
  66092. * @param value1 defines the first operand
  66093. * @param value2 defines the second operand
  66094. * @returns the distance
  66095. */
  66096. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66097. /**
  66098. * Returns the squared distance between the vectors "value1" and "value2"
  66099. * @param value1 defines the first operand
  66100. * @param value2 defines the second operand
  66101. * @returns the squared distance
  66102. */
  66103. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66104. /**
  66105. * Returns a new Vector3 located at the center between "value1" and "value2"
  66106. * @param value1 defines the first operand
  66107. * @param value2 defines the second operand
  66108. * @returns the new Vector3
  66109. */
  66110. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  66111. /**
  66112. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  66113. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  66114. * to something in order to rotate it from its local system to the given target system
  66115. * Note: axis1, axis2 and axis3 are normalized during this operation
  66116. * @param axis1 defines the first axis
  66117. * @param axis2 defines the second axis
  66118. * @param axis3 defines the third axis
  66119. * @returns a new Vector3
  66120. */
  66121. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  66122. /**
  66123. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  66124. * @param axis1 defines the first axis
  66125. * @param axis2 defines the second axis
  66126. * @param axis3 defines the third axis
  66127. * @param ref defines the Vector3 where to store the result
  66128. */
  66129. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  66130. }
  66131. /**
  66132. * Vector4 class created for EulerAngle class conversion to Quaternion
  66133. */
  66134. export class Vector4 {
  66135. /** x value of the vector */
  66136. x: number;
  66137. /** y value of the vector */
  66138. y: number;
  66139. /** z value of the vector */
  66140. z: number;
  66141. /** w value of the vector */
  66142. w: number;
  66143. /**
  66144. * Creates a Vector4 object from the given floats.
  66145. * @param x x value of the vector
  66146. * @param y y value of the vector
  66147. * @param z z value of the vector
  66148. * @param w w value of the vector
  66149. */
  66150. constructor(
  66151. /** x value of the vector */
  66152. x: number,
  66153. /** y value of the vector */
  66154. y: number,
  66155. /** z value of the vector */
  66156. z: number,
  66157. /** w value of the vector */
  66158. w: number);
  66159. /**
  66160. * Returns the string with the Vector4 coordinates.
  66161. * @returns a string containing all the vector values
  66162. */
  66163. toString(): string;
  66164. /**
  66165. * Returns the string "Vector4".
  66166. * @returns "Vector4"
  66167. */
  66168. getClassName(): string;
  66169. /**
  66170. * Returns the Vector4 hash code.
  66171. * @returns a unique hash code
  66172. */
  66173. getHashCode(): number;
  66174. /**
  66175. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  66176. * @returns the resulting array
  66177. */
  66178. asArray(): number[];
  66179. /**
  66180. * Populates the given array from the given index with the Vector4 coordinates.
  66181. * @param array array to populate
  66182. * @param index index of the array to start at (default: 0)
  66183. * @returns the Vector4.
  66184. */
  66185. toArray(array: FloatArray, index?: number): Vector4;
  66186. /**
  66187. * Adds the given vector to the current Vector4.
  66188. * @param otherVector the vector to add
  66189. * @returns the updated Vector4.
  66190. */
  66191. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66192. /**
  66193. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  66194. * @param otherVector the vector to add
  66195. * @returns the resulting vector
  66196. */
  66197. add(otherVector: DeepImmutable<Vector4>): Vector4;
  66198. /**
  66199. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  66200. * @param otherVector the vector to add
  66201. * @param result the vector to store the result
  66202. * @returns the current Vector4.
  66203. */
  66204. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66205. /**
  66206. * Subtract in place the given vector from the current Vector4.
  66207. * @param otherVector the vector to subtract
  66208. * @returns the updated Vector4.
  66209. */
  66210. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66211. /**
  66212. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  66213. * @param otherVector the vector to add
  66214. * @returns the new vector with the result
  66215. */
  66216. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  66217. /**
  66218. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  66219. * @param otherVector the vector to subtract
  66220. * @param result the vector to store the result
  66221. * @returns the current Vector4.
  66222. */
  66223. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66224. /**
  66225. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66226. */
  66227. /**
  66228. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66229. * @param x value to subtract
  66230. * @param y value to subtract
  66231. * @param z value to subtract
  66232. * @param w value to subtract
  66233. * @returns new vector containing the result
  66234. */
  66235. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  66236. /**
  66237. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66238. * @param x value to subtract
  66239. * @param y value to subtract
  66240. * @param z value to subtract
  66241. * @param w value to subtract
  66242. * @param result the vector to store the result in
  66243. * @returns the current Vector4.
  66244. */
  66245. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  66246. /**
  66247. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  66248. * @returns a new vector with the negated values
  66249. */
  66250. negate(): Vector4;
  66251. /**
  66252. * Multiplies the current Vector4 coordinates by scale (float).
  66253. * @param scale the number to scale with
  66254. * @returns the updated Vector4.
  66255. */
  66256. scaleInPlace(scale: number): Vector4;
  66257. /**
  66258. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  66259. * @param scale the number to scale with
  66260. * @returns a new vector with the result
  66261. */
  66262. scale(scale: number): Vector4;
  66263. /**
  66264. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  66265. * @param scale the number to scale with
  66266. * @param result a vector to store the result in
  66267. * @returns the current Vector4.
  66268. */
  66269. scaleToRef(scale: number, result: Vector4): Vector4;
  66270. /**
  66271. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  66272. * @param scale defines the scale factor
  66273. * @param result defines the Vector4 object where to store the result
  66274. * @returns the unmodified current Vector4
  66275. */
  66276. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  66277. /**
  66278. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  66279. * @param otherVector the vector to compare against
  66280. * @returns true if they are equal
  66281. */
  66282. equals(otherVector: DeepImmutable<Vector4>): boolean;
  66283. /**
  66284. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  66285. * @param otherVector vector to compare against
  66286. * @param epsilon (Default: very small number)
  66287. * @returns true if they are equal
  66288. */
  66289. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  66290. /**
  66291. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  66292. * @param x x value to compare against
  66293. * @param y y value to compare against
  66294. * @param z z value to compare against
  66295. * @param w w value to compare against
  66296. * @returns true if equal
  66297. */
  66298. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  66299. /**
  66300. * Multiplies in place the current Vector4 by the given one.
  66301. * @param otherVector vector to multiple with
  66302. * @returns the updated Vector4.
  66303. */
  66304. multiplyInPlace(otherVector: Vector4): Vector4;
  66305. /**
  66306. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  66307. * @param otherVector vector to multiple with
  66308. * @returns resulting new vector
  66309. */
  66310. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  66311. /**
  66312. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  66313. * @param otherVector vector to multiple with
  66314. * @param result vector to store the result
  66315. * @returns the current Vector4.
  66316. */
  66317. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66318. /**
  66319. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  66320. * @param x x value multiply with
  66321. * @param y y value multiply with
  66322. * @param z z value multiply with
  66323. * @param w w value multiply with
  66324. * @returns resulting new vector
  66325. */
  66326. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  66327. /**
  66328. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  66329. * @param otherVector vector to devide with
  66330. * @returns resulting new vector
  66331. */
  66332. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  66333. /**
  66334. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  66335. * @param otherVector vector to devide with
  66336. * @param result vector to store the result
  66337. * @returns the current Vector4.
  66338. */
  66339. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66340. /**
  66341. * Divides the current Vector3 coordinates by the given ones.
  66342. * @param otherVector vector to devide with
  66343. * @returns the updated Vector3.
  66344. */
  66345. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66346. /**
  66347. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  66348. * @param other defines the second operand
  66349. * @returns the current updated Vector4
  66350. */
  66351. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  66352. /**
  66353. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  66354. * @param other defines the second operand
  66355. * @returns the current updated Vector4
  66356. */
  66357. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  66358. /**
  66359. * Gets a new Vector4 from current Vector4 floored values
  66360. * @returns a new Vector4
  66361. */
  66362. floor(): Vector4;
  66363. /**
  66364. * Gets a new Vector4 from current Vector3 floored values
  66365. * @returns a new Vector4
  66366. */
  66367. fract(): Vector4;
  66368. /**
  66369. * Returns the Vector4 length (float).
  66370. * @returns the length
  66371. */
  66372. length(): number;
  66373. /**
  66374. * Returns the Vector4 squared length (float).
  66375. * @returns the length squared
  66376. */
  66377. lengthSquared(): number;
  66378. /**
  66379. * Normalizes in place the Vector4.
  66380. * @returns the updated Vector4.
  66381. */
  66382. normalize(): Vector4;
  66383. /**
  66384. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  66385. * @returns this converted to a new vector3
  66386. */
  66387. toVector3(): Vector3;
  66388. /**
  66389. * Returns a new Vector4 copied from the current one.
  66390. * @returns the new cloned vector
  66391. */
  66392. clone(): Vector4;
  66393. /**
  66394. * Updates the current Vector4 with the given one coordinates.
  66395. * @param source the source vector to copy from
  66396. * @returns the updated Vector4.
  66397. */
  66398. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  66399. /**
  66400. * Updates the current Vector4 coordinates with the given floats.
  66401. * @param x float to copy from
  66402. * @param y float to copy from
  66403. * @param z float to copy from
  66404. * @param w float to copy from
  66405. * @returns the updated Vector4.
  66406. */
  66407. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  66408. /**
  66409. * Updates the current Vector4 coordinates with the given floats.
  66410. * @param x float to set from
  66411. * @param y float to set from
  66412. * @param z float to set from
  66413. * @param w float to set from
  66414. * @returns the updated Vector4.
  66415. */
  66416. set(x: number, y: number, z: number, w: number): Vector4;
  66417. /**
  66418. * Copies the given float to the current Vector3 coordinates
  66419. * @param v defines the x, y, z and w coordinates of the operand
  66420. * @returns the current updated Vector3
  66421. */
  66422. setAll(v: number): Vector4;
  66423. /**
  66424. * Returns a new Vector4 set from the starting index of the given array.
  66425. * @param array the array to pull values from
  66426. * @param offset the offset into the array to start at
  66427. * @returns the new vector
  66428. */
  66429. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  66430. /**
  66431. * Updates the given vector "result" from the starting index of the given array.
  66432. * @param array the array to pull values from
  66433. * @param offset the offset into the array to start at
  66434. * @param result the vector to store the result in
  66435. */
  66436. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  66437. /**
  66438. * Updates the given vector "result" from the starting index of the given Float32Array.
  66439. * @param array the array to pull values from
  66440. * @param offset the offset into the array to start at
  66441. * @param result the vector to store the result in
  66442. */
  66443. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  66444. /**
  66445. * Updates the given vector "result" coordinates from the given floats.
  66446. * @param x float to set from
  66447. * @param y float to set from
  66448. * @param z float to set from
  66449. * @param w float to set from
  66450. * @param result the vector to the floats in
  66451. */
  66452. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  66453. /**
  66454. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  66455. * @returns the new vector
  66456. */
  66457. static Zero(): Vector4;
  66458. /**
  66459. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  66460. * @returns the new vector
  66461. */
  66462. static One(): Vector4;
  66463. /**
  66464. * Returns a new normalized Vector4 from the given one.
  66465. * @param vector the vector to normalize
  66466. * @returns the vector
  66467. */
  66468. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  66469. /**
  66470. * Updates the given vector "result" from the normalization of the given one.
  66471. * @param vector the vector to normalize
  66472. * @param result the vector to store the result in
  66473. */
  66474. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  66475. /**
  66476. * Returns a vector with the minimum values from the left and right vectors
  66477. * @param left left vector to minimize
  66478. * @param right right vector to minimize
  66479. * @returns a new vector with the minimum of the left and right vector values
  66480. */
  66481. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  66482. /**
  66483. * Returns a vector with the maximum values from the left and right vectors
  66484. * @param left left vector to maximize
  66485. * @param right right vector to maximize
  66486. * @returns a new vector with the maximum of the left and right vector values
  66487. */
  66488. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  66489. /**
  66490. * Returns the distance (float) between the vectors "value1" and "value2".
  66491. * @param value1 value to calulate the distance between
  66492. * @param value2 value to calulate the distance between
  66493. * @return the distance between the two vectors
  66494. */
  66495. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  66496. /**
  66497. * Returns the squared distance (float) between the vectors "value1" and "value2".
  66498. * @param value1 value to calulate the distance between
  66499. * @param value2 value to calulate the distance between
  66500. * @return the distance between the two vectors squared
  66501. */
  66502. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  66503. /**
  66504. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  66505. * @param value1 value to calulate the center between
  66506. * @param value2 value to calulate the center between
  66507. * @return the center between the two vectors
  66508. */
  66509. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  66510. /**
  66511. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  66512. * This methods computes transformed normalized direction vectors only.
  66513. * @param vector the vector to transform
  66514. * @param transformation the transformation matrix to apply
  66515. * @returns the new vector
  66516. */
  66517. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  66518. /**
  66519. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  66520. * This methods computes transformed normalized direction vectors only.
  66521. * @param vector the vector to transform
  66522. * @param transformation the transformation matrix to apply
  66523. * @param result the vector to store the result in
  66524. */
  66525. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  66526. /**
  66527. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  66528. * This methods computes transformed normalized direction vectors only.
  66529. * @param x value to transform
  66530. * @param y value to transform
  66531. * @param z value to transform
  66532. * @param w value to transform
  66533. * @param transformation the transformation matrix to apply
  66534. * @param result the vector to store the results in
  66535. */
  66536. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  66537. /**
  66538. * Creates a new Vector4 from a Vector3
  66539. * @param source defines the source data
  66540. * @param w defines the 4th component (default is 0)
  66541. * @returns a new Vector4
  66542. */
  66543. static FromVector3(source: Vector3, w?: number): Vector4;
  66544. }
  66545. /**
  66546. * Class used to store quaternion data
  66547. * @see https://en.wikipedia.org/wiki/Quaternion
  66548. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  66549. */
  66550. export class Quaternion {
  66551. /** defines the first component (0 by default) */
  66552. x: number;
  66553. /** defines the second component (0 by default) */
  66554. y: number;
  66555. /** defines the third component (0 by default) */
  66556. z: number;
  66557. /** defines the fourth component (1.0 by default) */
  66558. w: number;
  66559. /**
  66560. * Creates a new Quaternion from the given floats
  66561. * @param x defines the first component (0 by default)
  66562. * @param y defines the second component (0 by default)
  66563. * @param z defines the third component (0 by default)
  66564. * @param w defines the fourth component (1.0 by default)
  66565. */
  66566. constructor(
  66567. /** defines the first component (0 by default) */
  66568. x?: number,
  66569. /** defines the second component (0 by default) */
  66570. y?: number,
  66571. /** defines the third component (0 by default) */
  66572. z?: number,
  66573. /** defines the fourth component (1.0 by default) */
  66574. w?: number);
  66575. /**
  66576. * Gets a string representation for the current quaternion
  66577. * @returns a string with the Quaternion coordinates
  66578. */
  66579. toString(): string;
  66580. /**
  66581. * Gets the class name of the quaternion
  66582. * @returns the string "Quaternion"
  66583. */
  66584. getClassName(): string;
  66585. /**
  66586. * Gets a hash code for this quaternion
  66587. * @returns the quaternion hash code
  66588. */
  66589. getHashCode(): number;
  66590. /**
  66591. * Copy the quaternion to an array
  66592. * @returns a new array populated with 4 elements from the quaternion coordinates
  66593. */
  66594. asArray(): number[];
  66595. /**
  66596. * Check if two quaternions are equals
  66597. * @param otherQuaternion defines the second operand
  66598. * @return true if the current quaternion and the given one coordinates are strictly equals
  66599. */
  66600. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  66601. /**
  66602. * Clone the current quaternion
  66603. * @returns a new quaternion copied from the current one
  66604. */
  66605. clone(): Quaternion;
  66606. /**
  66607. * Copy a quaternion to the current one
  66608. * @param other defines the other quaternion
  66609. * @returns the updated current quaternion
  66610. */
  66611. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  66612. /**
  66613. * Updates the current quaternion with the given float coordinates
  66614. * @param x defines the x coordinate
  66615. * @param y defines the y coordinate
  66616. * @param z defines the z coordinate
  66617. * @param w defines the w coordinate
  66618. * @returns the updated current quaternion
  66619. */
  66620. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  66621. /**
  66622. * Updates the current quaternion from the given float coordinates
  66623. * @param x defines the x coordinate
  66624. * @param y defines the y coordinate
  66625. * @param z defines the z coordinate
  66626. * @param w defines the w coordinate
  66627. * @returns the updated current quaternion
  66628. */
  66629. set(x: number, y: number, z: number, w: number): Quaternion;
  66630. /**
  66631. * Adds two quaternions
  66632. * @param other defines the second operand
  66633. * @returns a new quaternion as the addition result of the given one and the current quaternion
  66634. */
  66635. add(other: DeepImmutable<Quaternion>): Quaternion;
  66636. /**
  66637. * Add a quaternion to the current one
  66638. * @param other defines the quaternion to add
  66639. * @returns the current quaternion
  66640. */
  66641. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  66642. /**
  66643. * Subtract two quaternions
  66644. * @param other defines the second operand
  66645. * @returns a new quaternion as the subtraction result of the given one from the current one
  66646. */
  66647. subtract(other: Quaternion): Quaternion;
  66648. /**
  66649. * Multiplies the current quaternion by a scale factor
  66650. * @param value defines the scale factor
  66651. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  66652. */
  66653. scale(value: number): Quaternion;
  66654. /**
  66655. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  66656. * @param scale defines the scale factor
  66657. * @param result defines the Quaternion object where to store the result
  66658. * @returns the unmodified current quaternion
  66659. */
  66660. scaleToRef(scale: number, result: Quaternion): Quaternion;
  66661. /**
  66662. * Multiplies in place the current quaternion by a scale factor
  66663. * @param value defines the scale factor
  66664. * @returns the current modified quaternion
  66665. */
  66666. scaleInPlace(value: number): Quaternion;
  66667. /**
  66668. * Scale the current quaternion values by a factor and add the result to a given quaternion
  66669. * @param scale defines the scale factor
  66670. * @param result defines the Quaternion object where to store the result
  66671. * @returns the unmodified current quaternion
  66672. */
  66673. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  66674. /**
  66675. * Multiplies two quaternions
  66676. * @param q1 defines the second operand
  66677. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  66678. */
  66679. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  66680. /**
  66681. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  66682. * @param q1 defines the second operand
  66683. * @param result defines the target quaternion
  66684. * @returns the current quaternion
  66685. */
  66686. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  66687. /**
  66688. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  66689. * @param q1 defines the second operand
  66690. * @returns the currentupdated quaternion
  66691. */
  66692. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  66693. /**
  66694. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  66695. * @param ref defines the target quaternion
  66696. * @returns the current quaternion
  66697. */
  66698. conjugateToRef(ref: Quaternion): Quaternion;
  66699. /**
  66700. * Conjugates in place (1-q) the current quaternion
  66701. * @returns the current updated quaternion
  66702. */
  66703. conjugateInPlace(): Quaternion;
  66704. /**
  66705. * Conjugates in place (1-q) the current quaternion
  66706. * @returns a new quaternion
  66707. */
  66708. conjugate(): Quaternion;
  66709. /**
  66710. * Gets length of current quaternion
  66711. * @returns the quaternion length (float)
  66712. */
  66713. length(): number;
  66714. /**
  66715. * Normalize in place the current quaternion
  66716. * @returns the current updated quaternion
  66717. */
  66718. normalize(): Quaternion;
  66719. /**
  66720. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  66721. * @param order is a reserved parameter and is ignore for now
  66722. * @returns a new Vector3 containing the Euler angles
  66723. */
  66724. toEulerAngles(order?: string): Vector3;
  66725. /**
  66726. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  66727. * @param result defines the vector which will be filled with the Euler angles
  66728. * @param order is a reserved parameter and is ignore for now
  66729. * @returns the current unchanged quaternion
  66730. */
  66731. toEulerAnglesToRef(result: Vector3): Quaternion;
  66732. /**
  66733. * Updates the given rotation matrix with the current quaternion values
  66734. * @param result defines the target matrix
  66735. * @returns the current unchanged quaternion
  66736. */
  66737. toRotationMatrix(result: Matrix): Quaternion;
  66738. /**
  66739. * Updates the current quaternion from the given rotation matrix values
  66740. * @param matrix defines the source matrix
  66741. * @returns the current updated quaternion
  66742. */
  66743. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  66744. /**
  66745. * Creates a new quaternion from a rotation matrix
  66746. * @param matrix defines the source matrix
  66747. * @returns a new quaternion created from the given rotation matrix values
  66748. */
  66749. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  66750. /**
  66751. * Updates the given quaternion with the given rotation matrix values
  66752. * @param matrix defines the source matrix
  66753. * @param result defines the target quaternion
  66754. */
  66755. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  66756. /**
  66757. * Returns the dot product (float) between the quaternions "left" and "right"
  66758. * @param left defines the left operand
  66759. * @param right defines the right operand
  66760. * @returns the dot product
  66761. */
  66762. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  66763. /**
  66764. * Checks if the two quaternions are close to each other
  66765. * @param quat0 defines the first quaternion to check
  66766. * @param quat1 defines the second quaternion to check
  66767. * @returns true if the two quaternions are close to each other
  66768. */
  66769. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  66770. /**
  66771. * Creates an empty quaternion
  66772. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  66773. */
  66774. static Zero(): Quaternion;
  66775. /**
  66776. * Inverse a given quaternion
  66777. * @param q defines the source quaternion
  66778. * @returns a new quaternion as the inverted current quaternion
  66779. */
  66780. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  66781. /**
  66782. * Inverse a given quaternion
  66783. * @param q defines the source quaternion
  66784. * @param result the quaternion the result will be stored in
  66785. * @returns the result quaternion
  66786. */
  66787. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  66788. /**
  66789. * Creates an identity quaternion
  66790. * @returns the identity quaternion
  66791. */
  66792. static Identity(): Quaternion;
  66793. /**
  66794. * Gets a boolean indicating if the given quaternion is identity
  66795. * @param quaternion defines the quaternion to check
  66796. * @returns true if the quaternion is identity
  66797. */
  66798. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  66799. /**
  66800. * Creates a quaternion from a rotation around an axis
  66801. * @param axis defines the axis to use
  66802. * @param angle defines the angle to use
  66803. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  66804. */
  66805. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  66806. /**
  66807. * Creates a rotation around an axis and stores it into the given quaternion
  66808. * @param axis defines the axis to use
  66809. * @param angle defines the angle to use
  66810. * @param result defines the target quaternion
  66811. * @returns the target quaternion
  66812. */
  66813. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  66814. /**
  66815. * Creates a new quaternion from data stored into an array
  66816. * @param array defines the data source
  66817. * @param offset defines the offset in the source array where the data starts
  66818. * @returns a new quaternion
  66819. */
  66820. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  66821. /**
  66822. * Create a quaternion from Euler rotation angles
  66823. * @param x Pitch
  66824. * @param y Yaw
  66825. * @param z Roll
  66826. * @returns the new Quaternion
  66827. */
  66828. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  66829. /**
  66830. * Updates a quaternion from Euler rotation angles
  66831. * @param x Pitch
  66832. * @param y Yaw
  66833. * @param z Roll
  66834. * @param result the quaternion to store the result
  66835. * @returns the updated quaternion
  66836. */
  66837. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  66838. /**
  66839. * Create a quaternion from Euler rotation vector
  66840. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  66841. * @returns the new Quaternion
  66842. */
  66843. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  66844. /**
  66845. * Updates a quaternion from Euler rotation vector
  66846. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  66847. * @param result the quaternion to store the result
  66848. * @returns the updated quaternion
  66849. */
  66850. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  66851. /**
  66852. * Creates a new quaternion from the given Euler float angles (y, x, z)
  66853. * @param yaw defines the rotation around Y axis
  66854. * @param pitch defines the rotation around X axis
  66855. * @param roll defines the rotation around Z axis
  66856. * @returns the new quaternion
  66857. */
  66858. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  66859. /**
  66860. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  66861. * @param yaw defines the rotation around Y axis
  66862. * @param pitch defines the rotation around X axis
  66863. * @param roll defines the rotation around Z axis
  66864. * @param result defines the target quaternion
  66865. */
  66866. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  66867. /**
  66868. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  66869. * @param alpha defines the rotation around first axis
  66870. * @param beta defines the rotation around second axis
  66871. * @param gamma defines the rotation around third axis
  66872. * @returns the new quaternion
  66873. */
  66874. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  66875. /**
  66876. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  66877. * @param alpha defines the rotation around first axis
  66878. * @param beta defines the rotation around second axis
  66879. * @param gamma defines the rotation around third axis
  66880. * @param result defines the target quaternion
  66881. */
  66882. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  66883. /**
  66884. * 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)
  66885. * @param axis1 defines the first axis
  66886. * @param axis2 defines the second axis
  66887. * @param axis3 defines the third axis
  66888. * @returns the new quaternion
  66889. */
  66890. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  66891. /**
  66892. * 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
  66893. * @param axis1 defines the first axis
  66894. * @param axis2 defines the second axis
  66895. * @param axis3 defines the third axis
  66896. * @param ref defines the target quaternion
  66897. */
  66898. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  66899. /**
  66900. * Interpolates between two quaternions
  66901. * @param left defines first quaternion
  66902. * @param right defines second quaternion
  66903. * @param amount defines the gradient to use
  66904. * @returns the new interpolated quaternion
  66905. */
  66906. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  66907. /**
  66908. * Interpolates between two quaternions and stores it into a target quaternion
  66909. * @param left defines first quaternion
  66910. * @param right defines second quaternion
  66911. * @param amount defines the gradient to use
  66912. * @param result defines the target quaternion
  66913. */
  66914. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  66915. /**
  66916. * Interpolate between two quaternions using Hermite interpolation
  66917. * @param value1 defines first quaternion
  66918. * @param tangent1 defines the incoming tangent
  66919. * @param value2 defines second quaternion
  66920. * @param tangent2 defines the outgoing tangent
  66921. * @param amount defines the target quaternion
  66922. * @returns the new interpolated quaternion
  66923. */
  66924. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  66925. }
  66926. /**
  66927. * Class used to store matrix data (4x4)
  66928. */
  66929. export class Matrix {
  66930. private static _updateFlagSeed;
  66931. private static _identityReadOnly;
  66932. private _isIdentity;
  66933. private _isIdentityDirty;
  66934. private _isIdentity3x2;
  66935. private _isIdentity3x2Dirty;
  66936. /**
  66937. * Gets the update flag of the matrix which is an unique number for the matrix.
  66938. * It will be incremented every time the matrix data change.
  66939. * You can use it to speed the comparison between two versions of the same matrix.
  66940. */
  66941. updateFlag: number;
  66942. private readonly _m;
  66943. /**
  66944. * Gets the internal data of the matrix
  66945. */
  66946. readonly m: DeepImmutable<Float32Array>;
  66947. /** @hidden */
  66948. _markAsUpdated(): void;
  66949. /** @hidden */
  66950. private _updateIdentityStatus;
  66951. /**
  66952. * Creates an empty matrix (filled with zeros)
  66953. */
  66954. constructor();
  66955. /**
  66956. * Check if the current matrix is identity
  66957. * @returns true is the matrix is the identity matrix
  66958. */
  66959. isIdentity(): boolean;
  66960. /**
  66961. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  66962. * @returns true is the matrix is the identity matrix
  66963. */
  66964. isIdentityAs3x2(): boolean;
  66965. /**
  66966. * Gets the determinant of the matrix
  66967. * @returns the matrix determinant
  66968. */
  66969. determinant(): number;
  66970. /**
  66971. * Returns the matrix as a Float32Array
  66972. * @returns the matrix underlying array
  66973. */
  66974. toArray(): DeepImmutable<Float32Array>;
  66975. /**
  66976. * Returns the matrix as a Float32Array
  66977. * @returns the matrix underlying array.
  66978. */
  66979. asArray(): DeepImmutable<Float32Array>;
  66980. /**
  66981. * Inverts the current matrix in place
  66982. * @returns the current inverted matrix
  66983. */
  66984. invert(): Matrix;
  66985. /**
  66986. * Sets all the matrix elements to zero
  66987. * @returns the current matrix
  66988. */
  66989. reset(): Matrix;
  66990. /**
  66991. * Adds the current matrix with a second one
  66992. * @param other defines the matrix to add
  66993. * @returns a new matrix as the addition of the current matrix and the given one
  66994. */
  66995. add(other: DeepImmutable<Matrix>): Matrix;
  66996. /**
  66997. * Sets the given matrix "result" to the addition of the current matrix and the given one
  66998. * @param other defines the matrix to add
  66999. * @param result defines the target matrix
  67000. * @returns the current matrix
  67001. */
  67002. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67003. /**
  67004. * Adds in place the given matrix to the current matrix
  67005. * @param other defines the second operand
  67006. * @returns the current updated matrix
  67007. */
  67008. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  67009. /**
  67010. * Sets the given matrix to the current inverted Matrix
  67011. * @param other defines the target matrix
  67012. * @returns the unmodified current matrix
  67013. */
  67014. invertToRef(other: Matrix): Matrix;
  67015. /**
  67016. * add a value at the specified position in the current Matrix
  67017. * @param index the index of the value within the matrix. between 0 and 15.
  67018. * @param value the value to be added
  67019. * @returns the current updated matrix
  67020. */
  67021. addAtIndex(index: number, value: number): Matrix;
  67022. /**
  67023. * mutiply the specified position in the current Matrix by a value
  67024. * @param index the index of the value within the matrix. between 0 and 15.
  67025. * @param value the value to be added
  67026. * @returns the current updated matrix
  67027. */
  67028. multiplyAtIndex(index: number, value: number): Matrix;
  67029. /**
  67030. * Inserts the translation vector (using 3 floats) in the current matrix
  67031. * @param x defines the 1st component of the translation
  67032. * @param y defines the 2nd component of the translation
  67033. * @param z defines the 3rd component of the translation
  67034. * @returns the current updated matrix
  67035. */
  67036. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67037. /**
  67038. * Adds the translation vector (using 3 floats) in the current matrix
  67039. * @param x defines the 1st component of the translation
  67040. * @param y defines the 2nd component of the translation
  67041. * @param z defines the 3rd component of the translation
  67042. * @returns the current updated matrix
  67043. */
  67044. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67045. /**
  67046. * Inserts the translation vector in the current matrix
  67047. * @param vector3 defines the translation to insert
  67048. * @returns the current updated matrix
  67049. */
  67050. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  67051. /**
  67052. * Gets the translation value of the current matrix
  67053. * @returns a new Vector3 as the extracted translation from the matrix
  67054. */
  67055. getTranslation(): Vector3;
  67056. /**
  67057. * Fill a Vector3 with the extracted translation from the matrix
  67058. * @param result defines the Vector3 where to store the translation
  67059. * @returns the current matrix
  67060. */
  67061. getTranslationToRef(result: Vector3): Matrix;
  67062. /**
  67063. * Remove rotation and scaling part from the matrix
  67064. * @returns the updated matrix
  67065. */
  67066. removeRotationAndScaling(): Matrix;
  67067. /**
  67068. * Multiply two matrices
  67069. * @param other defines the second operand
  67070. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  67071. */
  67072. multiply(other: DeepImmutable<Matrix>): Matrix;
  67073. /**
  67074. * Copy the current matrix from the given one
  67075. * @param other defines the source matrix
  67076. * @returns the current updated matrix
  67077. */
  67078. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  67079. /**
  67080. * Populates the given array from the starting index with the current matrix values
  67081. * @param array defines the target array
  67082. * @param offset defines the offset in the target array where to start storing values
  67083. * @returns the current matrix
  67084. */
  67085. copyToArray(array: Float32Array, offset?: number): Matrix;
  67086. /**
  67087. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  67088. * @param other defines the second operand
  67089. * @param result defines the matrix where to store the multiplication
  67090. * @returns the current matrix
  67091. */
  67092. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67093. /**
  67094. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  67095. * @param other defines the second operand
  67096. * @param result defines the array where to store the multiplication
  67097. * @param offset defines the offset in the target array where to start storing values
  67098. * @returns the current matrix
  67099. */
  67100. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  67101. /**
  67102. * Check equality between this matrix and a second one
  67103. * @param value defines the second matrix to compare
  67104. * @returns true is the current matrix and the given one values are strictly equal
  67105. */
  67106. equals(value: DeepImmutable<Matrix>): boolean;
  67107. /**
  67108. * Clone the current matrix
  67109. * @returns a new matrix from the current matrix
  67110. */
  67111. clone(): Matrix;
  67112. /**
  67113. * Returns the name of the current matrix class
  67114. * @returns the string "Matrix"
  67115. */
  67116. getClassName(): string;
  67117. /**
  67118. * Gets the hash code of the current matrix
  67119. * @returns the hash code
  67120. */
  67121. getHashCode(): number;
  67122. /**
  67123. * Decomposes the current Matrix into a translation, rotation and scaling components
  67124. * @param scale defines the scale vector3 given as a reference to update
  67125. * @param rotation defines the rotation quaternion given as a reference to update
  67126. * @param translation defines the translation vector3 given as a reference to update
  67127. * @returns true if operation was successful
  67128. */
  67129. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  67130. /**
  67131. * Gets specific row of the matrix
  67132. * @param index defines the number of the row to get
  67133. * @returns the index-th row of the current matrix as a new Vector4
  67134. */
  67135. getRow(index: number): Nullable<Vector4>;
  67136. /**
  67137. * Sets the index-th row of the current matrix to the vector4 values
  67138. * @param index defines the number of the row to set
  67139. * @param row defines the target vector4
  67140. * @returns the updated current matrix
  67141. */
  67142. setRow(index: number, row: Vector4): Matrix;
  67143. /**
  67144. * Compute the transpose of the matrix
  67145. * @returns the new transposed matrix
  67146. */
  67147. transpose(): Matrix;
  67148. /**
  67149. * Compute the transpose of the matrix and store it in a given matrix
  67150. * @param result defines the target matrix
  67151. * @returns the current matrix
  67152. */
  67153. transposeToRef(result: Matrix): Matrix;
  67154. /**
  67155. * Sets the index-th row of the current matrix with the given 4 x float values
  67156. * @param index defines the row index
  67157. * @param x defines the x component to set
  67158. * @param y defines the y component to set
  67159. * @param z defines the z component to set
  67160. * @param w defines the w component to set
  67161. * @returns the updated current matrix
  67162. */
  67163. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  67164. /**
  67165. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  67166. * @param scale defines the scale factor
  67167. * @returns a new matrix
  67168. */
  67169. scale(scale: number): Matrix;
  67170. /**
  67171. * Scale the current matrix values by a factor to a given result matrix
  67172. * @param scale defines the scale factor
  67173. * @param result defines the matrix to store the result
  67174. * @returns the current matrix
  67175. */
  67176. scaleToRef(scale: number, result: Matrix): Matrix;
  67177. /**
  67178. * Scale the current matrix values by a factor and add the result to a given matrix
  67179. * @param scale defines the scale factor
  67180. * @param result defines the Matrix to store the result
  67181. * @returns the current matrix
  67182. */
  67183. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  67184. /**
  67185. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  67186. * @param ref matrix to store the result
  67187. */
  67188. toNormalMatrix(ref: Matrix): void;
  67189. /**
  67190. * Gets only rotation part of the current matrix
  67191. * @returns a new matrix sets to the extracted rotation matrix from the current one
  67192. */
  67193. getRotationMatrix(): Matrix;
  67194. /**
  67195. * Extracts the rotation matrix from the current one and sets it as the given "result"
  67196. * @param result defines the target matrix to store data to
  67197. * @returns the current matrix
  67198. */
  67199. getRotationMatrixToRef(result: Matrix): Matrix;
  67200. /**
  67201. * Toggles model matrix from being right handed to left handed in place and vice versa
  67202. */
  67203. toggleModelMatrixHandInPlace(): void;
  67204. /**
  67205. * Toggles projection matrix from being right handed to left handed in place and vice versa
  67206. */
  67207. toggleProjectionMatrixHandInPlace(): void;
  67208. /**
  67209. * Creates a matrix from an array
  67210. * @param array defines the source array
  67211. * @param offset defines an offset in the source array
  67212. * @returns a new Matrix set from the starting index of the given array
  67213. */
  67214. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  67215. /**
  67216. * Copy the content of an array into a given matrix
  67217. * @param array defines the source array
  67218. * @param offset defines an offset in the source array
  67219. * @param result defines the target matrix
  67220. */
  67221. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  67222. /**
  67223. * Stores an array into a matrix after having multiplied each component by a given factor
  67224. * @param array defines the source array
  67225. * @param offset defines the offset in the source array
  67226. * @param scale defines the scaling factor
  67227. * @param result defines the target matrix
  67228. */
  67229. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  67230. /**
  67231. * Gets an identity matrix that must not be updated
  67232. */
  67233. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  67234. /**
  67235. * Stores a list of values (16) inside a given matrix
  67236. * @param initialM11 defines 1st value of 1st row
  67237. * @param initialM12 defines 2nd value of 1st row
  67238. * @param initialM13 defines 3rd value of 1st row
  67239. * @param initialM14 defines 4th value of 1st row
  67240. * @param initialM21 defines 1st value of 2nd row
  67241. * @param initialM22 defines 2nd value of 2nd row
  67242. * @param initialM23 defines 3rd value of 2nd row
  67243. * @param initialM24 defines 4th value of 2nd row
  67244. * @param initialM31 defines 1st value of 3rd row
  67245. * @param initialM32 defines 2nd value of 3rd row
  67246. * @param initialM33 defines 3rd value of 3rd row
  67247. * @param initialM34 defines 4th value of 3rd row
  67248. * @param initialM41 defines 1st value of 4th row
  67249. * @param initialM42 defines 2nd value of 4th row
  67250. * @param initialM43 defines 3rd value of 4th row
  67251. * @param initialM44 defines 4th value of 4th row
  67252. * @param result defines the target matrix
  67253. */
  67254. 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;
  67255. /**
  67256. * Creates new matrix from a list of values (16)
  67257. * @param initialM11 defines 1st value of 1st row
  67258. * @param initialM12 defines 2nd value of 1st row
  67259. * @param initialM13 defines 3rd value of 1st row
  67260. * @param initialM14 defines 4th value of 1st row
  67261. * @param initialM21 defines 1st value of 2nd row
  67262. * @param initialM22 defines 2nd value of 2nd row
  67263. * @param initialM23 defines 3rd value of 2nd row
  67264. * @param initialM24 defines 4th value of 2nd row
  67265. * @param initialM31 defines 1st value of 3rd row
  67266. * @param initialM32 defines 2nd value of 3rd row
  67267. * @param initialM33 defines 3rd value of 3rd row
  67268. * @param initialM34 defines 4th value of 3rd row
  67269. * @param initialM41 defines 1st value of 4th row
  67270. * @param initialM42 defines 2nd value of 4th row
  67271. * @param initialM43 defines 3rd value of 4th row
  67272. * @param initialM44 defines 4th value of 4th row
  67273. * @returns the new matrix
  67274. */
  67275. 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;
  67276. /**
  67277. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  67278. * @param scale defines the scale vector3
  67279. * @param rotation defines the rotation quaternion
  67280. * @param translation defines the translation vector3
  67281. * @returns a new matrix
  67282. */
  67283. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  67284. /**
  67285. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  67286. * @param scale defines the scale vector3
  67287. * @param rotation defines the rotation quaternion
  67288. * @param translation defines the translation vector3
  67289. * @param result defines the target matrix
  67290. */
  67291. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  67292. /**
  67293. * Creates a new identity matrix
  67294. * @returns a new identity matrix
  67295. */
  67296. static Identity(): Matrix;
  67297. /**
  67298. * Creates a new identity matrix and stores the result in a given matrix
  67299. * @param result defines the target matrix
  67300. */
  67301. static IdentityToRef(result: Matrix): void;
  67302. /**
  67303. * Creates a new zero matrix
  67304. * @returns a new zero matrix
  67305. */
  67306. static Zero(): Matrix;
  67307. /**
  67308. * Creates a new rotation matrix for "angle" radians around the X axis
  67309. * @param angle defines the angle (in radians) to use
  67310. * @return the new matrix
  67311. */
  67312. static RotationX(angle: number): Matrix;
  67313. /**
  67314. * Creates a new matrix as the invert of a given matrix
  67315. * @param source defines the source matrix
  67316. * @returns the new matrix
  67317. */
  67318. static Invert(source: DeepImmutable<Matrix>): Matrix;
  67319. /**
  67320. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  67321. * @param angle defines the angle (in radians) to use
  67322. * @param result defines the target matrix
  67323. */
  67324. static RotationXToRef(angle: number, result: Matrix): void;
  67325. /**
  67326. * Creates a new rotation matrix for "angle" radians around the Y axis
  67327. * @param angle defines the angle (in radians) to use
  67328. * @return the new matrix
  67329. */
  67330. static RotationY(angle: number): Matrix;
  67331. /**
  67332. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  67333. * @param angle defines the angle (in radians) to use
  67334. * @param result defines the target matrix
  67335. */
  67336. static RotationYToRef(angle: number, result: Matrix): void;
  67337. /**
  67338. * Creates a new rotation matrix for "angle" radians around the Z axis
  67339. * @param angle defines the angle (in radians) to use
  67340. * @return the new matrix
  67341. */
  67342. static RotationZ(angle: number): Matrix;
  67343. /**
  67344. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  67345. * @param angle defines the angle (in radians) to use
  67346. * @param result defines the target matrix
  67347. */
  67348. static RotationZToRef(angle: number, result: Matrix): void;
  67349. /**
  67350. * Creates a new rotation matrix for "angle" radians around the given axis
  67351. * @param axis defines the axis to use
  67352. * @param angle defines the angle (in radians) to use
  67353. * @return the new matrix
  67354. */
  67355. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  67356. /**
  67357. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  67358. * @param axis defines the axis to use
  67359. * @param angle defines the angle (in radians) to use
  67360. * @param result defines the target matrix
  67361. */
  67362. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  67363. /**
  67364. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  67365. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  67366. * @param from defines the vector to align
  67367. * @param to defines the vector to align to
  67368. * @param result defines the target matrix
  67369. */
  67370. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  67371. /**
  67372. * Creates a rotation matrix
  67373. * @param yaw defines the yaw angle in radians (Y axis)
  67374. * @param pitch defines the pitch angle in radians (X axis)
  67375. * @param roll defines the roll angle in radians (X axis)
  67376. * @returns the new rotation matrix
  67377. */
  67378. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  67379. /**
  67380. * Creates a rotation matrix and stores it in a given matrix
  67381. * @param yaw defines the yaw angle in radians (Y axis)
  67382. * @param pitch defines the pitch angle in radians (X axis)
  67383. * @param roll defines the roll angle in radians (X axis)
  67384. * @param result defines the target matrix
  67385. */
  67386. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  67387. /**
  67388. * Creates a scaling matrix
  67389. * @param x defines the scale factor on X axis
  67390. * @param y defines the scale factor on Y axis
  67391. * @param z defines the scale factor on Z axis
  67392. * @returns the new matrix
  67393. */
  67394. static Scaling(x: number, y: number, z: number): Matrix;
  67395. /**
  67396. * Creates a scaling matrix and stores it in a given matrix
  67397. * @param x defines the scale factor on X axis
  67398. * @param y defines the scale factor on Y axis
  67399. * @param z defines the scale factor on Z axis
  67400. * @param result defines the target matrix
  67401. */
  67402. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  67403. /**
  67404. * Creates a translation matrix
  67405. * @param x defines the translation on X axis
  67406. * @param y defines the translation on Y axis
  67407. * @param z defines the translationon Z axis
  67408. * @returns the new matrix
  67409. */
  67410. static Translation(x: number, y: number, z: number): Matrix;
  67411. /**
  67412. * Creates a translation matrix and stores it in a given matrix
  67413. * @param x defines the translation on X axis
  67414. * @param y defines the translation on Y axis
  67415. * @param z defines the translationon Z axis
  67416. * @param result defines the target matrix
  67417. */
  67418. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  67419. /**
  67420. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  67421. * @param startValue defines the start value
  67422. * @param endValue defines the end value
  67423. * @param gradient defines the gradient factor
  67424. * @returns the new matrix
  67425. */
  67426. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  67427. /**
  67428. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  67429. * @param startValue defines the start value
  67430. * @param endValue defines the end value
  67431. * @param gradient defines the gradient factor
  67432. * @param result defines the Matrix object where to store data
  67433. */
  67434. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  67435. /**
  67436. * Builds a new matrix whose values are computed by:
  67437. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  67438. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  67439. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  67440. * @param startValue defines the first matrix
  67441. * @param endValue defines the second matrix
  67442. * @param gradient defines the gradient between the two matrices
  67443. * @returns the new matrix
  67444. */
  67445. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  67446. /**
  67447. * Update a matrix to values which are computed by:
  67448. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  67449. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  67450. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  67451. * @param startValue defines the first matrix
  67452. * @param endValue defines the second matrix
  67453. * @param gradient defines the gradient between the two matrices
  67454. * @param result defines the target matrix
  67455. */
  67456. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  67457. /**
  67458. * 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"
  67459. * This function works in left handed mode
  67460. * @param eye defines the final position of the entity
  67461. * @param target defines where the entity should look at
  67462. * @param up defines the up vector for the entity
  67463. * @returns the new matrix
  67464. */
  67465. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  67466. /**
  67467. * 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".
  67468. * This function works in left handed mode
  67469. * @param eye defines the final position of the entity
  67470. * @param target defines where the entity should look at
  67471. * @param up defines the up vector for the entity
  67472. * @param result defines the target matrix
  67473. */
  67474. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  67475. /**
  67476. * 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"
  67477. * This function works in right handed mode
  67478. * @param eye defines the final position of the entity
  67479. * @param target defines where the entity should look at
  67480. * @param up defines the up vector for the entity
  67481. * @returns the new matrix
  67482. */
  67483. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  67484. /**
  67485. * 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".
  67486. * This function works in right handed mode
  67487. * @param eye defines the final position of the entity
  67488. * @param target defines where the entity should look at
  67489. * @param up defines the up vector for the entity
  67490. * @param result defines the target matrix
  67491. */
  67492. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  67493. /**
  67494. * Create a left-handed orthographic projection matrix
  67495. * @param width defines the viewport width
  67496. * @param height defines the viewport height
  67497. * @param znear defines the near clip plane
  67498. * @param zfar defines the far clip plane
  67499. * @returns a new matrix as a left-handed orthographic projection matrix
  67500. */
  67501. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  67502. /**
  67503. * Store a left-handed orthographic projection to a given matrix
  67504. * @param width defines the viewport width
  67505. * @param height defines the viewport height
  67506. * @param znear defines the near clip plane
  67507. * @param zfar defines the far clip plane
  67508. * @param result defines the target matrix
  67509. */
  67510. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  67511. /**
  67512. * Create a left-handed orthographic projection matrix
  67513. * @param left defines the viewport left coordinate
  67514. * @param right defines the viewport right coordinate
  67515. * @param bottom defines the viewport bottom coordinate
  67516. * @param top defines the viewport top coordinate
  67517. * @param znear defines the near clip plane
  67518. * @param zfar defines the far clip plane
  67519. * @returns a new matrix as a left-handed orthographic projection matrix
  67520. */
  67521. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  67522. /**
  67523. * Stores a left-handed orthographic projection into a given matrix
  67524. * @param left defines the viewport left coordinate
  67525. * @param right defines the viewport right coordinate
  67526. * @param bottom defines the viewport bottom coordinate
  67527. * @param top defines the viewport top coordinate
  67528. * @param znear defines the near clip plane
  67529. * @param zfar defines the far clip plane
  67530. * @param result defines the target matrix
  67531. */
  67532. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  67533. /**
  67534. * Creates a right-handed orthographic projection matrix
  67535. * @param left defines the viewport left coordinate
  67536. * @param right defines the viewport right coordinate
  67537. * @param bottom defines the viewport bottom coordinate
  67538. * @param top defines the viewport top coordinate
  67539. * @param znear defines the near clip plane
  67540. * @param zfar defines the far clip plane
  67541. * @returns a new matrix as a right-handed orthographic projection matrix
  67542. */
  67543. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  67544. /**
  67545. * Stores a right-handed orthographic projection into a given matrix
  67546. * @param left defines the viewport left coordinate
  67547. * @param right defines the viewport right coordinate
  67548. * @param bottom defines the viewport bottom coordinate
  67549. * @param top defines the viewport top coordinate
  67550. * @param znear defines the near clip plane
  67551. * @param zfar defines the far clip plane
  67552. * @param result defines the target matrix
  67553. */
  67554. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  67555. /**
  67556. * Creates a left-handed perspective projection matrix
  67557. * @param width defines the viewport width
  67558. * @param height defines the viewport height
  67559. * @param znear defines the near clip plane
  67560. * @param zfar defines the far clip plane
  67561. * @returns a new matrix as a left-handed perspective projection matrix
  67562. */
  67563. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  67564. /**
  67565. * Creates a left-handed perspective projection matrix
  67566. * @param fov defines the horizontal field of view
  67567. * @param aspect defines the aspect ratio
  67568. * @param znear defines the near clip plane
  67569. * @param zfar defines the far clip plane
  67570. * @returns a new matrix as a left-handed perspective projection matrix
  67571. */
  67572. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  67573. /**
  67574. * Stores a left-handed perspective projection into a given matrix
  67575. * @param fov defines the horizontal field of view
  67576. * @param aspect defines the aspect ratio
  67577. * @param znear defines the near clip plane
  67578. * @param zfar defines the far clip plane
  67579. * @param result defines the target matrix
  67580. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  67581. */
  67582. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  67583. /**
  67584. * Creates a right-handed perspective projection matrix
  67585. * @param fov defines the horizontal field of view
  67586. * @param aspect defines the aspect ratio
  67587. * @param znear defines the near clip plane
  67588. * @param zfar defines the far clip plane
  67589. * @returns a new matrix as a right-handed perspective projection matrix
  67590. */
  67591. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  67592. /**
  67593. * Stores a right-handed perspective projection into a given matrix
  67594. * @param fov defines the horizontal field of view
  67595. * @param aspect defines the aspect ratio
  67596. * @param znear defines the near clip plane
  67597. * @param zfar defines the far clip plane
  67598. * @param result defines the target matrix
  67599. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  67600. */
  67601. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  67602. /**
  67603. * Stores a perspective projection for WebVR info a given matrix
  67604. * @param fov defines the field of view
  67605. * @param znear defines the near clip plane
  67606. * @param zfar defines the far clip plane
  67607. * @param result defines the target matrix
  67608. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  67609. */
  67610. static PerspectiveFovWebVRToRef(fov: {
  67611. upDegrees: number;
  67612. downDegrees: number;
  67613. leftDegrees: number;
  67614. rightDegrees: number;
  67615. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  67616. /**
  67617. * Computes a complete transformation matrix
  67618. * @param viewport defines the viewport to use
  67619. * @param world defines the world matrix
  67620. * @param view defines the view matrix
  67621. * @param projection defines the projection matrix
  67622. * @param zmin defines the near clip plane
  67623. * @param zmax defines the far clip plane
  67624. * @returns the transformation matrix
  67625. */
  67626. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  67627. /**
  67628. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  67629. * @param matrix defines the matrix to use
  67630. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  67631. */
  67632. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  67633. /**
  67634. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  67635. * @param matrix defines the matrix to use
  67636. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  67637. */
  67638. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  67639. /**
  67640. * Compute the transpose of a given matrix
  67641. * @param matrix defines the matrix to transpose
  67642. * @returns the new matrix
  67643. */
  67644. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  67645. /**
  67646. * Compute the transpose of a matrix and store it in a target matrix
  67647. * @param matrix defines the matrix to transpose
  67648. * @param result defines the target matrix
  67649. */
  67650. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  67651. /**
  67652. * Computes a reflection matrix from a plane
  67653. * @param plane defines the reflection plane
  67654. * @returns a new matrix
  67655. */
  67656. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  67657. /**
  67658. * Computes a reflection matrix from a plane
  67659. * @param plane defines the reflection plane
  67660. * @param result defines the target matrix
  67661. */
  67662. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  67663. /**
  67664. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  67665. * @param xaxis defines the value of the 1st axis
  67666. * @param yaxis defines the value of the 2nd axis
  67667. * @param zaxis defines the value of the 3rd axis
  67668. * @param result defines the target matrix
  67669. */
  67670. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  67671. /**
  67672. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  67673. * @param quat defines the quaternion to use
  67674. * @param result defines the target matrix
  67675. */
  67676. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  67677. }
  67678. /**
  67679. * @hidden
  67680. */
  67681. export class TmpVectors {
  67682. static Vector2: Vector2[];
  67683. static Vector3: Vector3[];
  67684. static Vector4: Vector4[];
  67685. static Quaternion: Quaternion[];
  67686. static Matrix: Matrix[];
  67687. }
  67688. }
  67689. declare module BABYLON {
  67690. /** Defines the cross module used constants to avoid circular dependncies */
  67691. export class Constants {
  67692. /** Defines that alpha blending is disabled */
  67693. static readonly ALPHA_DISABLE: number;
  67694. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  67695. static readonly ALPHA_ADD: number;
  67696. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  67697. static readonly ALPHA_COMBINE: number;
  67698. /** Defines that alpha blending to DEST - SRC * DEST */
  67699. static readonly ALPHA_SUBTRACT: number;
  67700. /** Defines that alpha blending to SRC * DEST */
  67701. static readonly ALPHA_MULTIPLY: number;
  67702. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  67703. static readonly ALPHA_MAXIMIZED: number;
  67704. /** Defines that alpha blending to SRC + DEST */
  67705. static readonly ALPHA_ONEONE: number;
  67706. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  67707. static readonly ALPHA_PREMULTIPLIED: number;
  67708. /**
  67709. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  67710. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  67711. */
  67712. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  67713. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  67714. static readonly ALPHA_INTERPOLATE: number;
  67715. /**
  67716. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  67717. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  67718. */
  67719. static readonly ALPHA_SCREENMODE: number;
  67720. /** Defines that the ressource is not delayed*/
  67721. static readonly DELAYLOADSTATE_NONE: number;
  67722. /** Defines that the ressource was successfully delay loaded */
  67723. static readonly DELAYLOADSTATE_LOADED: number;
  67724. /** Defines that the ressource is currently delay loading */
  67725. static readonly DELAYLOADSTATE_LOADING: number;
  67726. /** Defines that the ressource is delayed and has not started loading */
  67727. static readonly DELAYLOADSTATE_NOTLOADED: number;
  67728. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  67729. static readonly NEVER: number;
  67730. /** 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 */
  67731. static readonly ALWAYS: number;
  67732. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  67733. static readonly LESS: number;
  67734. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  67735. static readonly EQUAL: number;
  67736. /** 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 */
  67737. static readonly LEQUAL: number;
  67738. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  67739. static readonly GREATER: number;
  67740. /** 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 */
  67741. static readonly GEQUAL: number;
  67742. /** 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 */
  67743. static readonly NOTEQUAL: number;
  67744. /** Passed to stencilOperation to specify that stencil value must be kept */
  67745. static readonly KEEP: number;
  67746. /** Passed to stencilOperation to specify that stencil value must be replaced */
  67747. static readonly REPLACE: number;
  67748. /** Passed to stencilOperation to specify that stencil value must be incremented */
  67749. static readonly INCR: number;
  67750. /** Passed to stencilOperation to specify that stencil value must be decremented */
  67751. static readonly DECR: number;
  67752. /** Passed to stencilOperation to specify that stencil value must be inverted */
  67753. static readonly INVERT: number;
  67754. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  67755. static readonly INCR_WRAP: number;
  67756. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  67757. static readonly DECR_WRAP: number;
  67758. /** Texture is not repeating outside of 0..1 UVs */
  67759. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  67760. /** Texture is repeating outside of 0..1 UVs */
  67761. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  67762. /** Texture is repeating and mirrored */
  67763. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  67764. /** ALPHA */
  67765. static readonly TEXTUREFORMAT_ALPHA: number;
  67766. /** LUMINANCE */
  67767. static readonly TEXTUREFORMAT_LUMINANCE: number;
  67768. /** LUMINANCE_ALPHA */
  67769. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  67770. /** RGB */
  67771. static readonly TEXTUREFORMAT_RGB: number;
  67772. /** RGBA */
  67773. static readonly TEXTUREFORMAT_RGBA: number;
  67774. /** RED */
  67775. static readonly TEXTUREFORMAT_RED: number;
  67776. /** RED (2nd reference) */
  67777. static readonly TEXTUREFORMAT_R: number;
  67778. /** RG */
  67779. static readonly TEXTUREFORMAT_RG: number;
  67780. /** RED_INTEGER */
  67781. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  67782. /** RED_INTEGER (2nd reference) */
  67783. static readonly TEXTUREFORMAT_R_INTEGER: number;
  67784. /** RG_INTEGER */
  67785. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  67786. /** RGB_INTEGER */
  67787. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  67788. /** RGBA_INTEGER */
  67789. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  67790. /** UNSIGNED_BYTE */
  67791. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  67792. /** UNSIGNED_BYTE (2nd reference) */
  67793. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  67794. /** FLOAT */
  67795. static readonly TEXTURETYPE_FLOAT: number;
  67796. /** HALF_FLOAT */
  67797. static readonly TEXTURETYPE_HALF_FLOAT: number;
  67798. /** BYTE */
  67799. static readonly TEXTURETYPE_BYTE: number;
  67800. /** SHORT */
  67801. static readonly TEXTURETYPE_SHORT: number;
  67802. /** UNSIGNED_SHORT */
  67803. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  67804. /** INT */
  67805. static readonly TEXTURETYPE_INT: number;
  67806. /** UNSIGNED_INT */
  67807. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  67808. /** UNSIGNED_SHORT_4_4_4_4 */
  67809. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  67810. /** UNSIGNED_SHORT_5_5_5_1 */
  67811. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  67812. /** UNSIGNED_SHORT_5_6_5 */
  67813. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  67814. /** UNSIGNED_INT_2_10_10_10_REV */
  67815. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  67816. /** UNSIGNED_INT_24_8 */
  67817. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  67818. /** UNSIGNED_INT_10F_11F_11F_REV */
  67819. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  67820. /** UNSIGNED_INT_5_9_9_9_REV */
  67821. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  67822. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  67823. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  67824. /** nearest is mag = nearest and min = nearest and mip = linear */
  67825. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  67826. /** Bilinear is mag = linear and min = linear and mip = nearest */
  67827. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  67828. /** Trilinear is mag = linear and min = linear and mip = linear */
  67829. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  67830. /** nearest is mag = nearest and min = nearest and mip = linear */
  67831. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  67832. /** Bilinear is mag = linear and min = linear and mip = nearest */
  67833. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  67834. /** Trilinear is mag = linear and min = linear and mip = linear */
  67835. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  67836. /** mag = nearest and min = nearest and mip = nearest */
  67837. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  67838. /** mag = nearest and min = linear and mip = nearest */
  67839. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  67840. /** mag = nearest and min = linear and mip = linear */
  67841. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  67842. /** mag = nearest and min = linear and mip = none */
  67843. static readonly TEXTURE_NEAREST_LINEAR: number;
  67844. /** mag = nearest and min = nearest and mip = none */
  67845. static readonly TEXTURE_NEAREST_NEAREST: number;
  67846. /** mag = linear and min = nearest and mip = nearest */
  67847. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  67848. /** mag = linear and min = nearest and mip = linear */
  67849. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  67850. /** mag = linear and min = linear and mip = none */
  67851. static readonly TEXTURE_LINEAR_LINEAR: number;
  67852. /** mag = linear and min = nearest and mip = none */
  67853. static readonly TEXTURE_LINEAR_NEAREST: number;
  67854. /** Explicit coordinates mode */
  67855. static readonly TEXTURE_EXPLICIT_MODE: number;
  67856. /** Spherical coordinates mode */
  67857. static readonly TEXTURE_SPHERICAL_MODE: number;
  67858. /** Planar coordinates mode */
  67859. static readonly TEXTURE_PLANAR_MODE: number;
  67860. /** Cubic coordinates mode */
  67861. static readonly TEXTURE_CUBIC_MODE: number;
  67862. /** Projection coordinates mode */
  67863. static readonly TEXTURE_PROJECTION_MODE: number;
  67864. /** Skybox coordinates mode */
  67865. static readonly TEXTURE_SKYBOX_MODE: number;
  67866. /** Inverse Cubic coordinates mode */
  67867. static readonly TEXTURE_INVCUBIC_MODE: number;
  67868. /** Equirectangular coordinates mode */
  67869. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  67870. /** Equirectangular Fixed coordinates mode */
  67871. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  67872. /** Equirectangular Fixed Mirrored coordinates mode */
  67873. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  67874. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  67875. static readonly SCALEMODE_FLOOR: number;
  67876. /** Defines that texture rescaling will look for the nearest power of 2 size */
  67877. static readonly SCALEMODE_NEAREST: number;
  67878. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  67879. static readonly SCALEMODE_CEILING: number;
  67880. /**
  67881. * The dirty texture flag value
  67882. */
  67883. static readonly MATERIAL_TextureDirtyFlag: number;
  67884. /**
  67885. * The dirty light flag value
  67886. */
  67887. static readonly MATERIAL_LightDirtyFlag: number;
  67888. /**
  67889. * The dirty fresnel flag value
  67890. */
  67891. static readonly MATERIAL_FresnelDirtyFlag: number;
  67892. /**
  67893. * The dirty attribute flag value
  67894. */
  67895. static readonly MATERIAL_AttributesDirtyFlag: number;
  67896. /**
  67897. * The dirty misc flag value
  67898. */
  67899. static readonly MATERIAL_MiscDirtyFlag: number;
  67900. /**
  67901. * The all dirty flag value
  67902. */
  67903. static readonly MATERIAL_AllDirtyFlag: number;
  67904. /**
  67905. * Returns the triangle fill mode
  67906. */
  67907. static readonly MATERIAL_TriangleFillMode: number;
  67908. /**
  67909. * Returns the wireframe mode
  67910. */
  67911. static readonly MATERIAL_WireFrameFillMode: number;
  67912. /**
  67913. * Returns the point fill mode
  67914. */
  67915. static readonly MATERIAL_PointFillMode: number;
  67916. /**
  67917. * Returns the point list draw mode
  67918. */
  67919. static readonly MATERIAL_PointListDrawMode: number;
  67920. /**
  67921. * Returns the line list draw mode
  67922. */
  67923. static readonly MATERIAL_LineListDrawMode: number;
  67924. /**
  67925. * Returns the line loop draw mode
  67926. */
  67927. static readonly MATERIAL_LineLoopDrawMode: number;
  67928. /**
  67929. * Returns the line strip draw mode
  67930. */
  67931. static readonly MATERIAL_LineStripDrawMode: number;
  67932. /**
  67933. * Returns the triangle strip draw mode
  67934. */
  67935. static readonly MATERIAL_TriangleStripDrawMode: number;
  67936. /**
  67937. * Returns the triangle fan draw mode
  67938. */
  67939. static readonly MATERIAL_TriangleFanDrawMode: number;
  67940. /**
  67941. * Stores the clock-wise side orientation
  67942. */
  67943. static readonly MATERIAL_ClockWiseSideOrientation: number;
  67944. /**
  67945. * Stores the counter clock-wise side orientation
  67946. */
  67947. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  67948. /**
  67949. * Nothing
  67950. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67951. */
  67952. static readonly ACTION_NothingTrigger: number;
  67953. /**
  67954. * On pick
  67955. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67956. */
  67957. static readonly ACTION_OnPickTrigger: number;
  67958. /**
  67959. * On left pick
  67960. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67961. */
  67962. static readonly ACTION_OnLeftPickTrigger: number;
  67963. /**
  67964. * On right pick
  67965. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67966. */
  67967. static readonly ACTION_OnRightPickTrigger: number;
  67968. /**
  67969. * On center pick
  67970. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67971. */
  67972. static readonly ACTION_OnCenterPickTrigger: number;
  67973. /**
  67974. * On pick down
  67975. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67976. */
  67977. static readonly ACTION_OnPickDownTrigger: number;
  67978. /**
  67979. * On double pick
  67980. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67981. */
  67982. static readonly ACTION_OnDoublePickTrigger: number;
  67983. /**
  67984. * On pick up
  67985. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67986. */
  67987. static readonly ACTION_OnPickUpTrigger: number;
  67988. /**
  67989. * On pick out.
  67990. * This trigger will only be raised if you also declared a OnPickDown
  67991. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67992. */
  67993. static readonly ACTION_OnPickOutTrigger: number;
  67994. /**
  67995. * On long press
  67996. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67997. */
  67998. static readonly ACTION_OnLongPressTrigger: number;
  67999. /**
  68000. * On pointer over
  68001. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68002. */
  68003. static readonly ACTION_OnPointerOverTrigger: number;
  68004. /**
  68005. * On pointer out
  68006. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68007. */
  68008. static readonly ACTION_OnPointerOutTrigger: number;
  68009. /**
  68010. * On every frame
  68011. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68012. */
  68013. static readonly ACTION_OnEveryFrameTrigger: number;
  68014. /**
  68015. * On intersection enter
  68016. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68017. */
  68018. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68019. /**
  68020. * On intersection exit
  68021. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68022. */
  68023. static readonly ACTION_OnIntersectionExitTrigger: number;
  68024. /**
  68025. * On key down
  68026. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68027. */
  68028. static readonly ACTION_OnKeyDownTrigger: number;
  68029. /**
  68030. * On key up
  68031. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68032. */
  68033. static readonly ACTION_OnKeyUpTrigger: number;
  68034. /**
  68035. * Billboard mode will only apply to Y axis
  68036. */
  68037. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68038. /**
  68039. * Billboard mode will apply to all axes
  68040. */
  68041. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  68042. /**
  68043. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  68044. */
  68045. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  68046. /**
  68047. * Gets or sets base Assets URL
  68048. */
  68049. static PARTICLES_BaseAssetsUrl: string;
  68050. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  68051. * Test order :
  68052. * Is the bounding sphere outside the frustum ?
  68053. * If not, are the bounding box vertices outside the frustum ?
  68054. * It not, then the cullable object is in the frustum.
  68055. */
  68056. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  68057. /** Culling strategy : Bounding Sphere Only.
  68058. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  68059. * It's also less accurate than the standard because some not visible objects can still be selected.
  68060. * Test : is the bounding sphere outside the frustum ?
  68061. * If not, then the cullable object is in the frustum.
  68062. */
  68063. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  68064. /** Culling strategy : Optimistic Inclusion.
  68065. * This in an inclusion test first, then the standard exclusion test.
  68066. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  68067. * 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.
  68068. * Anyway, it's as accurate as the standard strategy.
  68069. * Test :
  68070. * Is the cullable object bounding sphere center in the frustum ?
  68071. * If not, apply the default culling strategy.
  68072. */
  68073. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  68074. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  68075. * This in an inclusion test first, then the bounding sphere only exclusion test.
  68076. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  68077. * 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.
  68078. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  68079. * Test :
  68080. * Is the cullable object bounding sphere center in the frustum ?
  68081. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  68082. */
  68083. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  68084. /**
  68085. * No logging while loading
  68086. */
  68087. static readonly SCENELOADER_NO_LOGGING: number;
  68088. /**
  68089. * Minimal logging while loading
  68090. */
  68091. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  68092. /**
  68093. * Summary logging while loading
  68094. */
  68095. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  68096. /**
  68097. * Detailled logging while loading
  68098. */
  68099. static readonly SCENELOADER_DETAILED_LOGGING: number;
  68100. }
  68101. }
  68102. declare module BABYLON {
  68103. /**
  68104. * Class used to store and describe the pipeline context associated with an effect
  68105. */
  68106. export interface IPipelineContext {
  68107. /**
  68108. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  68109. */
  68110. isAsync: boolean;
  68111. /**
  68112. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  68113. */
  68114. isReady: boolean;
  68115. /** @hidden */
  68116. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  68117. }
  68118. }
  68119. declare module BABYLON {
  68120. /** @hidden */
  68121. export interface IShaderProcessor {
  68122. attributeProcessor?: (attribute: string) => string;
  68123. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  68124. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  68125. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  68126. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  68127. lineProcessor?: (line: string, isFragment: boolean) => string;
  68128. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68129. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68130. }
  68131. }
  68132. declare module BABYLON {
  68133. /** @hidden */
  68134. export interface ProcessingOptions {
  68135. defines: string[];
  68136. indexParameters: any;
  68137. isFragment: boolean;
  68138. shouldUseHighPrecisionShader: boolean;
  68139. supportsUniformBuffers: boolean;
  68140. shadersRepository: string;
  68141. includesShadersStore: {
  68142. [key: string]: string;
  68143. };
  68144. processor?: IShaderProcessor;
  68145. version: string;
  68146. platformName: string;
  68147. lookForClosingBracketForUniformBuffer?: boolean;
  68148. }
  68149. }
  68150. declare module BABYLON {
  68151. /**
  68152. * Helper to manipulate strings
  68153. */
  68154. export class StringTools {
  68155. /**
  68156. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68157. * @param str Source string
  68158. * @param suffix Suffix to search for in the source string
  68159. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68160. */
  68161. static EndsWith(str: string, suffix: string): boolean;
  68162. /**
  68163. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68164. * @param str Source string
  68165. * @param suffix Suffix to search for in the source string
  68166. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68167. */
  68168. static StartsWith(str: string, suffix: string): boolean;
  68169. }
  68170. }
  68171. declare module BABYLON {
  68172. /** @hidden */
  68173. export class ShaderCodeNode {
  68174. line: string;
  68175. children: ShaderCodeNode[];
  68176. additionalDefineKey?: string;
  68177. additionalDefineValue?: string;
  68178. isValid(preprocessors: {
  68179. [key: string]: string;
  68180. }): boolean;
  68181. process(preprocessors: {
  68182. [key: string]: string;
  68183. }, options: ProcessingOptions): string;
  68184. }
  68185. }
  68186. declare module BABYLON {
  68187. /** @hidden */
  68188. export class ShaderCodeCursor {
  68189. private _lines;
  68190. lineIndex: number;
  68191. readonly currentLine: string;
  68192. readonly canRead: boolean;
  68193. lines: string[];
  68194. }
  68195. }
  68196. declare module BABYLON {
  68197. /** @hidden */
  68198. export class ShaderCodeConditionNode extends ShaderCodeNode {
  68199. process(preprocessors: {
  68200. [key: string]: string;
  68201. }, options: ProcessingOptions): string;
  68202. }
  68203. }
  68204. declare module BABYLON {
  68205. /** @hidden */
  68206. export class ShaderDefineExpression {
  68207. isTrue(preprocessors: {
  68208. [key: string]: string;
  68209. }): boolean;
  68210. }
  68211. }
  68212. declare module BABYLON {
  68213. /** @hidden */
  68214. export class ShaderCodeTestNode extends ShaderCodeNode {
  68215. testExpression: ShaderDefineExpression;
  68216. isValid(preprocessors: {
  68217. [key: string]: string;
  68218. }): boolean;
  68219. }
  68220. }
  68221. declare module BABYLON {
  68222. /** @hidden */
  68223. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  68224. define: string;
  68225. not: boolean;
  68226. constructor(define: string, not?: boolean);
  68227. isTrue(preprocessors: {
  68228. [key: string]: string;
  68229. }): boolean;
  68230. }
  68231. }
  68232. declare module BABYLON {
  68233. /** @hidden */
  68234. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  68235. leftOperand: ShaderDefineExpression;
  68236. rightOperand: ShaderDefineExpression;
  68237. isTrue(preprocessors: {
  68238. [key: string]: string;
  68239. }): boolean;
  68240. }
  68241. }
  68242. declare module BABYLON {
  68243. /** @hidden */
  68244. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  68245. leftOperand: ShaderDefineExpression;
  68246. rightOperand: ShaderDefineExpression;
  68247. isTrue(preprocessors: {
  68248. [key: string]: string;
  68249. }): boolean;
  68250. }
  68251. }
  68252. declare module BABYLON {
  68253. /** @hidden */
  68254. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  68255. define: string;
  68256. operand: string;
  68257. testValue: string;
  68258. constructor(define: string, operand: string, testValue: string);
  68259. isTrue(preprocessors: {
  68260. [key: string]: string;
  68261. }): boolean;
  68262. }
  68263. }
  68264. declare module BABYLON {
  68265. /**
  68266. * @ignore
  68267. * Application error to support additional information when loading a file
  68268. */
  68269. export class LoadFileError extends Error {
  68270. /** defines the optional web request */
  68271. request?: WebRequest | undefined;
  68272. private static _setPrototypeOf;
  68273. /**
  68274. * Creates a new LoadFileError
  68275. * @param message defines the message of the error
  68276. * @param request defines the optional web request
  68277. */
  68278. constructor(message: string,
  68279. /** defines the optional web request */
  68280. request?: WebRequest | undefined);
  68281. }
  68282. }
  68283. declare module BABYLON {
  68284. /**
  68285. * Class used to enable access to offline support
  68286. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  68287. */
  68288. export interface IOfflineProvider {
  68289. /**
  68290. * Gets a boolean indicating if scene must be saved in the database
  68291. */
  68292. enableSceneOffline: boolean;
  68293. /**
  68294. * Gets a boolean indicating if textures must be saved in the database
  68295. */
  68296. enableTexturesOffline: boolean;
  68297. /**
  68298. * Open the offline support and make it available
  68299. * @param successCallback defines the callback to call on success
  68300. * @param errorCallback defines the callback to call on error
  68301. */
  68302. open(successCallback: () => void, errorCallback: () => void): void;
  68303. /**
  68304. * Loads an image from the offline support
  68305. * @param url defines the url to load from
  68306. * @param image defines the target DOM image
  68307. */
  68308. loadImage(url: string, image: HTMLImageElement): void;
  68309. /**
  68310. * Loads a file from offline support
  68311. * @param url defines the URL to load from
  68312. * @param sceneLoaded defines a callback to call on success
  68313. * @param progressCallBack defines a callback to call when progress changed
  68314. * @param errorCallback defines a callback to call on error
  68315. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  68316. */
  68317. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  68318. }
  68319. }
  68320. declare module BABYLON {
  68321. /**
  68322. * Class used to help managing file picking and drag'n'drop
  68323. * File Storage
  68324. */
  68325. export class FilesInputStore {
  68326. /**
  68327. * List of files ready to be loaded
  68328. */
  68329. static FilesToLoad: {
  68330. [key: string]: File;
  68331. };
  68332. }
  68333. }
  68334. declare module BABYLON {
  68335. /**
  68336. * Class used to define a retry strategy when error happens while loading assets
  68337. */
  68338. export class RetryStrategy {
  68339. /**
  68340. * Function used to defines an exponential back off strategy
  68341. * @param maxRetries defines the maximum number of retries (3 by default)
  68342. * @param baseInterval defines the interval between retries
  68343. * @returns the strategy function to use
  68344. */
  68345. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  68346. }
  68347. }
  68348. declare module BABYLON {
  68349. /**
  68350. * @hidden
  68351. */
  68352. export class FileTools {
  68353. /**
  68354. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  68355. */
  68356. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  68357. /**
  68358. * Gets or sets the base URL to use to load assets
  68359. */
  68360. static BaseUrl: string;
  68361. /**
  68362. * Default behaviour for cors in the application.
  68363. * It can be a string if the expected behavior is identical in the entire app.
  68364. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  68365. */
  68366. static CorsBehavior: string | ((url: string | string[]) => string);
  68367. /**
  68368. * Gets or sets a function used to pre-process url before using them to load assets
  68369. */
  68370. static PreprocessUrl: (url: string) => string;
  68371. /**
  68372. * Removes unwanted characters from an url
  68373. * @param url defines the url to clean
  68374. * @returns the cleaned url
  68375. */
  68376. private static _CleanUrl;
  68377. /**
  68378. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  68379. * @param url define the url we are trying
  68380. * @param element define the dom element where to configure the cors policy
  68381. */
  68382. static SetCorsBehavior(url: string | string[], element: {
  68383. crossOrigin: string | null;
  68384. }): void;
  68385. /**
  68386. * Loads an image as an HTMLImageElement.
  68387. * @param input url string, ArrayBuffer, or Blob to load
  68388. * @param onLoad callback called when the image successfully loads
  68389. * @param onError callback called when the image fails to load
  68390. * @param offlineProvider offline provider for caching
  68391. * @returns the HTMLImageElement of the loaded image
  68392. */
  68393. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  68394. /**
  68395. * Loads a file
  68396. * @param fileToLoad defines the file to load
  68397. * @param callback defines the callback to call when data is loaded
  68398. * @param progressCallBack defines the callback to call during loading process
  68399. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  68400. * @returns a file request object
  68401. */
  68402. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  68403. /**
  68404. * Loads a file
  68405. * @param url url string, ArrayBuffer, or Blob to load
  68406. * @param onSuccess callback called when the file successfully loads
  68407. * @param onProgress callback called while file is loading (if the server supports this mode)
  68408. * @param offlineProvider defines the offline provider for caching
  68409. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  68410. * @param onError callback called when the file fails to load
  68411. * @returns a file request object
  68412. */
  68413. 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;
  68414. /**
  68415. * Checks if the loaded document was accessed via `file:`-Protocol.
  68416. * @returns boolean
  68417. */
  68418. static IsFileURL(): boolean;
  68419. }
  68420. }
  68421. declare module BABYLON {
  68422. /** @hidden */
  68423. export class ShaderProcessor {
  68424. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  68425. private static _ProcessPrecision;
  68426. private static _ExtractOperation;
  68427. private static _BuildSubExpression;
  68428. private static _BuildExpression;
  68429. private static _MoveCursorWithinIf;
  68430. private static _MoveCursor;
  68431. private static _EvaluatePreProcessors;
  68432. private static _PreparePreProcessors;
  68433. private static _ProcessShaderConversion;
  68434. private static _ProcessIncludes;
  68435. }
  68436. }
  68437. declare module BABYLON {
  68438. /**
  68439. * Class used to hold a RBG color
  68440. */
  68441. export class Color3 {
  68442. /**
  68443. * Defines the red component (between 0 and 1, default is 0)
  68444. */
  68445. r: number;
  68446. /**
  68447. * Defines the green component (between 0 and 1, default is 0)
  68448. */
  68449. g: number;
  68450. /**
  68451. * Defines the blue component (between 0 and 1, default is 0)
  68452. */
  68453. b: number;
  68454. /**
  68455. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  68456. * @param r defines the red component (between 0 and 1, default is 0)
  68457. * @param g defines the green component (between 0 and 1, default is 0)
  68458. * @param b defines the blue component (between 0 and 1, default is 0)
  68459. */
  68460. constructor(
  68461. /**
  68462. * Defines the red component (between 0 and 1, default is 0)
  68463. */
  68464. r?: number,
  68465. /**
  68466. * Defines the green component (between 0 and 1, default is 0)
  68467. */
  68468. g?: number,
  68469. /**
  68470. * Defines the blue component (between 0 and 1, default is 0)
  68471. */
  68472. b?: number);
  68473. /**
  68474. * Creates a string with the Color3 current values
  68475. * @returns the string representation of the Color3 object
  68476. */
  68477. toString(): string;
  68478. /**
  68479. * Returns the string "Color3"
  68480. * @returns "Color3"
  68481. */
  68482. getClassName(): string;
  68483. /**
  68484. * Compute the Color3 hash code
  68485. * @returns an unique number that can be used to hash Color3 objects
  68486. */
  68487. getHashCode(): number;
  68488. /**
  68489. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  68490. * @param array defines the array where to store the r,g,b components
  68491. * @param index defines an optional index in the target array to define where to start storing values
  68492. * @returns the current Color3 object
  68493. */
  68494. toArray(array: FloatArray, index?: number): Color3;
  68495. /**
  68496. * Returns a new Color4 object from the current Color3 and the given alpha
  68497. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  68498. * @returns a new Color4 object
  68499. */
  68500. toColor4(alpha?: number): Color4;
  68501. /**
  68502. * Returns a new array populated with 3 numeric elements : red, green and blue values
  68503. * @returns the new array
  68504. */
  68505. asArray(): number[];
  68506. /**
  68507. * Returns the luminance value
  68508. * @returns a float value
  68509. */
  68510. toLuminance(): number;
  68511. /**
  68512. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  68513. * @param otherColor defines the second operand
  68514. * @returns the new Color3 object
  68515. */
  68516. multiply(otherColor: DeepImmutable<Color3>): Color3;
  68517. /**
  68518. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  68519. * @param otherColor defines the second operand
  68520. * @param result defines the Color3 object where to store the result
  68521. * @returns the current Color3
  68522. */
  68523. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68524. /**
  68525. * Determines equality between Color3 objects
  68526. * @param otherColor defines the second operand
  68527. * @returns true if the rgb values are equal to the given ones
  68528. */
  68529. equals(otherColor: DeepImmutable<Color3>): boolean;
  68530. /**
  68531. * Determines equality between the current Color3 object and a set of r,b,g values
  68532. * @param r defines the red component to check
  68533. * @param g defines the green component to check
  68534. * @param b defines the blue component to check
  68535. * @returns true if the rgb values are equal to the given ones
  68536. */
  68537. equalsFloats(r: number, g: number, b: number): boolean;
  68538. /**
  68539. * Multiplies in place each rgb value by scale
  68540. * @param scale defines the scaling factor
  68541. * @returns the updated Color3
  68542. */
  68543. scale(scale: number): Color3;
  68544. /**
  68545. * Multiplies the rgb values by scale and stores the result into "result"
  68546. * @param scale defines the scaling factor
  68547. * @param result defines the Color3 object where to store the result
  68548. * @returns the unmodified current Color3
  68549. */
  68550. scaleToRef(scale: number, result: Color3): Color3;
  68551. /**
  68552. * Scale the current Color3 values by a factor and add the result to a given Color3
  68553. * @param scale defines the scale factor
  68554. * @param result defines color to store the result into
  68555. * @returns the unmodified current Color3
  68556. */
  68557. scaleAndAddToRef(scale: number, result: Color3): Color3;
  68558. /**
  68559. * Clamps the rgb values by the min and max values and stores the result into "result"
  68560. * @param min defines minimum clamping value (default is 0)
  68561. * @param max defines maximum clamping value (default is 1)
  68562. * @param result defines color to store the result into
  68563. * @returns the original Color3
  68564. */
  68565. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  68566. /**
  68567. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  68568. * @param otherColor defines the second operand
  68569. * @returns the new Color3
  68570. */
  68571. add(otherColor: DeepImmutable<Color3>): Color3;
  68572. /**
  68573. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  68574. * @param otherColor defines the second operand
  68575. * @param result defines Color3 object to store the result into
  68576. * @returns the unmodified current Color3
  68577. */
  68578. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68579. /**
  68580. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  68581. * @param otherColor defines the second operand
  68582. * @returns the new Color3
  68583. */
  68584. subtract(otherColor: DeepImmutable<Color3>): Color3;
  68585. /**
  68586. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  68587. * @param otherColor defines the second operand
  68588. * @param result defines Color3 object to store the result into
  68589. * @returns the unmodified current Color3
  68590. */
  68591. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68592. /**
  68593. * Copy the current object
  68594. * @returns a new Color3 copied the current one
  68595. */
  68596. clone(): Color3;
  68597. /**
  68598. * Copies the rgb values from the source in the current Color3
  68599. * @param source defines the source Color3 object
  68600. * @returns the updated Color3 object
  68601. */
  68602. copyFrom(source: DeepImmutable<Color3>): Color3;
  68603. /**
  68604. * Updates the Color3 rgb values from the given floats
  68605. * @param r defines the red component to read from
  68606. * @param g defines the green component to read from
  68607. * @param b defines the blue component to read from
  68608. * @returns the current Color3 object
  68609. */
  68610. copyFromFloats(r: number, g: number, b: number): Color3;
  68611. /**
  68612. * Updates the Color3 rgb values from the given floats
  68613. * @param r defines the red component to read from
  68614. * @param g defines the green component to read from
  68615. * @param b defines the blue component to read from
  68616. * @returns the current Color3 object
  68617. */
  68618. set(r: number, g: number, b: number): Color3;
  68619. /**
  68620. * Compute the Color3 hexadecimal code as a string
  68621. * @returns a string containing the hexadecimal representation of the Color3 object
  68622. */
  68623. toHexString(): string;
  68624. /**
  68625. * Computes a new Color3 converted from the current one to linear space
  68626. * @returns a new Color3 object
  68627. */
  68628. toLinearSpace(): Color3;
  68629. /**
  68630. * Converts current color in rgb space to HSV values
  68631. * @returns a new color3 representing the HSV values
  68632. */
  68633. toHSV(): Color3;
  68634. /**
  68635. * Converts current color in rgb space to HSV values
  68636. * @param result defines the Color3 where to store the HSV values
  68637. */
  68638. toHSVToRef(result: Color3): void;
  68639. /**
  68640. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  68641. * @param convertedColor defines the Color3 object where to store the linear space version
  68642. * @returns the unmodified Color3
  68643. */
  68644. toLinearSpaceToRef(convertedColor: Color3): Color3;
  68645. /**
  68646. * Computes a new Color3 converted from the current one to gamma space
  68647. * @returns a new Color3 object
  68648. */
  68649. toGammaSpace(): Color3;
  68650. /**
  68651. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  68652. * @param convertedColor defines the Color3 object where to store the gamma space version
  68653. * @returns the unmodified Color3
  68654. */
  68655. toGammaSpaceToRef(convertedColor: Color3): Color3;
  68656. private static _BlackReadOnly;
  68657. /**
  68658. * Convert Hue, saturation and value to a Color3 (RGB)
  68659. * @param hue defines the hue
  68660. * @param saturation defines the saturation
  68661. * @param value defines the value
  68662. * @param result defines the Color3 where to store the RGB values
  68663. */
  68664. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  68665. /**
  68666. * Creates a new Color3 from the string containing valid hexadecimal values
  68667. * @param hex defines a string containing valid hexadecimal values
  68668. * @returns a new Color3 object
  68669. */
  68670. static FromHexString(hex: string): Color3;
  68671. /**
  68672. * Creates a new Color3 from the starting index of the given array
  68673. * @param array defines the source array
  68674. * @param offset defines an offset in the source array
  68675. * @returns a new Color3 object
  68676. */
  68677. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  68678. /**
  68679. * Creates a new Color3 from integer values (< 256)
  68680. * @param r defines the red component to read from (value between 0 and 255)
  68681. * @param g defines the green component to read from (value between 0 and 255)
  68682. * @param b defines the blue component to read from (value between 0 and 255)
  68683. * @returns a new Color3 object
  68684. */
  68685. static FromInts(r: number, g: number, b: number): Color3;
  68686. /**
  68687. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  68688. * @param start defines the start Color3 value
  68689. * @param end defines the end Color3 value
  68690. * @param amount defines the gradient value between start and end
  68691. * @returns a new Color3 object
  68692. */
  68693. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  68694. /**
  68695. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  68696. * @param left defines the start value
  68697. * @param right defines the end value
  68698. * @param amount defines the gradient factor
  68699. * @param result defines the Color3 object where to store the result
  68700. */
  68701. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  68702. /**
  68703. * Returns a Color3 value containing a red color
  68704. * @returns a new Color3 object
  68705. */
  68706. static Red(): Color3;
  68707. /**
  68708. * Returns a Color3 value containing a green color
  68709. * @returns a new Color3 object
  68710. */
  68711. static Green(): Color3;
  68712. /**
  68713. * Returns a Color3 value containing a blue color
  68714. * @returns a new Color3 object
  68715. */
  68716. static Blue(): Color3;
  68717. /**
  68718. * Returns a Color3 value containing a black color
  68719. * @returns a new Color3 object
  68720. */
  68721. static Black(): Color3;
  68722. /**
  68723. * Gets a Color3 value containing a black color that must not be updated
  68724. */
  68725. static readonly BlackReadOnly: DeepImmutable<Color3>;
  68726. /**
  68727. * Returns a Color3 value containing a white color
  68728. * @returns a new Color3 object
  68729. */
  68730. static White(): Color3;
  68731. /**
  68732. * Returns a Color3 value containing a purple color
  68733. * @returns a new Color3 object
  68734. */
  68735. static Purple(): Color3;
  68736. /**
  68737. * Returns a Color3 value containing a magenta color
  68738. * @returns a new Color3 object
  68739. */
  68740. static Magenta(): Color3;
  68741. /**
  68742. * Returns a Color3 value containing a yellow color
  68743. * @returns a new Color3 object
  68744. */
  68745. static Yellow(): Color3;
  68746. /**
  68747. * Returns a Color3 value containing a gray color
  68748. * @returns a new Color3 object
  68749. */
  68750. static Gray(): Color3;
  68751. /**
  68752. * Returns a Color3 value containing a teal color
  68753. * @returns a new Color3 object
  68754. */
  68755. static Teal(): Color3;
  68756. /**
  68757. * Returns a Color3 value containing a random color
  68758. * @returns a new Color3 object
  68759. */
  68760. static Random(): Color3;
  68761. }
  68762. /**
  68763. * Class used to hold a RBGA color
  68764. */
  68765. export class Color4 {
  68766. /**
  68767. * Defines the red component (between 0 and 1, default is 0)
  68768. */
  68769. r: number;
  68770. /**
  68771. * Defines the green component (between 0 and 1, default is 0)
  68772. */
  68773. g: number;
  68774. /**
  68775. * Defines the blue component (between 0 and 1, default is 0)
  68776. */
  68777. b: number;
  68778. /**
  68779. * Defines the alpha component (between 0 and 1, default is 1)
  68780. */
  68781. a: number;
  68782. /**
  68783. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  68784. * @param r defines the red component (between 0 and 1, default is 0)
  68785. * @param g defines the green component (between 0 and 1, default is 0)
  68786. * @param b defines the blue component (between 0 and 1, default is 0)
  68787. * @param a defines the alpha component (between 0 and 1, default is 1)
  68788. */
  68789. constructor(
  68790. /**
  68791. * Defines the red component (between 0 and 1, default is 0)
  68792. */
  68793. r?: number,
  68794. /**
  68795. * Defines the green component (between 0 and 1, default is 0)
  68796. */
  68797. g?: number,
  68798. /**
  68799. * Defines the blue component (between 0 and 1, default is 0)
  68800. */
  68801. b?: number,
  68802. /**
  68803. * Defines the alpha component (between 0 and 1, default is 1)
  68804. */
  68805. a?: number);
  68806. /**
  68807. * Adds in place the given Color4 values to the current Color4 object
  68808. * @param right defines the second operand
  68809. * @returns the current updated Color4 object
  68810. */
  68811. addInPlace(right: DeepImmutable<Color4>): Color4;
  68812. /**
  68813. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  68814. * @returns the new array
  68815. */
  68816. asArray(): number[];
  68817. /**
  68818. * Stores from the starting index in the given array the Color4 successive values
  68819. * @param array defines the array where to store the r,g,b components
  68820. * @param index defines an optional index in the target array to define where to start storing values
  68821. * @returns the current Color4 object
  68822. */
  68823. toArray(array: number[], index?: number): Color4;
  68824. /**
  68825. * Determines equality between Color4 objects
  68826. * @param otherColor defines the second operand
  68827. * @returns true if the rgba values are equal to the given ones
  68828. */
  68829. equals(otherColor: DeepImmutable<Color4>): boolean;
  68830. /**
  68831. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  68832. * @param right defines the second operand
  68833. * @returns a new Color4 object
  68834. */
  68835. add(right: DeepImmutable<Color4>): Color4;
  68836. /**
  68837. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  68838. * @param right defines the second operand
  68839. * @returns a new Color4 object
  68840. */
  68841. subtract(right: DeepImmutable<Color4>): Color4;
  68842. /**
  68843. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  68844. * @param right defines the second operand
  68845. * @param result defines the Color4 object where to store the result
  68846. * @returns the current Color4 object
  68847. */
  68848. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  68849. /**
  68850. * Creates a new Color4 with the current Color4 values multiplied by scale
  68851. * @param scale defines the scaling factor to apply
  68852. * @returns a new Color4 object
  68853. */
  68854. scale(scale: number): Color4;
  68855. /**
  68856. * Multiplies the current Color4 values by scale and stores the result in "result"
  68857. * @param scale defines the scaling factor to apply
  68858. * @param result defines the Color4 object where to store the result
  68859. * @returns the current unmodified Color4
  68860. */
  68861. scaleToRef(scale: number, result: Color4): Color4;
  68862. /**
  68863. * Scale the current Color4 values by a factor and add the result to a given Color4
  68864. * @param scale defines the scale factor
  68865. * @param result defines the Color4 object where to store the result
  68866. * @returns the unmodified current Color4
  68867. */
  68868. scaleAndAddToRef(scale: number, result: Color4): Color4;
  68869. /**
  68870. * Clamps the rgb values by the min and max values and stores the result into "result"
  68871. * @param min defines minimum clamping value (default is 0)
  68872. * @param max defines maximum clamping value (default is 1)
  68873. * @param result defines color to store the result into.
  68874. * @returns the cuurent Color4
  68875. */
  68876. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  68877. /**
  68878. * Multipy an Color4 value by another and return a new Color4 object
  68879. * @param color defines the Color4 value to multiply by
  68880. * @returns a new Color4 object
  68881. */
  68882. multiply(color: Color4): Color4;
  68883. /**
  68884. * Multipy a Color4 value by another and push the result in a reference value
  68885. * @param color defines the Color4 value to multiply by
  68886. * @param result defines the Color4 to fill the result in
  68887. * @returns the result Color4
  68888. */
  68889. multiplyToRef(color: Color4, result: Color4): Color4;
  68890. /**
  68891. * Creates a string with the Color4 current values
  68892. * @returns the string representation of the Color4 object
  68893. */
  68894. toString(): string;
  68895. /**
  68896. * Returns the string "Color4"
  68897. * @returns "Color4"
  68898. */
  68899. getClassName(): string;
  68900. /**
  68901. * Compute the Color4 hash code
  68902. * @returns an unique number that can be used to hash Color4 objects
  68903. */
  68904. getHashCode(): number;
  68905. /**
  68906. * Creates a new Color4 copied from the current one
  68907. * @returns a new Color4 object
  68908. */
  68909. clone(): Color4;
  68910. /**
  68911. * Copies the given Color4 values into the current one
  68912. * @param source defines the source Color4 object
  68913. * @returns the current updated Color4 object
  68914. */
  68915. copyFrom(source: Color4): Color4;
  68916. /**
  68917. * Copies the given float values into the current one
  68918. * @param r defines the red component to read from
  68919. * @param g defines the green component to read from
  68920. * @param b defines the blue component to read from
  68921. * @param a defines the alpha component to read from
  68922. * @returns the current updated Color4 object
  68923. */
  68924. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  68925. /**
  68926. * Copies the given float values into the current one
  68927. * @param r defines the red component to read from
  68928. * @param g defines the green component to read from
  68929. * @param b defines the blue component to read from
  68930. * @param a defines the alpha component to read from
  68931. * @returns the current updated Color4 object
  68932. */
  68933. set(r: number, g: number, b: number, a: number): Color4;
  68934. /**
  68935. * Compute the Color4 hexadecimal code as a string
  68936. * @returns a string containing the hexadecimal representation of the Color4 object
  68937. */
  68938. toHexString(): string;
  68939. /**
  68940. * Computes a new Color4 converted from the current one to linear space
  68941. * @returns a new Color4 object
  68942. */
  68943. toLinearSpace(): Color4;
  68944. /**
  68945. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  68946. * @param convertedColor defines the Color4 object where to store the linear space version
  68947. * @returns the unmodified Color4
  68948. */
  68949. toLinearSpaceToRef(convertedColor: Color4): Color4;
  68950. /**
  68951. * Computes a new Color4 converted from the current one to gamma space
  68952. * @returns a new Color4 object
  68953. */
  68954. toGammaSpace(): Color4;
  68955. /**
  68956. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  68957. * @param convertedColor defines the Color4 object where to store the gamma space version
  68958. * @returns the unmodified Color4
  68959. */
  68960. toGammaSpaceToRef(convertedColor: Color4): Color4;
  68961. /**
  68962. * Creates a new Color4 from the string containing valid hexadecimal values
  68963. * @param hex defines a string containing valid hexadecimal values
  68964. * @returns a new Color4 object
  68965. */
  68966. static FromHexString(hex: string): Color4;
  68967. /**
  68968. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  68969. * @param left defines the start value
  68970. * @param right defines the end value
  68971. * @param amount defines the gradient factor
  68972. * @returns a new Color4 object
  68973. */
  68974. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  68975. /**
  68976. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  68977. * @param left defines the start value
  68978. * @param right defines the end value
  68979. * @param amount defines the gradient factor
  68980. * @param result defines the Color4 object where to store data
  68981. */
  68982. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  68983. /**
  68984. * Creates a new Color4 from a Color3 and an alpha value
  68985. * @param color3 defines the source Color3 to read from
  68986. * @param alpha defines the alpha component (1.0 by default)
  68987. * @returns a new Color4 object
  68988. */
  68989. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  68990. /**
  68991. * Creates a new Color4 from the starting index element of the given array
  68992. * @param array defines the source array to read from
  68993. * @param offset defines the offset in the source array
  68994. * @returns a new Color4 object
  68995. */
  68996. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  68997. /**
  68998. * Creates a new Color3 from integer values (< 256)
  68999. * @param r defines the red component to read from (value between 0 and 255)
  69000. * @param g defines the green component to read from (value between 0 and 255)
  69001. * @param b defines the blue component to read from (value between 0 and 255)
  69002. * @param a defines the alpha component to read from (value between 0 and 255)
  69003. * @returns a new Color3 object
  69004. */
  69005. static FromInts(r: number, g: number, b: number, a: number): Color4;
  69006. /**
  69007. * Check the content of a given array and convert it to an array containing RGBA data
  69008. * If the original array was already containing count * 4 values then it is returned directly
  69009. * @param colors defines the array to check
  69010. * @param count defines the number of RGBA data to expect
  69011. * @returns an array containing count * 4 values (RGBA)
  69012. */
  69013. static CheckColors4(colors: number[], count: number): number[];
  69014. }
  69015. /**
  69016. * @hidden
  69017. */
  69018. export class TmpColors {
  69019. static Color3: Color3[];
  69020. static Color4: Color4[];
  69021. }
  69022. }
  69023. declare module BABYLON {
  69024. /**
  69025. * Class representing spherical harmonics coefficients to the 3rd degree
  69026. */
  69027. export class SphericalHarmonics {
  69028. /**
  69029. * Defines whether or not the harmonics have been prescaled for rendering.
  69030. */
  69031. preScaled: boolean;
  69032. /**
  69033. * The l0,0 coefficients of the spherical harmonics
  69034. */
  69035. l00: Vector3;
  69036. /**
  69037. * The l1,-1 coefficients of the spherical harmonics
  69038. */
  69039. l1_1: Vector3;
  69040. /**
  69041. * The l1,0 coefficients of the spherical harmonics
  69042. */
  69043. l10: Vector3;
  69044. /**
  69045. * The l1,1 coefficients of the spherical harmonics
  69046. */
  69047. l11: Vector3;
  69048. /**
  69049. * The l2,-2 coefficients of the spherical harmonics
  69050. */
  69051. l2_2: Vector3;
  69052. /**
  69053. * The l2,-1 coefficients of the spherical harmonics
  69054. */
  69055. l2_1: Vector3;
  69056. /**
  69057. * The l2,0 coefficients of the spherical harmonics
  69058. */
  69059. l20: Vector3;
  69060. /**
  69061. * The l2,1 coefficients of the spherical harmonics
  69062. */
  69063. l21: Vector3;
  69064. /**
  69065. * The l2,2 coefficients of the spherical harmonics
  69066. */
  69067. l22: Vector3;
  69068. /**
  69069. * Adds a light to the spherical harmonics
  69070. * @param direction the direction of the light
  69071. * @param color the color of the light
  69072. * @param deltaSolidAngle the delta solid angle of the light
  69073. */
  69074. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  69075. /**
  69076. * Scales the spherical harmonics by the given amount
  69077. * @param scale the amount to scale
  69078. */
  69079. scaleInPlace(scale: number): void;
  69080. /**
  69081. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  69082. *
  69083. * ```
  69084. * E_lm = A_l * L_lm
  69085. * ```
  69086. *
  69087. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  69088. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  69089. * the scaling factors are given in equation 9.
  69090. */
  69091. convertIncidentRadianceToIrradiance(): void;
  69092. /**
  69093. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  69094. *
  69095. * ```
  69096. * L = (1/pi) * E * rho
  69097. * ```
  69098. *
  69099. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  69100. */
  69101. convertIrradianceToLambertianRadiance(): void;
  69102. /**
  69103. * Integrates the reconstruction coefficients directly in to the SH preventing further
  69104. * required operations at run time.
  69105. *
  69106. * This is simply done by scaling back the SH with Ylm constants parameter.
  69107. * The trigonometric part being applied by the shader at run time.
  69108. */
  69109. preScaleForRendering(): void;
  69110. /**
  69111. * Constructs a spherical harmonics from an array.
  69112. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  69113. * @returns the spherical harmonics
  69114. */
  69115. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  69116. /**
  69117. * Gets the spherical harmonics from polynomial
  69118. * @param polynomial the spherical polynomial
  69119. * @returns the spherical harmonics
  69120. */
  69121. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  69122. }
  69123. /**
  69124. * Class representing spherical polynomial coefficients to the 3rd degree
  69125. */
  69126. export class SphericalPolynomial {
  69127. private _harmonics;
  69128. /**
  69129. * The spherical harmonics used to create the polynomials.
  69130. */
  69131. readonly preScaledHarmonics: SphericalHarmonics;
  69132. /**
  69133. * The x coefficients of the spherical polynomial
  69134. */
  69135. x: Vector3;
  69136. /**
  69137. * The y coefficients of the spherical polynomial
  69138. */
  69139. y: Vector3;
  69140. /**
  69141. * The z coefficients of the spherical polynomial
  69142. */
  69143. z: Vector3;
  69144. /**
  69145. * The xx coefficients of the spherical polynomial
  69146. */
  69147. xx: Vector3;
  69148. /**
  69149. * The yy coefficients of the spherical polynomial
  69150. */
  69151. yy: Vector3;
  69152. /**
  69153. * The zz coefficients of the spherical polynomial
  69154. */
  69155. zz: Vector3;
  69156. /**
  69157. * The xy coefficients of the spherical polynomial
  69158. */
  69159. xy: Vector3;
  69160. /**
  69161. * The yz coefficients of the spherical polynomial
  69162. */
  69163. yz: Vector3;
  69164. /**
  69165. * The zx coefficients of the spherical polynomial
  69166. */
  69167. zx: Vector3;
  69168. /**
  69169. * Adds an ambient color to the spherical polynomial
  69170. * @param color the color to add
  69171. */
  69172. addAmbient(color: Color3): void;
  69173. /**
  69174. * Scales the spherical polynomial by the given amount
  69175. * @param scale the amount to scale
  69176. */
  69177. scaleInPlace(scale: number): void;
  69178. /**
  69179. * Gets the spherical polynomial from harmonics
  69180. * @param harmonics the spherical harmonics
  69181. * @returns the spherical polynomial
  69182. */
  69183. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  69184. /**
  69185. * Constructs a spherical polynomial from an array.
  69186. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  69187. * @returns the spherical polynomial
  69188. */
  69189. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  69190. }
  69191. }
  69192. declare module BABYLON {
  69193. /**
  69194. * Define options used to create a render target texture
  69195. */
  69196. export class RenderTargetCreationOptions {
  69197. /**
  69198. * Specifies is mipmaps must be generated
  69199. */
  69200. generateMipMaps?: boolean;
  69201. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  69202. generateDepthBuffer?: boolean;
  69203. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  69204. generateStencilBuffer?: boolean;
  69205. /** Defines texture type (int by default) */
  69206. type?: number;
  69207. /** Defines sampling mode (trilinear by default) */
  69208. samplingMode?: number;
  69209. /** Defines format (RGBA by default) */
  69210. format?: number;
  69211. }
  69212. }
  69213. declare module BABYLON {
  69214. /**
  69215. * @hidden
  69216. **/
  69217. export class _AlphaState {
  69218. private _isAlphaBlendDirty;
  69219. private _isBlendFunctionParametersDirty;
  69220. private _isBlendEquationParametersDirty;
  69221. private _isBlendConstantsDirty;
  69222. private _alphaBlend;
  69223. private _blendFunctionParameters;
  69224. private _blendEquationParameters;
  69225. private _blendConstants;
  69226. /**
  69227. * Initializes the state.
  69228. */
  69229. constructor();
  69230. readonly isDirty: boolean;
  69231. alphaBlend: boolean;
  69232. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  69233. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  69234. setAlphaEquationParameters(rgb: number, alpha: number): void;
  69235. reset(): void;
  69236. apply(gl: WebGLRenderingContext): void;
  69237. }
  69238. }
  69239. declare module BABYLON {
  69240. /**
  69241. * @hidden
  69242. **/
  69243. export class _DepthCullingState {
  69244. private _isDepthTestDirty;
  69245. private _isDepthMaskDirty;
  69246. private _isDepthFuncDirty;
  69247. private _isCullFaceDirty;
  69248. private _isCullDirty;
  69249. private _isZOffsetDirty;
  69250. private _isFrontFaceDirty;
  69251. private _depthTest;
  69252. private _depthMask;
  69253. private _depthFunc;
  69254. private _cull;
  69255. private _cullFace;
  69256. private _zOffset;
  69257. private _frontFace;
  69258. /**
  69259. * Initializes the state.
  69260. */
  69261. constructor();
  69262. readonly isDirty: boolean;
  69263. zOffset: number;
  69264. cullFace: Nullable<number>;
  69265. cull: Nullable<boolean>;
  69266. depthFunc: Nullable<number>;
  69267. depthMask: boolean;
  69268. depthTest: boolean;
  69269. frontFace: Nullable<number>;
  69270. reset(): void;
  69271. apply(gl: WebGLRenderingContext): void;
  69272. }
  69273. }
  69274. declare module BABYLON {
  69275. /**
  69276. * @hidden
  69277. **/
  69278. export class _StencilState {
  69279. /** 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 */
  69280. static readonly ALWAYS: number;
  69281. /** Passed to stencilOperation to specify that stencil value must be kept */
  69282. static readonly KEEP: number;
  69283. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69284. static readonly REPLACE: number;
  69285. private _isStencilTestDirty;
  69286. private _isStencilMaskDirty;
  69287. private _isStencilFuncDirty;
  69288. private _isStencilOpDirty;
  69289. private _stencilTest;
  69290. private _stencilMask;
  69291. private _stencilFunc;
  69292. private _stencilFuncRef;
  69293. private _stencilFuncMask;
  69294. private _stencilOpStencilFail;
  69295. private _stencilOpDepthFail;
  69296. private _stencilOpStencilDepthPass;
  69297. readonly isDirty: boolean;
  69298. stencilFunc: number;
  69299. stencilFuncRef: number;
  69300. stencilFuncMask: number;
  69301. stencilOpStencilFail: number;
  69302. stencilOpDepthFail: number;
  69303. stencilOpStencilDepthPass: number;
  69304. stencilMask: number;
  69305. stencilTest: boolean;
  69306. constructor();
  69307. reset(): void;
  69308. apply(gl: WebGLRenderingContext): void;
  69309. }
  69310. }
  69311. declare module BABYLON {
  69312. /**
  69313. * @hidden
  69314. **/
  69315. export class _TimeToken {
  69316. _startTimeQuery: Nullable<WebGLQuery>;
  69317. _endTimeQuery: Nullable<WebGLQuery>;
  69318. _timeElapsedQuery: Nullable<WebGLQuery>;
  69319. _timeElapsedQueryEnded: boolean;
  69320. }
  69321. }
  69322. declare module BABYLON {
  69323. /**
  69324. * Class used to evalaute queries containing `and` and `or` operators
  69325. */
  69326. export class AndOrNotEvaluator {
  69327. /**
  69328. * Evaluate a query
  69329. * @param query defines the query to evaluate
  69330. * @param evaluateCallback defines the callback used to filter result
  69331. * @returns true if the query matches
  69332. */
  69333. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69334. private static _HandleParenthesisContent;
  69335. private static _SimplifyNegation;
  69336. }
  69337. }
  69338. declare module BABYLON {
  69339. /**
  69340. * Class used to store custom tags
  69341. */
  69342. export class Tags {
  69343. /**
  69344. * Adds support for tags on the given object
  69345. * @param obj defines the object to use
  69346. */
  69347. static EnableFor(obj: any): void;
  69348. /**
  69349. * Removes tags support
  69350. * @param obj defines the object to use
  69351. */
  69352. static DisableFor(obj: any): void;
  69353. /**
  69354. * Gets a boolean indicating if the given object has tags
  69355. * @param obj defines the object to use
  69356. * @returns a boolean
  69357. */
  69358. static HasTags(obj: any): boolean;
  69359. /**
  69360. * Gets the tags available on a given object
  69361. * @param obj defines the object to use
  69362. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69363. * @returns the tags
  69364. */
  69365. static GetTags(obj: any, asString?: boolean): any;
  69366. /**
  69367. * Adds tags to an object
  69368. * @param obj defines the object to use
  69369. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69370. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69371. */
  69372. static AddTagsTo(obj: any, tagsString: string): void;
  69373. /**
  69374. * @hidden
  69375. */
  69376. static _AddTagTo(obj: any, tag: string): void;
  69377. /**
  69378. * Removes specific tags from a specific object
  69379. * @param obj defines the object to use
  69380. * @param tagsString defines the tags to remove
  69381. */
  69382. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69383. /**
  69384. * @hidden
  69385. */
  69386. static _RemoveTagFrom(obj: any, tag: string): void;
  69387. /**
  69388. * Defines if tags hosted on an object match a given query
  69389. * @param obj defines the object to use
  69390. * @param tagsQuery defines the tag query
  69391. * @returns a boolean
  69392. */
  69393. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69394. }
  69395. }
  69396. declare module BABYLON {
  69397. /**
  69398. * Defines potential orientation for back face culling
  69399. */
  69400. export enum Orientation {
  69401. /**
  69402. * Clockwise
  69403. */
  69404. CW = 0,
  69405. /** Counter clockwise */
  69406. CCW = 1
  69407. }
  69408. /** Class used to represent a Bezier curve */
  69409. export class BezierCurve {
  69410. /**
  69411. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  69412. * @param t defines the time
  69413. * @param x1 defines the left coordinate on X axis
  69414. * @param y1 defines the left coordinate on Y axis
  69415. * @param x2 defines the right coordinate on X axis
  69416. * @param y2 defines the right coordinate on Y axis
  69417. * @returns the interpolated value
  69418. */
  69419. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  69420. }
  69421. /**
  69422. * Defines angle representation
  69423. */
  69424. export class Angle {
  69425. private _radians;
  69426. /**
  69427. * Creates an Angle object of "radians" radians (float).
  69428. * @param radians the angle in radians
  69429. */
  69430. constructor(radians: number);
  69431. /**
  69432. * Get value in degrees
  69433. * @returns the Angle value in degrees (float)
  69434. */
  69435. degrees(): number;
  69436. /**
  69437. * Get value in radians
  69438. * @returns the Angle value in radians (float)
  69439. */
  69440. radians(): number;
  69441. /**
  69442. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  69443. * @param a defines first vector
  69444. * @param b defines second vector
  69445. * @returns a new Angle
  69446. */
  69447. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  69448. /**
  69449. * Gets a new Angle object from the given float in radians
  69450. * @param radians defines the angle value in radians
  69451. * @returns a new Angle
  69452. */
  69453. static FromRadians(radians: number): Angle;
  69454. /**
  69455. * Gets a new Angle object from the given float in degrees
  69456. * @param degrees defines the angle value in degrees
  69457. * @returns a new Angle
  69458. */
  69459. static FromDegrees(degrees: number): Angle;
  69460. }
  69461. /**
  69462. * This represents an arc in a 2d space.
  69463. */
  69464. export class Arc2 {
  69465. /** Defines the start point of the arc */
  69466. startPoint: Vector2;
  69467. /** Defines the mid point of the arc */
  69468. midPoint: Vector2;
  69469. /** Defines the end point of the arc */
  69470. endPoint: Vector2;
  69471. /**
  69472. * Defines the center point of the arc.
  69473. */
  69474. centerPoint: Vector2;
  69475. /**
  69476. * Defines the radius of the arc.
  69477. */
  69478. radius: number;
  69479. /**
  69480. * Defines the angle of the arc (from mid point to end point).
  69481. */
  69482. angle: Angle;
  69483. /**
  69484. * Defines the start angle of the arc (from start point to middle point).
  69485. */
  69486. startAngle: Angle;
  69487. /**
  69488. * Defines the orientation of the arc (clock wise/counter clock wise).
  69489. */
  69490. orientation: Orientation;
  69491. /**
  69492. * Creates an Arc object from the three given points : start, middle and end.
  69493. * @param startPoint Defines the start point of the arc
  69494. * @param midPoint Defines the midlle point of the arc
  69495. * @param endPoint Defines the end point of the arc
  69496. */
  69497. constructor(
  69498. /** Defines the start point of the arc */
  69499. startPoint: Vector2,
  69500. /** Defines the mid point of the arc */
  69501. midPoint: Vector2,
  69502. /** Defines the end point of the arc */
  69503. endPoint: Vector2);
  69504. }
  69505. /**
  69506. * Represents a 2D path made up of multiple 2D points
  69507. */
  69508. export class Path2 {
  69509. private _points;
  69510. private _length;
  69511. /**
  69512. * If the path start and end point are the same
  69513. */
  69514. closed: boolean;
  69515. /**
  69516. * Creates a Path2 object from the starting 2D coordinates x and y.
  69517. * @param x the starting points x value
  69518. * @param y the starting points y value
  69519. */
  69520. constructor(x: number, y: number);
  69521. /**
  69522. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  69523. * @param x the added points x value
  69524. * @param y the added points y value
  69525. * @returns the updated Path2.
  69526. */
  69527. addLineTo(x: number, y: number): Path2;
  69528. /**
  69529. * 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.
  69530. * @param midX middle point x value
  69531. * @param midY middle point y value
  69532. * @param endX end point x value
  69533. * @param endY end point y value
  69534. * @param numberOfSegments (default: 36)
  69535. * @returns the updated Path2.
  69536. */
  69537. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  69538. /**
  69539. * Closes the Path2.
  69540. * @returns the Path2.
  69541. */
  69542. close(): Path2;
  69543. /**
  69544. * Gets the sum of the distance between each sequential point in the path
  69545. * @returns the Path2 total length (float).
  69546. */
  69547. length(): number;
  69548. /**
  69549. * Gets the points which construct the path
  69550. * @returns the Path2 internal array of points.
  69551. */
  69552. getPoints(): Vector2[];
  69553. /**
  69554. * Retreives the point at the distance aways from the starting point
  69555. * @param normalizedLengthPosition the length along the path to retreive the point from
  69556. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  69557. */
  69558. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  69559. /**
  69560. * Creates a new path starting from an x and y position
  69561. * @param x starting x value
  69562. * @param y starting y value
  69563. * @returns a new Path2 starting at the coordinates (x, y).
  69564. */
  69565. static StartingAt(x: number, y: number): Path2;
  69566. }
  69567. /**
  69568. * Represents a 3D path made up of multiple 3D points
  69569. */
  69570. export class Path3D {
  69571. /**
  69572. * an array of Vector3, the curve axis of the Path3D
  69573. */
  69574. path: Vector3[];
  69575. private _curve;
  69576. private _distances;
  69577. private _tangents;
  69578. private _normals;
  69579. private _binormals;
  69580. private _raw;
  69581. /**
  69582. * new Path3D(path, normal, raw)
  69583. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  69584. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  69585. * @param path an array of Vector3, the curve axis of the Path3D
  69586. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  69587. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  69588. */
  69589. constructor(
  69590. /**
  69591. * an array of Vector3, the curve axis of the Path3D
  69592. */
  69593. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  69594. /**
  69595. * Returns the Path3D array of successive Vector3 designing its curve.
  69596. * @returns the Path3D array of successive Vector3 designing its curve.
  69597. */
  69598. getCurve(): Vector3[];
  69599. /**
  69600. * Returns an array populated with tangent vectors on each Path3D curve point.
  69601. * @returns an array populated with tangent vectors on each Path3D curve point.
  69602. */
  69603. getTangents(): Vector3[];
  69604. /**
  69605. * Returns an array populated with normal vectors on each Path3D curve point.
  69606. * @returns an array populated with normal vectors on each Path3D curve point.
  69607. */
  69608. getNormals(): Vector3[];
  69609. /**
  69610. * Returns an array populated with binormal vectors on each Path3D curve point.
  69611. * @returns an array populated with binormal vectors on each Path3D curve point.
  69612. */
  69613. getBinormals(): Vector3[];
  69614. /**
  69615. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  69616. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  69617. */
  69618. getDistances(): number[];
  69619. /**
  69620. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  69621. * @param path path which all values are copied into the curves points
  69622. * @param firstNormal which should be projected onto the curve
  69623. * @returns the same object updated.
  69624. */
  69625. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  69626. private _compute;
  69627. private _getFirstNonNullVector;
  69628. private _getLastNonNullVector;
  69629. private _normalVector;
  69630. }
  69631. /**
  69632. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  69633. * A Curve3 is designed from a series of successive Vector3.
  69634. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  69635. */
  69636. export class Curve3 {
  69637. private _points;
  69638. private _length;
  69639. /**
  69640. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  69641. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  69642. * @param v1 (Vector3) the control point
  69643. * @param v2 (Vector3) the end point of the Quadratic Bezier
  69644. * @param nbPoints (integer) the wanted number of points in the curve
  69645. * @returns the created Curve3
  69646. */
  69647. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69648. /**
  69649. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  69650. * @param v0 (Vector3) the origin point of the Cubic Bezier
  69651. * @param v1 (Vector3) the first control point
  69652. * @param v2 (Vector3) the second control point
  69653. * @param v3 (Vector3) the end point of the Cubic Bezier
  69654. * @param nbPoints (integer) the wanted number of points in the curve
  69655. * @returns the created Curve3
  69656. */
  69657. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69658. /**
  69659. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  69660. * @param p1 (Vector3) the origin point of the Hermite Spline
  69661. * @param t1 (Vector3) the tangent vector at the origin point
  69662. * @param p2 (Vector3) the end point of the Hermite Spline
  69663. * @param t2 (Vector3) the tangent vector at the end point
  69664. * @param nbPoints (integer) the wanted number of points in the curve
  69665. * @returns the created Curve3
  69666. */
  69667. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69668. /**
  69669. * Returns a Curve3 object along a CatmullRom Spline curve :
  69670. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  69671. * @param nbPoints (integer) the wanted number of points between each curve control points
  69672. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  69673. * @returns the created Curve3
  69674. */
  69675. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  69676. /**
  69677. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  69678. * A Curve3 is designed from a series of successive Vector3.
  69679. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  69680. * @param points points which make up the curve
  69681. */
  69682. constructor(points: Vector3[]);
  69683. /**
  69684. * @returns the Curve3 stored array of successive Vector3
  69685. */
  69686. getPoints(): Vector3[];
  69687. /**
  69688. * @returns the computed length (float) of the curve.
  69689. */
  69690. length(): number;
  69691. /**
  69692. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  69693. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  69694. * curveA and curveB keep unchanged.
  69695. * @param curve the curve to continue from this curve
  69696. * @returns the newly constructed curve
  69697. */
  69698. continue(curve: DeepImmutable<Curve3>): Curve3;
  69699. private _computeLength;
  69700. }
  69701. }
  69702. declare module BABYLON {
  69703. /**
  69704. * This represents the main contract an easing function should follow.
  69705. * Easing functions are used throughout the animation system.
  69706. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69707. */
  69708. export interface IEasingFunction {
  69709. /**
  69710. * Given an input gradient between 0 and 1, this returns the corrseponding value
  69711. * of the easing function.
  69712. * The link below provides some of the most common examples of easing functions.
  69713. * @see https://easings.net/
  69714. * @param gradient Defines the value between 0 and 1 we want the easing value for
  69715. * @returns the corresponding value on the curve defined by the easing function
  69716. */
  69717. ease(gradient: number): number;
  69718. }
  69719. /**
  69720. * Base class used for every default easing function.
  69721. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69722. */
  69723. export class EasingFunction implements IEasingFunction {
  69724. /**
  69725. * Interpolation follows the mathematical formula associated with the easing function.
  69726. */
  69727. static readonly EASINGMODE_EASEIN: number;
  69728. /**
  69729. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  69730. */
  69731. static readonly EASINGMODE_EASEOUT: number;
  69732. /**
  69733. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  69734. */
  69735. static readonly EASINGMODE_EASEINOUT: number;
  69736. private _easingMode;
  69737. /**
  69738. * Sets the easing mode of the current function.
  69739. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  69740. */
  69741. setEasingMode(easingMode: number): void;
  69742. /**
  69743. * Gets the current easing mode.
  69744. * @returns the easing mode
  69745. */
  69746. getEasingMode(): number;
  69747. /**
  69748. * @hidden
  69749. */
  69750. easeInCore(gradient: number): number;
  69751. /**
  69752. * Given an input gradient between 0 and 1, this returns the corresponding value
  69753. * of the easing function.
  69754. * @param gradient Defines the value between 0 and 1 we want the easing value for
  69755. * @returns the corresponding value on the curve defined by the easing function
  69756. */
  69757. ease(gradient: number): number;
  69758. }
  69759. /**
  69760. * Easing function with a circle shape (see link below).
  69761. * @see https://easings.net/#easeInCirc
  69762. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69763. */
  69764. export class CircleEase extends EasingFunction implements IEasingFunction {
  69765. /** @hidden */
  69766. easeInCore(gradient: number): number;
  69767. }
  69768. /**
  69769. * Easing function with a ease back shape (see link below).
  69770. * @see https://easings.net/#easeInBack
  69771. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69772. */
  69773. export class BackEase extends EasingFunction implements IEasingFunction {
  69774. /** Defines the amplitude of the function */
  69775. amplitude: number;
  69776. /**
  69777. * Instantiates a back ease easing
  69778. * @see https://easings.net/#easeInBack
  69779. * @param amplitude Defines the amplitude of the function
  69780. */
  69781. constructor(
  69782. /** Defines the amplitude of the function */
  69783. amplitude?: number);
  69784. /** @hidden */
  69785. easeInCore(gradient: number): number;
  69786. }
  69787. /**
  69788. * Easing function with a bouncing shape (see link below).
  69789. * @see https://easings.net/#easeInBounce
  69790. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69791. */
  69792. export class BounceEase extends EasingFunction implements IEasingFunction {
  69793. /** Defines the number of bounces */
  69794. bounces: number;
  69795. /** Defines the amplitude of the bounce */
  69796. bounciness: number;
  69797. /**
  69798. * Instantiates a bounce easing
  69799. * @see https://easings.net/#easeInBounce
  69800. * @param bounces Defines the number of bounces
  69801. * @param bounciness Defines the amplitude of the bounce
  69802. */
  69803. constructor(
  69804. /** Defines the number of bounces */
  69805. bounces?: number,
  69806. /** Defines the amplitude of the bounce */
  69807. bounciness?: number);
  69808. /** @hidden */
  69809. easeInCore(gradient: number): number;
  69810. }
  69811. /**
  69812. * Easing function with a power of 3 shape (see link below).
  69813. * @see https://easings.net/#easeInCubic
  69814. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69815. */
  69816. export class CubicEase extends EasingFunction implements IEasingFunction {
  69817. /** @hidden */
  69818. easeInCore(gradient: number): number;
  69819. }
  69820. /**
  69821. * Easing function with an elastic shape (see link below).
  69822. * @see https://easings.net/#easeInElastic
  69823. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69824. */
  69825. export class ElasticEase extends EasingFunction implements IEasingFunction {
  69826. /** Defines the number of oscillations*/
  69827. oscillations: number;
  69828. /** Defines the amplitude of the oscillations*/
  69829. springiness: number;
  69830. /**
  69831. * Instantiates an elastic easing function
  69832. * @see https://easings.net/#easeInElastic
  69833. * @param oscillations Defines the number of oscillations
  69834. * @param springiness Defines the amplitude of the oscillations
  69835. */
  69836. constructor(
  69837. /** Defines the number of oscillations*/
  69838. oscillations?: number,
  69839. /** Defines the amplitude of the oscillations*/
  69840. springiness?: number);
  69841. /** @hidden */
  69842. easeInCore(gradient: number): number;
  69843. }
  69844. /**
  69845. * Easing function with an exponential shape (see link below).
  69846. * @see https://easings.net/#easeInExpo
  69847. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69848. */
  69849. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  69850. /** Defines the exponent of the function */
  69851. exponent: number;
  69852. /**
  69853. * Instantiates an exponential easing function
  69854. * @see https://easings.net/#easeInExpo
  69855. * @param exponent Defines the exponent of the function
  69856. */
  69857. constructor(
  69858. /** Defines the exponent of the function */
  69859. exponent?: number);
  69860. /** @hidden */
  69861. easeInCore(gradient: number): number;
  69862. }
  69863. /**
  69864. * Easing function with a power shape (see link below).
  69865. * @see https://easings.net/#easeInQuad
  69866. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69867. */
  69868. export class PowerEase extends EasingFunction implements IEasingFunction {
  69869. /** Defines the power of the function */
  69870. power: number;
  69871. /**
  69872. * Instantiates an power base easing function
  69873. * @see https://easings.net/#easeInQuad
  69874. * @param power Defines the power of the function
  69875. */
  69876. constructor(
  69877. /** Defines the power of the function */
  69878. power?: number);
  69879. /** @hidden */
  69880. easeInCore(gradient: number): number;
  69881. }
  69882. /**
  69883. * Easing function with a power of 2 shape (see link below).
  69884. * @see https://easings.net/#easeInQuad
  69885. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69886. */
  69887. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  69888. /** @hidden */
  69889. easeInCore(gradient: number): number;
  69890. }
  69891. /**
  69892. * Easing function with a power of 4 shape (see link below).
  69893. * @see https://easings.net/#easeInQuart
  69894. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69895. */
  69896. export class QuarticEase extends EasingFunction implements IEasingFunction {
  69897. /** @hidden */
  69898. easeInCore(gradient: number): number;
  69899. }
  69900. /**
  69901. * Easing function with a power of 5 shape (see link below).
  69902. * @see https://easings.net/#easeInQuint
  69903. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69904. */
  69905. export class QuinticEase extends EasingFunction implements IEasingFunction {
  69906. /** @hidden */
  69907. easeInCore(gradient: number): number;
  69908. }
  69909. /**
  69910. * Easing function with a sin shape (see link below).
  69911. * @see https://easings.net/#easeInSine
  69912. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69913. */
  69914. export class SineEase extends EasingFunction implements IEasingFunction {
  69915. /** @hidden */
  69916. easeInCore(gradient: number): number;
  69917. }
  69918. /**
  69919. * Easing function with a bezier shape (see link below).
  69920. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  69921. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69922. */
  69923. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  69924. /** Defines the x component of the start tangent in the bezier curve */
  69925. x1: number;
  69926. /** Defines the y component of the start tangent in the bezier curve */
  69927. y1: number;
  69928. /** Defines the x component of the end tangent in the bezier curve */
  69929. x2: number;
  69930. /** Defines the y component of the end tangent in the bezier curve */
  69931. y2: number;
  69932. /**
  69933. * Instantiates a bezier function
  69934. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  69935. * @param x1 Defines the x component of the start tangent in the bezier curve
  69936. * @param y1 Defines the y component of the start tangent in the bezier curve
  69937. * @param x2 Defines the x component of the end tangent in the bezier curve
  69938. * @param y2 Defines the y component of the end tangent in the bezier curve
  69939. */
  69940. constructor(
  69941. /** Defines the x component of the start tangent in the bezier curve */
  69942. x1?: number,
  69943. /** Defines the y component of the start tangent in the bezier curve */
  69944. y1?: number,
  69945. /** Defines the x component of the end tangent in the bezier curve */
  69946. x2?: number,
  69947. /** Defines the y component of the end tangent in the bezier curve */
  69948. y2?: number);
  69949. /** @hidden */
  69950. easeInCore(gradient: number): number;
  69951. }
  69952. }
  69953. declare module BABYLON {
  69954. /**
  69955. * Defines an interface which represents an animation key frame
  69956. */
  69957. export interface IAnimationKey {
  69958. /**
  69959. * Frame of the key frame
  69960. */
  69961. frame: number;
  69962. /**
  69963. * Value at the specifies key frame
  69964. */
  69965. value: any;
  69966. /**
  69967. * The input tangent for the cubic hermite spline
  69968. */
  69969. inTangent?: any;
  69970. /**
  69971. * The output tangent for the cubic hermite spline
  69972. */
  69973. outTangent?: any;
  69974. /**
  69975. * The animation interpolation type
  69976. */
  69977. interpolation?: AnimationKeyInterpolation;
  69978. }
  69979. /**
  69980. * Enum for the animation key frame interpolation type
  69981. */
  69982. export enum AnimationKeyInterpolation {
  69983. /**
  69984. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  69985. */
  69986. STEP = 1
  69987. }
  69988. }
  69989. declare module BABYLON {
  69990. /**
  69991. * Represents the range of an animation
  69992. */
  69993. export class AnimationRange {
  69994. /**The name of the animation range**/
  69995. name: string;
  69996. /**The starting frame of the animation */
  69997. from: number;
  69998. /**The ending frame of the animation*/
  69999. to: number;
  70000. /**
  70001. * Initializes the range of an animation
  70002. * @param name The name of the animation range
  70003. * @param from The starting frame of the animation
  70004. * @param to The ending frame of the animation
  70005. */
  70006. constructor(
  70007. /**The name of the animation range**/
  70008. name: string,
  70009. /**The starting frame of the animation */
  70010. from: number,
  70011. /**The ending frame of the animation*/
  70012. to: number);
  70013. /**
  70014. * Makes a copy of the animation range
  70015. * @returns A copy of the animation range
  70016. */
  70017. clone(): AnimationRange;
  70018. }
  70019. }
  70020. declare module BABYLON {
  70021. /**
  70022. * Composed of a frame, and an action function
  70023. */
  70024. export class AnimationEvent {
  70025. /** The frame for which the event is triggered **/
  70026. frame: number;
  70027. /** The event to perform when triggered **/
  70028. action: (currentFrame: number) => void;
  70029. /** Specifies if the event should be triggered only once**/
  70030. onlyOnce?: boolean | undefined;
  70031. /**
  70032. * Specifies if the animation event is done
  70033. */
  70034. isDone: boolean;
  70035. /**
  70036. * Initializes the animation event
  70037. * @param frame The frame for which the event is triggered
  70038. * @param action The event to perform when triggered
  70039. * @param onlyOnce Specifies if the event should be triggered only once
  70040. */
  70041. constructor(
  70042. /** The frame for which the event is triggered **/
  70043. frame: number,
  70044. /** The event to perform when triggered **/
  70045. action: (currentFrame: number) => void,
  70046. /** Specifies if the event should be triggered only once**/
  70047. onlyOnce?: boolean | undefined);
  70048. /** @hidden */
  70049. _clone(): AnimationEvent;
  70050. }
  70051. }
  70052. declare module BABYLON {
  70053. /**
  70054. * Interface used to define a behavior
  70055. */
  70056. export interface Behavior<T> {
  70057. /** gets or sets behavior's name */
  70058. name: string;
  70059. /**
  70060. * Function called when the behavior needs to be initialized (after attaching it to a target)
  70061. */
  70062. init(): void;
  70063. /**
  70064. * Called when the behavior is attached to a target
  70065. * @param target defines the target where the behavior is attached to
  70066. */
  70067. attach(target: T): void;
  70068. /**
  70069. * Called when the behavior is detached from its target
  70070. */
  70071. detach(): void;
  70072. }
  70073. /**
  70074. * Interface implemented by classes supporting behaviors
  70075. */
  70076. export interface IBehaviorAware<T> {
  70077. /**
  70078. * Attach a behavior
  70079. * @param behavior defines the behavior to attach
  70080. * @returns the current host
  70081. */
  70082. addBehavior(behavior: Behavior<T>): T;
  70083. /**
  70084. * Remove a behavior from the current object
  70085. * @param behavior defines the behavior to detach
  70086. * @returns the current host
  70087. */
  70088. removeBehavior(behavior: Behavior<T>): T;
  70089. /**
  70090. * Gets a behavior using its name to search
  70091. * @param name defines the name to search
  70092. * @returns the behavior or null if not found
  70093. */
  70094. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  70095. }
  70096. }
  70097. declare module BABYLON {
  70098. /**
  70099. * Defines an array and its length.
  70100. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  70101. */
  70102. export interface ISmartArrayLike<T> {
  70103. /**
  70104. * The data of the array.
  70105. */
  70106. data: Array<T>;
  70107. /**
  70108. * The active length of the array.
  70109. */
  70110. length: number;
  70111. }
  70112. /**
  70113. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70114. */
  70115. export class SmartArray<T> implements ISmartArrayLike<T> {
  70116. /**
  70117. * The full set of data from the array.
  70118. */
  70119. data: Array<T>;
  70120. /**
  70121. * The active length of the array.
  70122. */
  70123. length: number;
  70124. protected _id: number;
  70125. /**
  70126. * Instantiates a Smart Array.
  70127. * @param capacity defines the default capacity of the array.
  70128. */
  70129. constructor(capacity: number);
  70130. /**
  70131. * Pushes a value at the end of the active data.
  70132. * @param value defines the object to push in the array.
  70133. */
  70134. push(value: T): void;
  70135. /**
  70136. * Iterates over the active data and apply the lambda to them.
  70137. * @param func defines the action to apply on each value.
  70138. */
  70139. forEach(func: (content: T) => void): void;
  70140. /**
  70141. * Sorts the full sets of data.
  70142. * @param compareFn defines the comparison function to apply.
  70143. */
  70144. sort(compareFn: (a: T, b: T) => number): void;
  70145. /**
  70146. * Resets the active data to an empty array.
  70147. */
  70148. reset(): void;
  70149. /**
  70150. * Releases all the data from the array as well as the array.
  70151. */
  70152. dispose(): void;
  70153. /**
  70154. * Concats the active data with a given array.
  70155. * @param array defines the data to concatenate with.
  70156. */
  70157. concat(array: any): void;
  70158. /**
  70159. * Returns the position of a value in the active data.
  70160. * @param value defines the value to find the index for
  70161. * @returns the index if found in the active data otherwise -1
  70162. */
  70163. indexOf(value: T): number;
  70164. /**
  70165. * Returns whether an element is part of the active data.
  70166. * @param value defines the value to look for
  70167. * @returns true if found in the active data otherwise false
  70168. */
  70169. contains(value: T): boolean;
  70170. private static _GlobalId;
  70171. }
  70172. /**
  70173. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70174. * The data in this array can only be present once
  70175. */
  70176. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  70177. private _duplicateId;
  70178. /**
  70179. * Pushes a value at the end of the active data.
  70180. * THIS DOES NOT PREVENT DUPPLICATE DATA
  70181. * @param value defines the object to push in the array.
  70182. */
  70183. push(value: T): void;
  70184. /**
  70185. * Pushes a value at the end of the active data.
  70186. * If the data is already present, it won t be added again
  70187. * @param value defines the object to push in the array.
  70188. * @returns true if added false if it was already present
  70189. */
  70190. pushNoDuplicate(value: T): boolean;
  70191. /**
  70192. * Resets the active data to an empty array.
  70193. */
  70194. reset(): void;
  70195. /**
  70196. * Concats the active data with a given array.
  70197. * This ensures no dupplicate will be present in the result.
  70198. * @param array defines the data to concatenate with.
  70199. */
  70200. concatWithNoDuplicate(array: any): void;
  70201. }
  70202. }
  70203. declare module BABYLON {
  70204. /**
  70205. * @ignore
  70206. * This is a list of all the different input types that are available in the application.
  70207. * Fo instance: ArcRotateCameraGamepadInput...
  70208. */
  70209. export var CameraInputTypes: {};
  70210. /**
  70211. * This is the contract to implement in order to create a new input class.
  70212. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  70213. */
  70214. export interface ICameraInput<TCamera extends Camera> {
  70215. /**
  70216. * Defines the camera the input is attached to.
  70217. */
  70218. camera: Nullable<TCamera>;
  70219. /**
  70220. * Gets the class name of the current intput.
  70221. * @returns the class name
  70222. */
  70223. getClassName(): string;
  70224. /**
  70225. * Get the friendly name associated with the input class.
  70226. * @returns the input friendly name
  70227. */
  70228. getSimpleName(): string;
  70229. /**
  70230. * Attach the input controls to a specific dom element to get the input from.
  70231. * @param element Defines the element the controls should be listened from
  70232. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70233. */
  70234. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  70235. /**
  70236. * Detach the current controls from the specified dom element.
  70237. * @param element Defines the element to stop listening the inputs from
  70238. */
  70239. detachControl(element: Nullable<HTMLElement>): void;
  70240. /**
  70241. * Update the current camera state depending on the inputs that have been used this frame.
  70242. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  70243. */
  70244. checkInputs?: () => void;
  70245. }
  70246. /**
  70247. * Represents a map of input types to input instance or input index to input instance.
  70248. */
  70249. export interface CameraInputsMap<TCamera extends Camera> {
  70250. /**
  70251. * Accessor to the input by input type.
  70252. */
  70253. [name: string]: ICameraInput<TCamera>;
  70254. /**
  70255. * Accessor to the input by input index.
  70256. */
  70257. [idx: number]: ICameraInput<TCamera>;
  70258. }
  70259. /**
  70260. * This represents the input manager used within a camera.
  70261. * It helps dealing with all the different kind of input attached to a camera.
  70262. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  70263. */
  70264. export class CameraInputsManager<TCamera extends Camera> {
  70265. /**
  70266. * Defines the list of inputs attahed to the camera.
  70267. */
  70268. attached: CameraInputsMap<TCamera>;
  70269. /**
  70270. * Defines the dom element the camera is collecting inputs from.
  70271. * This is null if the controls have not been attached.
  70272. */
  70273. attachedElement: Nullable<HTMLElement>;
  70274. /**
  70275. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70276. */
  70277. noPreventDefault: boolean;
  70278. /**
  70279. * Defined the camera the input manager belongs to.
  70280. */
  70281. camera: TCamera;
  70282. /**
  70283. * Update the current camera state depending on the inputs that have been used this frame.
  70284. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  70285. */
  70286. checkInputs: () => void;
  70287. /**
  70288. * Instantiate a new Camera Input Manager.
  70289. * @param camera Defines the camera the input manager blongs to
  70290. */
  70291. constructor(camera: TCamera);
  70292. /**
  70293. * Add an input method to a camera
  70294. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  70295. * @param input camera input method
  70296. */
  70297. add(input: ICameraInput<TCamera>): void;
  70298. /**
  70299. * Remove a specific input method from a camera
  70300. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  70301. * @param inputToRemove camera input method
  70302. */
  70303. remove(inputToRemove: ICameraInput<TCamera>): void;
  70304. /**
  70305. * Remove a specific input type from a camera
  70306. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  70307. * @param inputType the type of the input to remove
  70308. */
  70309. removeByType(inputType: string): void;
  70310. private _addCheckInputs;
  70311. /**
  70312. * Attach the input controls to the currently attached dom element to listen the events from.
  70313. * @param input Defines the input to attach
  70314. */
  70315. attachInput(input: ICameraInput<TCamera>): void;
  70316. /**
  70317. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  70318. * @param element Defines the dom element to collect the events from
  70319. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70320. */
  70321. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  70322. /**
  70323. * Detach the current manager inputs controls from a specific dom element.
  70324. * @param element Defines the dom element to collect the events from
  70325. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  70326. */
  70327. detachElement(element: HTMLElement, disconnect?: boolean): void;
  70328. /**
  70329. * Rebuild the dynamic inputCheck function from the current list of
  70330. * defined inputs in the manager.
  70331. */
  70332. rebuildInputCheck(): void;
  70333. /**
  70334. * Remove all attached input methods from a camera
  70335. */
  70336. clear(): void;
  70337. /**
  70338. * Serialize the current input manager attached to a camera.
  70339. * This ensures than once parsed,
  70340. * the input associated to the camera will be identical to the current ones
  70341. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  70342. */
  70343. serialize(serializedCamera: any): void;
  70344. /**
  70345. * Parses an input manager serialized JSON to restore the previous list of inputs
  70346. * and states associated to a camera.
  70347. * @param parsedCamera Defines the JSON to parse
  70348. */
  70349. parse(parsedCamera: any): void;
  70350. }
  70351. }
  70352. declare module BABYLON {
  70353. /**
  70354. * @hidden
  70355. */
  70356. export class IntersectionInfo {
  70357. bu: Nullable<number>;
  70358. bv: Nullable<number>;
  70359. distance: number;
  70360. faceId: number;
  70361. subMeshId: number;
  70362. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  70363. }
  70364. }
  70365. declare module BABYLON {
  70366. /**
  70367. * Represens a plane by the equation ax + by + cz + d = 0
  70368. */
  70369. export class Plane {
  70370. private static _TmpMatrix;
  70371. /**
  70372. * Normal of the plane (a,b,c)
  70373. */
  70374. normal: Vector3;
  70375. /**
  70376. * d component of the plane
  70377. */
  70378. d: number;
  70379. /**
  70380. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  70381. * @param a a component of the plane
  70382. * @param b b component of the plane
  70383. * @param c c component of the plane
  70384. * @param d d component of the plane
  70385. */
  70386. constructor(a: number, b: number, c: number, d: number);
  70387. /**
  70388. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  70389. */
  70390. asArray(): number[];
  70391. /**
  70392. * @returns a new plane copied from the current Plane.
  70393. */
  70394. clone(): Plane;
  70395. /**
  70396. * @returns the string "Plane".
  70397. */
  70398. getClassName(): string;
  70399. /**
  70400. * @returns the Plane hash code.
  70401. */
  70402. getHashCode(): number;
  70403. /**
  70404. * Normalize the current Plane in place.
  70405. * @returns the updated Plane.
  70406. */
  70407. normalize(): Plane;
  70408. /**
  70409. * Applies a transformation the plane and returns the result
  70410. * @param transformation the transformation matrix to be applied to the plane
  70411. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  70412. */
  70413. transform(transformation: DeepImmutable<Matrix>): Plane;
  70414. /**
  70415. * Calcualtte the dot product between the point and the plane normal
  70416. * @param point point to calculate the dot product with
  70417. * @returns the dot product (float) of the point coordinates and the plane normal.
  70418. */
  70419. dotCoordinate(point: DeepImmutable<Vector3>): number;
  70420. /**
  70421. * Updates the current Plane from the plane defined by the three given points.
  70422. * @param point1 one of the points used to contruct the plane
  70423. * @param point2 one of the points used to contruct the plane
  70424. * @param point3 one of the points used to contruct the plane
  70425. * @returns the updated Plane.
  70426. */
  70427. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  70428. /**
  70429. * Checks if the plane is facing a given direction
  70430. * @param direction the direction to check if the plane is facing
  70431. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  70432. * @returns True is the vector "direction" is the same side than the plane normal.
  70433. */
  70434. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  70435. /**
  70436. * Calculates the distance to a point
  70437. * @param point point to calculate distance to
  70438. * @returns the signed distance (float) from the given point to the Plane.
  70439. */
  70440. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  70441. /**
  70442. * Creates a plane from an array
  70443. * @param array the array to create a plane from
  70444. * @returns a new Plane from the given array.
  70445. */
  70446. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  70447. /**
  70448. * Creates a plane from three points
  70449. * @param point1 point used to create the plane
  70450. * @param point2 point used to create the plane
  70451. * @param point3 point used to create the plane
  70452. * @returns a new Plane defined by the three given points.
  70453. */
  70454. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  70455. /**
  70456. * Creates a plane from an origin point and a normal
  70457. * @param origin origin of the plane to be constructed
  70458. * @param normal normal of the plane to be constructed
  70459. * @returns a new Plane the normal vector to this plane at the given origin point.
  70460. * Note : the vector "normal" is updated because normalized.
  70461. */
  70462. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  70463. /**
  70464. * Calculates the distance from a plane and a point
  70465. * @param origin origin of the plane to be constructed
  70466. * @param normal normal of the plane to be constructed
  70467. * @param point point to calculate distance to
  70468. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  70469. */
  70470. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  70471. }
  70472. }
  70473. declare module BABYLON {
  70474. /**
  70475. * Class used to store bounding sphere information
  70476. */
  70477. export class BoundingSphere {
  70478. /**
  70479. * Gets the center of the bounding sphere in local space
  70480. */
  70481. readonly center: Vector3;
  70482. /**
  70483. * Radius of the bounding sphere in local space
  70484. */
  70485. radius: number;
  70486. /**
  70487. * Gets the center of the bounding sphere in world space
  70488. */
  70489. readonly centerWorld: Vector3;
  70490. /**
  70491. * Radius of the bounding sphere in world space
  70492. */
  70493. radiusWorld: number;
  70494. /**
  70495. * Gets the minimum vector in local space
  70496. */
  70497. readonly minimum: Vector3;
  70498. /**
  70499. * Gets the maximum vector in local space
  70500. */
  70501. readonly maximum: Vector3;
  70502. private _worldMatrix;
  70503. private static readonly TmpVector3;
  70504. /**
  70505. * Creates a new bounding sphere
  70506. * @param min defines the minimum vector (in local space)
  70507. * @param max defines the maximum vector (in local space)
  70508. * @param worldMatrix defines the new world matrix
  70509. */
  70510. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70511. /**
  70512. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  70513. * @param min defines the new minimum vector (in local space)
  70514. * @param max defines the new maximum vector (in local space)
  70515. * @param worldMatrix defines the new world matrix
  70516. */
  70517. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70518. /**
  70519. * Scale the current bounding sphere by applying a scale factor
  70520. * @param factor defines the scale factor to apply
  70521. * @returns the current bounding box
  70522. */
  70523. scale(factor: number): BoundingSphere;
  70524. /**
  70525. * Gets the world matrix of the bounding box
  70526. * @returns a matrix
  70527. */
  70528. getWorldMatrix(): DeepImmutable<Matrix>;
  70529. /** @hidden */
  70530. _update(worldMatrix: DeepImmutable<Matrix>): void;
  70531. /**
  70532. * Tests if the bounding sphere is intersecting the frustum planes
  70533. * @param frustumPlanes defines the frustum planes to test
  70534. * @returns true if there is an intersection
  70535. */
  70536. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70537. /**
  70538. * Tests if the bounding sphere center is in between the frustum planes.
  70539. * Used for optimistic fast inclusion.
  70540. * @param frustumPlanes defines the frustum planes to test
  70541. * @returns true if the sphere center is in between the frustum planes
  70542. */
  70543. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70544. /**
  70545. * Tests if a point is inside the bounding sphere
  70546. * @param point defines the point to test
  70547. * @returns true if the point is inside the bounding sphere
  70548. */
  70549. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70550. /**
  70551. * Checks if two sphere intersct
  70552. * @param sphere0 sphere 0
  70553. * @param sphere1 sphere 1
  70554. * @returns true if the speres intersect
  70555. */
  70556. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  70557. }
  70558. }
  70559. declare module BABYLON {
  70560. /**
  70561. * Class used to store bounding box information
  70562. */
  70563. export class BoundingBox implements ICullable {
  70564. /**
  70565. * Gets the 8 vectors representing the bounding box in local space
  70566. */
  70567. readonly vectors: Vector3[];
  70568. /**
  70569. * Gets the center of the bounding box in local space
  70570. */
  70571. readonly center: Vector3;
  70572. /**
  70573. * Gets the center of the bounding box in world space
  70574. */
  70575. readonly centerWorld: Vector3;
  70576. /**
  70577. * Gets the extend size in local space
  70578. */
  70579. readonly extendSize: Vector3;
  70580. /**
  70581. * Gets the extend size in world space
  70582. */
  70583. readonly extendSizeWorld: Vector3;
  70584. /**
  70585. * Gets the OBB (object bounding box) directions
  70586. */
  70587. readonly directions: Vector3[];
  70588. /**
  70589. * Gets the 8 vectors representing the bounding box in world space
  70590. */
  70591. readonly vectorsWorld: Vector3[];
  70592. /**
  70593. * Gets the minimum vector in world space
  70594. */
  70595. readonly minimumWorld: Vector3;
  70596. /**
  70597. * Gets the maximum vector in world space
  70598. */
  70599. readonly maximumWorld: Vector3;
  70600. /**
  70601. * Gets the minimum vector in local space
  70602. */
  70603. readonly minimum: Vector3;
  70604. /**
  70605. * Gets the maximum vector in local space
  70606. */
  70607. readonly maximum: Vector3;
  70608. private _worldMatrix;
  70609. private static readonly TmpVector3;
  70610. /**
  70611. * @hidden
  70612. */
  70613. _tag: number;
  70614. /**
  70615. * Creates a new bounding box
  70616. * @param min defines the minimum vector (in local space)
  70617. * @param max defines the maximum vector (in local space)
  70618. * @param worldMatrix defines the new world matrix
  70619. */
  70620. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70621. /**
  70622. * Recreates the entire bounding box from scratch as if we call the constructor in place
  70623. * @param min defines the new minimum vector (in local space)
  70624. * @param max defines the new maximum vector (in local space)
  70625. * @param worldMatrix defines the new world matrix
  70626. */
  70627. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70628. /**
  70629. * Scale the current bounding box by applying a scale factor
  70630. * @param factor defines the scale factor to apply
  70631. * @returns the current bounding box
  70632. */
  70633. scale(factor: number): BoundingBox;
  70634. /**
  70635. * Gets the world matrix of the bounding box
  70636. * @returns a matrix
  70637. */
  70638. getWorldMatrix(): DeepImmutable<Matrix>;
  70639. /** @hidden */
  70640. _update(world: DeepImmutable<Matrix>): void;
  70641. /**
  70642. * Tests if the bounding box is intersecting the frustum planes
  70643. * @param frustumPlanes defines the frustum planes to test
  70644. * @returns true if there is an intersection
  70645. */
  70646. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70647. /**
  70648. * Tests if the bounding box is entirely inside the frustum planes
  70649. * @param frustumPlanes defines the frustum planes to test
  70650. * @returns true if there is an inclusion
  70651. */
  70652. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70653. /**
  70654. * Tests if a point is inside the bounding box
  70655. * @param point defines the point to test
  70656. * @returns true if the point is inside the bounding box
  70657. */
  70658. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70659. /**
  70660. * Tests if the bounding box intersects with a bounding sphere
  70661. * @param sphere defines the sphere to test
  70662. * @returns true if there is an intersection
  70663. */
  70664. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  70665. /**
  70666. * Tests if the bounding box intersects with a box defined by a min and max vectors
  70667. * @param min defines the min vector to use
  70668. * @param max defines the max vector to use
  70669. * @returns true if there is an intersection
  70670. */
  70671. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  70672. /**
  70673. * Tests if two bounding boxes are intersections
  70674. * @param box0 defines the first box to test
  70675. * @param box1 defines the second box to test
  70676. * @returns true if there is an intersection
  70677. */
  70678. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  70679. /**
  70680. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  70681. * @param minPoint defines the minimum vector of the bounding box
  70682. * @param maxPoint defines the maximum vector of the bounding box
  70683. * @param sphereCenter defines the sphere center
  70684. * @param sphereRadius defines the sphere radius
  70685. * @returns true if there is an intersection
  70686. */
  70687. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  70688. /**
  70689. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  70690. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  70691. * @param frustumPlanes defines the frustum planes to test
  70692. * @return true if there is an inclusion
  70693. */
  70694. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70695. /**
  70696. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  70697. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  70698. * @param frustumPlanes defines the frustum planes to test
  70699. * @return true if there is an intersection
  70700. */
  70701. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70702. }
  70703. }
  70704. declare module BABYLON {
  70705. /** @hidden */
  70706. export class Collider {
  70707. /** Define if a collision was found */
  70708. collisionFound: boolean;
  70709. /**
  70710. * Define last intersection point in local space
  70711. */
  70712. intersectionPoint: Vector3;
  70713. /**
  70714. * Define last collided mesh
  70715. */
  70716. collidedMesh: Nullable<AbstractMesh>;
  70717. private _collisionPoint;
  70718. private _planeIntersectionPoint;
  70719. private _tempVector;
  70720. private _tempVector2;
  70721. private _tempVector3;
  70722. private _tempVector4;
  70723. private _edge;
  70724. private _baseToVertex;
  70725. private _destinationPoint;
  70726. private _slidePlaneNormal;
  70727. private _displacementVector;
  70728. /** @hidden */
  70729. _radius: Vector3;
  70730. /** @hidden */
  70731. _retry: number;
  70732. private _velocity;
  70733. private _basePoint;
  70734. private _epsilon;
  70735. /** @hidden */
  70736. _velocityWorldLength: number;
  70737. /** @hidden */
  70738. _basePointWorld: Vector3;
  70739. private _velocityWorld;
  70740. private _normalizedVelocity;
  70741. /** @hidden */
  70742. _initialVelocity: Vector3;
  70743. /** @hidden */
  70744. _initialPosition: Vector3;
  70745. private _nearestDistance;
  70746. private _collisionMask;
  70747. collisionMask: number;
  70748. /**
  70749. * Gets the plane normal used to compute the sliding response (in local space)
  70750. */
  70751. readonly slidePlaneNormal: Vector3;
  70752. /** @hidden */
  70753. _initialize(source: Vector3, dir: Vector3, e: number): void;
  70754. /** @hidden */
  70755. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  70756. /** @hidden */
  70757. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  70758. /** @hidden */
  70759. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  70760. /** @hidden */
  70761. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  70762. /** @hidden */
  70763. _getResponse(pos: Vector3, vel: Vector3): void;
  70764. }
  70765. }
  70766. declare module BABYLON {
  70767. /**
  70768. * Interface for cullable objects
  70769. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  70770. */
  70771. export interface ICullable {
  70772. /**
  70773. * Checks if the object or part of the object is in the frustum
  70774. * @param frustumPlanes Camera near/planes
  70775. * @returns true if the object is in frustum otherwise false
  70776. */
  70777. isInFrustum(frustumPlanes: Plane[]): boolean;
  70778. /**
  70779. * Checks if a cullable object (mesh...) is in the camera frustum
  70780. * Unlike isInFrustum this cheks the full bounding box
  70781. * @param frustumPlanes Camera near/planes
  70782. * @returns true if the object is in frustum otherwise false
  70783. */
  70784. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  70785. }
  70786. /**
  70787. * Info for a bounding data of a mesh
  70788. */
  70789. export class BoundingInfo implements ICullable {
  70790. /**
  70791. * Bounding box for the mesh
  70792. */
  70793. readonly boundingBox: BoundingBox;
  70794. /**
  70795. * Bounding sphere for the mesh
  70796. */
  70797. readonly boundingSphere: BoundingSphere;
  70798. private _isLocked;
  70799. private static readonly TmpVector3;
  70800. /**
  70801. * Constructs bounding info
  70802. * @param minimum min vector of the bounding box/sphere
  70803. * @param maximum max vector of the bounding box/sphere
  70804. * @param worldMatrix defines the new world matrix
  70805. */
  70806. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70807. /**
  70808. * Recreates the entire bounding info from scratch as if we call the constructor in place
  70809. * @param min defines the new minimum vector (in local space)
  70810. * @param max defines the new maximum vector (in local space)
  70811. * @param worldMatrix defines the new world matrix
  70812. */
  70813. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70814. /**
  70815. * min vector of the bounding box/sphere
  70816. */
  70817. readonly minimum: Vector3;
  70818. /**
  70819. * max vector of the bounding box/sphere
  70820. */
  70821. readonly maximum: Vector3;
  70822. /**
  70823. * If the info is locked and won't be updated to avoid perf overhead
  70824. */
  70825. isLocked: boolean;
  70826. /**
  70827. * Updates the bounding sphere and box
  70828. * @param world world matrix to be used to update
  70829. */
  70830. update(world: DeepImmutable<Matrix>): void;
  70831. /**
  70832. * Recreate the bounding info to be centered around a specific point given a specific extend.
  70833. * @param center New center of the bounding info
  70834. * @param extend New extend of the bounding info
  70835. * @returns the current bounding info
  70836. */
  70837. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  70838. /**
  70839. * Scale the current bounding info by applying a scale factor
  70840. * @param factor defines the scale factor to apply
  70841. * @returns the current bounding info
  70842. */
  70843. scale(factor: number): BoundingInfo;
  70844. /**
  70845. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  70846. * @param frustumPlanes defines the frustum to test
  70847. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  70848. * @returns true if the bounding info is in the frustum planes
  70849. */
  70850. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  70851. /**
  70852. * Gets the world distance between the min and max points of the bounding box
  70853. */
  70854. readonly diagonalLength: number;
  70855. /**
  70856. * Checks if a cullable object (mesh...) is in the camera frustum
  70857. * Unlike isInFrustum this cheks the full bounding box
  70858. * @param frustumPlanes Camera near/planes
  70859. * @returns true if the object is in frustum otherwise false
  70860. */
  70861. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70862. /** @hidden */
  70863. _checkCollision(collider: Collider): boolean;
  70864. /**
  70865. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  70866. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  70867. * @param point the point to check intersection with
  70868. * @returns if the point intersects
  70869. */
  70870. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70871. /**
  70872. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  70873. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  70874. * @param boundingInfo the bounding info to check intersection with
  70875. * @param precise if the intersection should be done using OBB
  70876. * @returns if the bounding info intersects
  70877. */
  70878. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  70879. }
  70880. }
  70881. declare module BABYLON {
  70882. /**
  70883. * Extracts minimum and maximum values from a list of indexed positions
  70884. * @param positions defines the positions to use
  70885. * @param indices defines the indices to the positions
  70886. * @param indexStart defines the start index
  70887. * @param indexCount defines the end index
  70888. * @param bias defines bias value to add to the result
  70889. * @return minimum and maximum values
  70890. */
  70891. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  70892. minimum: Vector3;
  70893. maximum: Vector3;
  70894. };
  70895. /**
  70896. * Extracts minimum and maximum values from a list of positions
  70897. * @param positions defines the positions to use
  70898. * @param start defines the start index in the positions array
  70899. * @param count defines the number of positions to handle
  70900. * @param bias defines bias value to add to the result
  70901. * @param stride defines the stride size to use (distance between two positions in the positions array)
  70902. * @return minimum and maximum values
  70903. */
  70904. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  70905. minimum: Vector3;
  70906. maximum: Vector3;
  70907. };
  70908. }
  70909. declare module BABYLON {
  70910. /**
  70911. * Enum that determines the text-wrapping mode to use.
  70912. */
  70913. export enum InspectableType {
  70914. /**
  70915. * Checkbox for booleans
  70916. */
  70917. Checkbox = 0,
  70918. /**
  70919. * Sliders for numbers
  70920. */
  70921. Slider = 1,
  70922. /**
  70923. * Vector3
  70924. */
  70925. Vector3 = 2,
  70926. /**
  70927. * Quaternions
  70928. */
  70929. Quaternion = 3,
  70930. /**
  70931. * Color3
  70932. */
  70933. Color3 = 4,
  70934. /**
  70935. * String
  70936. */
  70937. String = 5
  70938. }
  70939. /**
  70940. * Interface used to define custom inspectable properties.
  70941. * This interface is used by the inspector to display custom property grids
  70942. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  70943. */
  70944. export interface IInspectable {
  70945. /**
  70946. * Gets the label to display
  70947. */
  70948. label: string;
  70949. /**
  70950. * Gets the name of the property to edit
  70951. */
  70952. propertyName: string;
  70953. /**
  70954. * Gets the type of the editor to use
  70955. */
  70956. type: InspectableType;
  70957. /**
  70958. * Gets the minimum value of the property when using in "slider" mode
  70959. */
  70960. min?: number;
  70961. /**
  70962. * Gets the maximum value of the property when using in "slider" mode
  70963. */
  70964. max?: number;
  70965. /**
  70966. * Gets the setp to use when using in "slider" mode
  70967. */
  70968. step?: number;
  70969. }
  70970. }
  70971. declare module BABYLON {
  70972. /**
  70973. * Class used to provide helper for timing
  70974. */
  70975. export class TimingTools {
  70976. /**
  70977. * Polyfill for setImmediate
  70978. * @param action defines the action to execute after the current execution block
  70979. */
  70980. static SetImmediate(action: () => void): void;
  70981. }
  70982. }
  70983. declare module BABYLON {
  70984. /**
  70985. * Class used to enable instatition of objects by class name
  70986. */
  70987. export class InstantiationTools {
  70988. /**
  70989. * Use this object to register external classes like custom textures or material
  70990. * to allow the laoders to instantiate them
  70991. */
  70992. static RegisteredExternalClasses: {
  70993. [key: string]: Object;
  70994. };
  70995. /**
  70996. * Tries to instantiate a new object from a given class name
  70997. * @param className defines the class name to instantiate
  70998. * @returns the new object or null if the system was not able to do the instantiation
  70999. */
  71000. static Instantiate(className: string): any;
  71001. }
  71002. }
  71003. declare module BABYLON {
  71004. /**
  71005. * This represents the required contract to create a new type of texture loader.
  71006. */
  71007. export interface IInternalTextureLoader {
  71008. /**
  71009. * Defines wether the loader supports cascade loading the different faces.
  71010. */
  71011. supportCascades: boolean;
  71012. /**
  71013. * This returns if the loader support the current file information.
  71014. * @param extension defines the file extension of the file being loaded
  71015. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71016. * @param fallback defines the fallback internal texture if any
  71017. * @param isBase64 defines whether the texture is encoded as a base64
  71018. * @param isBuffer defines whether the texture data are stored as a buffer
  71019. * @returns true if the loader can load the specified file
  71020. */
  71021. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  71022. /**
  71023. * Transform the url before loading if required.
  71024. * @param rootUrl the url of the texture
  71025. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71026. * @returns the transformed texture
  71027. */
  71028. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  71029. /**
  71030. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  71031. * @param rootUrl the url of the texture
  71032. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71033. * @returns the fallback texture
  71034. */
  71035. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  71036. /**
  71037. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  71038. * @param data contains the texture data
  71039. * @param texture defines the BabylonJS internal texture
  71040. * @param createPolynomials will be true if polynomials have been requested
  71041. * @param onLoad defines the callback to trigger once the texture is ready
  71042. * @param onError defines the callback to trigger in case of error
  71043. */
  71044. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  71045. /**
  71046. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  71047. * @param data contains the texture data
  71048. * @param texture defines the BabylonJS internal texture
  71049. * @param callback defines the method to call once ready to upload
  71050. */
  71051. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  71052. }
  71053. }
  71054. declare module BABYLON {
  71055. interface Engine {
  71056. /**
  71057. * Creates a depth stencil cube texture.
  71058. * This is only available in WebGL 2.
  71059. * @param size The size of face edge in the cube texture.
  71060. * @param options The options defining the cube texture.
  71061. * @returns The cube texture
  71062. */
  71063. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  71064. /**
  71065. * Creates a cube texture
  71066. * @param rootUrl defines the url where the files to load is located
  71067. * @param scene defines the current scene
  71068. * @param files defines the list of files to load (1 per face)
  71069. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71070. * @param onLoad defines an optional callback raised when the texture is loaded
  71071. * @param onError defines an optional callback raised if there is an issue to load the texture
  71072. * @param format defines the format of the data
  71073. * @param forcedExtension defines the extension to use to pick the right loader
  71074. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71075. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71076. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71077. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  71078. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  71079. * @returns the cube texture as an InternalTexture
  71080. */
  71081. 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;
  71082. /**
  71083. * Creates a cube texture
  71084. * @param rootUrl defines the url where the files to load is located
  71085. * @param scene defines the current scene
  71086. * @param files defines the list of files to load (1 per face)
  71087. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71088. * @param onLoad defines an optional callback raised when the texture is loaded
  71089. * @param onError defines an optional callback raised if there is an issue to load the texture
  71090. * @param format defines the format of the data
  71091. * @param forcedExtension defines the extension to use to pick the right loader
  71092. * @returns the cube texture as an InternalTexture
  71093. */
  71094. 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;
  71095. /**
  71096. * Creates a cube texture
  71097. * @param rootUrl defines the url where the files to load is located
  71098. * @param scene defines the current scene
  71099. * @param files defines the list of files to load (1 per face)
  71100. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71101. * @param onLoad defines an optional callback raised when the texture is loaded
  71102. * @param onError defines an optional callback raised if there is an issue to load the texture
  71103. * @param format defines the format of the data
  71104. * @param forcedExtension defines the extension to use to pick the right loader
  71105. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71106. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71107. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71108. * @returns the cube texture as an InternalTexture
  71109. */
  71110. 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;
  71111. /** @hidden */
  71112. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71113. /** @hidden */
  71114. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71115. /** @hidden */
  71116. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71117. /** @hidden */
  71118. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71119. }
  71120. }
  71121. declare module BABYLON {
  71122. /**
  71123. * Class for creating a cube texture
  71124. */
  71125. export class CubeTexture extends BaseTexture {
  71126. private _delayedOnLoad;
  71127. /**
  71128. * The url of the texture
  71129. */
  71130. url: string;
  71131. /**
  71132. * Gets or sets the center of the bounding box associated with the cube texture.
  71133. * It must define where the camera used to render the texture was set
  71134. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71135. */
  71136. boundingBoxPosition: Vector3;
  71137. private _boundingBoxSize;
  71138. /**
  71139. * Gets or sets the size of the bounding box associated with the cube texture
  71140. * When defined, the cubemap will switch to local mode
  71141. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  71142. * @example https://www.babylonjs-playground.com/#RNASML
  71143. */
  71144. /**
  71145. * Returns the bounding box size
  71146. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71147. */
  71148. boundingBoxSize: Vector3;
  71149. protected _rotationY: number;
  71150. /**
  71151. * Sets texture matrix rotation angle around Y axis in radians.
  71152. */
  71153. /**
  71154. * Gets texture matrix rotation angle around Y axis radians.
  71155. */
  71156. rotationY: number;
  71157. /**
  71158. * Are mip maps generated for this texture or not.
  71159. */
  71160. readonly noMipmap: boolean;
  71161. private _noMipmap;
  71162. private _files;
  71163. private _extensions;
  71164. private _textureMatrix;
  71165. private _format;
  71166. private _createPolynomials;
  71167. /** @hidden */
  71168. _prefiltered: boolean;
  71169. /**
  71170. * Creates a cube texture from an array of image urls
  71171. * @param files defines an array of image urls
  71172. * @param scene defines the hosting scene
  71173. * @param noMipmap specifies if mip maps are not used
  71174. * @returns a cube texture
  71175. */
  71176. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  71177. /**
  71178. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  71179. * @param url defines the url of the prefiltered texture
  71180. * @param scene defines the scene the texture is attached to
  71181. * @param forcedExtension defines the extension of the file if different from the url
  71182. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71183. * @return the prefiltered texture
  71184. */
  71185. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  71186. /**
  71187. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  71188. * as prefiltered data.
  71189. * @param rootUrl defines the url of the texture or the root name of the six images
  71190. * @param scene defines the scene the texture is attached to
  71191. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  71192. * @param noMipmap defines if mipmaps should be created or not
  71193. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  71194. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  71195. * @param onError defines a callback triggered in case of error during load
  71196. * @param format defines the internal format to use for the texture once loaded
  71197. * @param prefiltered defines whether or not the texture is created from prefiltered data
  71198. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  71199. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71200. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71201. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71202. * @return the cube texture
  71203. */
  71204. 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);
  71205. /**
  71206. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  71207. */
  71208. readonly isPrefiltered: boolean;
  71209. /**
  71210. * Get the current class name of the texture useful for serialization or dynamic coding.
  71211. * @returns "CubeTexture"
  71212. */
  71213. getClassName(): string;
  71214. /**
  71215. * Update the url (and optional buffer) of this texture if url was null during construction.
  71216. * @param url the url of the texture
  71217. * @param forcedExtension defines the extension to use
  71218. * @param onLoad callback called when the texture is loaded (defaults to null)
  71219. */
  71220. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  71221. /**
  71222. * Delays loading of the cube texture
  71223. * @param forcedExtension defines the extension to use
  71224. */
  71225. delayLoad(forcedExtension?: string): void;
  71226. /**
  71227. * Returns the reflection texture matrix
  71228. * @returns the reflection texture matrix
  71229. */
  71230. getReflectionTextureMatrix(): Matrix;
  71231. /**
  71232. * Sets the reflection texture matrix
  71233. * @param value Reflection texture matrix
  71234. */
  71235. setReflectionTextureMatrix(value: Matrix): void;
  71236. /**
  71237. * Parses text to create a cube texture
  71238. * @param parsedTexture define the serialized text to read from
  71239. * @param scene defines the hosting scene
  71240. * @param rootUrl defines the root url of the cube texture
  71241. * @returns a cube texture
  71242. */
  71243. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  71244. /**
  71245. * Makes a clone, or deep copy, of the cube texture
  71246. * @returns a new cube texture
  71247. */
  71248. clone(): CubeTexture;
  71249. }
  71250. }
  71251. declare module BABYLON {
  71252. /**
  71253. * Manages the defines for the Material
  71254. */
  71255. export class MaterialDefines {
  71256. /** @hidden */
  71257. protected _keys: string[];
  71258. private _isDirty;
  71259. /** @hidden */
  71260. _renderId: number;
  71261. /** @hidden */
  71262. _areLightsDirty: boolean;
  71263. /** @hidden */
  71264. _areAttributesDirty: boolean;
  71265. /** @hidden */
  71266. _areTexturesDirty: boolean;
  71267. /** @hidden */
  71268. _areFresnelDirty: boolean;
  71269. /** @hidden */
  71270. _areMiscDirty: boolean;
  71271. /** @hidden */
  71272. _areImageProcessingDirty: boolean;
  71273. /** @hidden */
  71274. _normals: boolean;
  71275. /** @hidden */
  71276. _uvs: boolean;
  71277. /** @hidden */
  71278. _needNormals: boolean;
  71279. /** @hidden */
  71280. _needUVs: boolean;
  71281. [id: string]: any;
  71282. /**
  71283. * Specifies if the material needs to be re-calculated
  71284. */
  71285. readonly isDirty: boolean;
  71286. /**
  71287. * Marks the material to indicate that it has been re-calculated
  71288. */
  71289. markAsProcessed(): void;
  71290. /**
  71291. * Marks the material to indicate that it needs to be re-calculated
  71292. */
  71293. markAsUnprocessed(): void;
  71294. /**
  71295. * Marks the material to indicate all of its defines need to be re-calculated
  71296. */
  71297. markAllAsDirty(): void;
  71298. /**
  71299. * Marks the material to indicate that image processing needs to be re-calculated
  71300. */
  71301. markAsImageProcessingDirty(): void;
  71302. /**
  71303. * Marks the material to indicate the lights need to be re-calculated
  71304. */
  71305. markAsLightDirty(): void;
  71306. /**
  71307. * Marks the attribute state as changed
  71308. */
  71309. markAsAttributesDirty(): void;
  71310. /**
  71311. * Marks the texture state as changed
  71312. */
  71313. markAsTexturesDirty(): void;
  71314. /**
  71315. * Marks the fresnel state as changed
  71316. */
  71317. markAsFresnelDirty(): void;
  71318. /**
  71319. * Marks the misc state as changed
  71320. */
  71321. markAsMiscDirty(): void;
  71322. /**
  71323. * Rebuilds the material defines
  71324. */
  71325. rebuild(): void;
  71326. /**
  71327. * Specifies if two material defines are equal
  71328. * @param other - A material define instance to compare to
  71329. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  71330. */
  71331. isEqual(other: MaterialDefines): boolean;
  71332. /**
  71333. * Clones this instance's defines to another instance
  71334. * @param other - material defines to clone values to
  71335. */
  71336. cloneTo(other: MaterialDefines): void;
  71337. /**
  71338. * Resets the material define values
  71339. */
  71340. reset(): void;
  71341. /**
  71342. * Converts the material define values to a string
  71343. * @returns - String of material define information
  71344. */
  71345. toString(): string;
  71346. }
  71347. }
  71348. declare module BABYLON {
  71349. /**
  71350. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  71351. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  71352. * 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;
  71353. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  71354. */
  71355. export class ColorCurves {
  71356. private _dirty;
  71357. private _tempColor;
  71358. private _globalCurve;
  71359. private _highlightsCurve;
  71360. private _midtonesCurve;
  71361. private _shadowsCurve;
  71362. private _positiveCurve;
  71363. private _negativeCurve;
  71364. private _globalHue;
  71365. private _globalDensity;
  71366. private _globalSaturation;
  71367. private _globalExposure;
  71368. /**
  71369. * Gets the global Hue value.
  71370. * 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).
  71371. */
  71372. /**
  71373. * Sets the global Hue value.
  71374. * 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).
  71375. */
  71376. globalHue: number;
  71377. /**
  71378. * Gets the global Density value.
  71379. * 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.
  71380. * Values less than zero provide a filter of opposite hue.
  71381. */
  71382. /**
  71383. * Sets the global Density value.
  71384. * 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.
  71385. * Values less than zero provide a filter of opposite hue.
  71386. */
  71387. globalDensity: number;
  71388. /**
  71389. * Gets the global Saturation value.
  71390. * 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.
  71391. */
  71392. /**
  71393. * Sets the global Saturation value.
  71394. * 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.
  71395. */
  71396. globalSaturation: number;
  71397. /**
  71398. * Gets the global Exposure value.
  71399. * 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.
  71400. */
  71401. /**
  71402. * Sets the global Exposure value.
  71403. * 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.
  71404. */
  71405. globalExposure: number;
  71406. private _highlightsHue;
  71407. private _highlightsDensity;
  71408. private _highlightsSaturation;
  71409. private _highlightsExposure;
  71410. /**
  71411. * Gets the highlights Hue value.
  71412. * 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).
  71413. */
  71414. /**
  71415. * Sets the highlights Hue value.
  71416. * 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).
  71417. */
  71418. highlightsHue: number;
  71419. /**
  71420. * Gets the highlights Density value.
  71421. * 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.
  71422. * Values less than zero provide a filter of opposite hue.
  71423. */
  71424. /**
  71425. * Sets the highlights Density value.
  71426. * 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.
  71427. * Values less than zero provide a filter of opposite hue.
  71428. */
  71429. highlightsDensity: number;
  71430. /**
  71431. * Gets the highlights Saturation value.
  71432. * 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.
  71433. */
  71434. /**
  71435. * Sets the highlights Saturation value.
  71436. * 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.
  71437. */
  71438. highlightsSaturation: number;
  71439. /**
  71440. * Gets the highlights Exposure value.
  71441. * 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.
  71442. */
  71443. /**
  71444. * Sets the highlights Exposure value.
  71445. * 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.
  71446. */
  71447. highlightsExposure: number;
  71448. private _midtonesHue;
  71449. private _midtonesDensity;
  71450. private _midtonesSaturation;
  71451. private _midtonesExposure;
  71452. /**
  71453. * Gets the midtones Hue value.
  71454. * 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).
  71455. */
  71456. /**
  71457. * Sets the midtones Hue value.
  71458. * 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).
  71459. */
  71460. midtonesHue: number;
  71461. /**
  71462. * Gets the midtones Density value.
  71463. * 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.
  71464. * Values less than zero provide a filter of opposite hue.
  71465. */
  71466. /**
  71467. * Sets the midtones Density value.
  71468. * 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.
  71469. * Values less than zero provide a filter of opposite hue.
  71470. */
  71471. midtonesDensity: number;
  71472. /**
  71473. * Gets the midtones Saturation value.
  71474. * 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.
  71475. */
  71476. /**
  71477. * Sets the midtones Saturation value.
  71478. * 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.
  71479. */
  71480. midtonesSaturation: number;
  71481. /**
  71482. * Gets the midtones Exposure value.
  71483. * 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.
  71484. */
  71485. /**
  71486. * Sets the midtones Exposure value.
  71487. * 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.
  71488. */
  71489. midtonesExposure: number;
  71490. private _shadowsHue;
  71491. private _shadowsDensity;
  71492. private _shadowsSaturation;
  71493. private _shadowsExposure;
  71494. /**
  71495. * Gets the shadows Hue value.
  71496. * 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).
  71497. */
  71498. /**
  71499. * Sets the shadows Hue value.
  71500. * 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).
  71501. */
  71502. shadowsHue: number;
  71503. /**
  71504. * Gets the shadows Density value.
  71505. * 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.
  71506. * Values less than zero provide a filter of opposite hue.
  71507. */
  71508. /**
  71509. * Sets the shadows Density value.
  71510. * 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.
  71511. * Values less than zero provide a filter of opposite hue.
  71512. */
  71513. shadowsDensity: number;
  71514. /**
  71515. * Gets the shadows Saturation value.
  71516. * 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.
  71517. */
  71518. /**
  71519. * Sets the shadows Saturation value.
  71520. * 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.
  71521. */
  71522. shadowsSaturation: number;
  71523. /**
  71524. * Gets the shadows Exposure value.
  71525. * 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.
  71526. */
  71527. /**
  71528. * Sets the shadows Exposure value.
  71529. * 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.
  71530. */
  71531. shadowsExposure: number;
  71532. /**
  71533. * Returns the class name
  71534. * @returns The class name
  71535. */
  71536. getClassName(): string;
  71537. /**
  71538. * Binds the color curves to the shader.
  71539. * @param colorCurves The color curve to bind
  71540. * @param effect The effect to bind to
  71541. * @param positiveUniform The positive uniform shader parameter
  71542. * @param neutralUniform The neutral uniform shader parameter
  71543. * @param negativeUniform The negative uniform shader parameter
  71544. */
  71545. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  71546. /**
  71547. * Prepare the list of uniforms associated with the ColorCurves effects.
  71548. * @param uniformsList The list of uniforms used in the effect
  71549. */
  71550. static PrepareUniforms(uniformsList: string[]): void;
  71551. /**
  71552. * Returns color grading data based on a hue, density, saturation and exposure value.
  71553. * @param filterHue The hue of the color filter.
  71554. * @param filterDensity The density of the color filter.
  71555. * @param saturation The saturation.
  71556. * @param exposure The exposure.
  71557. * @param result The result data container.
  71558. */
  71559. private getColorGradingDataToRef;
  71560. /**
  71561. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  71562. * @param value The input slider value in range [-100,100].
  71563. * @returns Adjusted value.
  71564. */
  71565. private static applyColorGradingSliderNonlinear;
  71566. /**
  71567. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  71568. * @param hue The hue (H) input.
  71569. * @param saturation The saturation (S) input.
  71570. * @param brightness The brightness (B) input.
  71571. * @result An RGBA color represented as Vector4.
  71572. */
  71573. private static fromHSBToRef;
  71574. /**
  71575. * Returns a value clamped between min and max
  71576. * @param value The value to clamp
  71577. * @param min The minimum of value
  71578. * @param max The maximum of value
  71579. * @returns The clamped value.
  71580. */
  71581. private static clamp;
  71582. /**
  71583. * Clones the current color curve instance.
  71584. * @return The cloned curves
  71585. */
  71586. clone(): ColorCurves;
  71587. /**
  71588. * Serializes the current color curve instance to a json representation.
  71589. * @return a JSON representation
  71590. */
  71591. serialize(): any;
  71592. /**
  71593. * Parses the color curve from a json representation.
  71594. * @param source the JSON source to parse
  71595. * @return The parsed curves
  71596. */
  71597. static Parse(source: any): ColorCurves;
  71598. }
  71599. }
  71600. declare module BABYLON {
  71601. /**
  71602. * Interface to follow in your material defines to integrate easily the
  71603. * Image proccessing functions.
  71604. * @hidden
  71605. */
  71606. export interface IImageProcessingConfigurationDefines {
  71607. IMAGEPROCESSING: boolean;
  71608. VIGNETTE: boolean;
  71609. VIGNETTEBLENDMODEMULTIPLY: boolean;
  71610. VIGNETTEBLENDMODEOPAQUE: boolean;
  71611. TONEMAPPING: boolean;
  71612. TONEMAPPING_ACES: boolean;
  71613. CONTRAST: boolean;
  71614. EXPOSURE: boolean;
  71615. COLORCURVES: boolean;
  71616. COLORGRADING: boolean;
  71617. COLORGRADING3D: boolean;
  71618. SAMPLER3DGREENDEPTH: boolean;
  71619. SAMPLER3DBGRMAP: boolean;
  71620. IMAGEPROCESSINGPOSTPROCESS: boolean;
  71621. }
  71622. /**
  71623. * @hidden
  71624. */
  71625. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  71626. IMAGEPROCESSING: boolean;
  71627. VIGNETTE: boolean;
  71628. VIGNETTEBLENDMODEMULTIPLY: boolean;
  71629. VIGNETTEBLENDMODEOPAQUE: boolean;
  71630. TONEMAPPING: boolean;
  71631. TONEMAPPING_ACES: boolean;
  71632. CONTRAST: boolean;
  71633. COLORCURVES: boolean;
  71634. COLORGRADING: boolean;
  71635. COLORGRADING3D: boolean;
  71636. SAMPLER3DGREENDEPTH: boolean;
  71637. SAMPLER3DBGRMAP: boolean;
  71638. IMAGEPROCESSINGPOSTPROCESS: boolean;
  71639. EXPOSURE: boolean;
  71640. constructor();
  71641. }
  71642. /**
  71643. * This groups together the common properties used for image processing either in direct forward pass
  71644. * or through post processing effect depending on the use of the image processing pipeline in your scene
  71645. * or not.
  71646. */
  71647. export class ImageProcessingConfiguration {
  71648. /**
  71649. * Default tone mapping applied in BabylonJS.
  71650. */
  71651. static readonly TONEMAPPING_STANDARD: number;
  71652. /**
  71653. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  71654. * to other engines rendering to increase portability.
  71655. */
  71656. static readonly TONEMAPPING_ACES: number;
  71657. /**
  71658. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  71659. */
  71660. colorCurves: Nullable<ColorCurves>;
  71661. private _colorCurvesEnabled;
  71662. /**
  71663. * Gets wether the color curves effect is enabled.
  71664. */
  71665. /**
  71666. * Sets wether the color curves effect is enabled.
  71667. */
  71668. colorCurvesEnabled: boolean;
  71669. private _colorGradingTexture;
  71670. /**
  71671. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  71672. */
  71673. /**
  71674. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  71675. */
  71676. colorGradingTexture: Nullable<BaseTexture>;
  71677. private _colorGradingEnabled;
  71678. /**
  71679. * Gets wether the color grading effect is enabled.
  71680. */
  71681. /**
  71682. * Sets wether the color grading effect is enabled.
  71683. */
  71684. colorGradingEnabled: boolean;
  71685. private _colorGradingWithGreenDepth;
  71686. /**
  71687. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  71688. */
  71689. /**
  71690. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  71691. */
  71692. colorGradingWithGreenDepth: boolean;
  71693. private _colorGradingBGR;
  71694. /**
  71695. * Gets wether the color grading texture contains BGR values.
  71696. */
  71697. /**
  71698. * Sets wether the color grading texture contains BGR values.
  71699. */
  71700. colorGradingBGR: boolean;
  71701. /** @hidden */
  71702. _exposure: number;
  71703. /**
  71704. * Gets the Exposure used in the effect.
  71705. */
  71706. /**
  71707. * Sets the Exposure used in the effect.
  71708. */
  71709. exposure: number;
  71710. private _toneMappingEnabled;
  71711. /**
  71712. * Gets wether the tone mapping effect is enabled.
  71713. */
  71714. /**
  71715. * Sets wether the tone mapping effect is enabled.
  71716. */
  71717. toneMappingEnabled: boolean;
  71718. private _toneMappingType;
  71719. /**
  71720. * Gets the type of tone mapping effect.
  71721. */
  71722. /**
  71723. * Sets the type of tone mapping effect used in BabylonJS.
  71724. */
  71725. toneMappingType: number;
  71726. protected _contrast: number;
  71727. /**
  71728. * Gets the contrast used in the effect.
  71729. */
  71730. /**
  71731. * Sets the contrast used in the effect.
  71732. */
  71733. contrast: number;
  71734. /**
  71735. * Vignette stretch size.
  71736. */
  71737. vignetteStretch: number;
  71738. /**
  71739. * Vignette centre X Offset.
  71740. */
  71741. vignetteCentreX: number;
  71742. /**
  71743. * Vignette centre Y Offset.
  71744. */
  71745. vignetteCentreY: number;
  71746. /**
  71747. * Vignette weight or intensity of the vignette effect.
  71748. */
  71749. vignetteWeight: number;
  71750. /**
  71751. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  71752. * if vignetteEnabled is set to true.
  71753. */
  71754. vignetteColor: Color4;
  71755. /**
  71756. * Camera field of view used by the Vignette effect.
  71757. */
  71758. vignetteCameraFov: number;
  71759. private _vignetteBlendMode;
  71760. /**
  71761. * Gets the vignette blend mode allowing different kind of effect.
  71762. */
  71763. /**
  71764. * Sets the vignette blend mode allowing different kind of effect.
  71765. */
  71766. vignetteBlendMode: number;
  71767. private _vignetteEnabled;
  71768. /**
  71769. * Gets wether the vignette effect is enabled.
  71770. */
  71771. /**
  71772. * Sets wether the vignette effect is enabled.
  71773. */
  71774. vignetteEnabled: boolean;
  71775. private _applyByPostProcess;
  71776. /**
  71777. * Gets wether the image processing is applied through a post process or not.
  71778. */
  71779. /**
  71780. * Sets wether the image processing is applied through a post process or not.
  71781. */
  71782. applyByPostProcess: boolean;
  71783. private _isEnabled;
  71784. /**
  71785. * Gets wether the image processing is enabled or not.
  71786. */
  71787. /**
  71788. * Sets wether the image processing is enabled or not.
  71789. */
  71790. isEnabled: boolean;
  71791. /**
  71792. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  71793. */
  71794. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  71795. /**
  71796. * Method called each time the image processing information changes requires to recompile the effect.
  71797. */
  71798. protected _updateParameters(): void;
  71799. /**
  71800. * Gets the current class name.
  71801. * @return "ImageProcessingConfiguration"
  71802. */
  71803. getClassName(): string;
  71804. /**
  71805. * Prepare the list of uniforms associated with the Image Processing effects.
  71806. * @param uniforms The list of uniforms used in the effect
  71807. * @param defines the list of defines currently in use
  71808. */
  71809. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  71810. /**
  71811. * Prepare the list of samplers associated with the Image Processing effects.
  71812. * @param samplersList The list of uniforms used in the effect
  71813. * @param defines the list of defines currently in use
  71814. */
  71815. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  71816. /**
  71817. * Prepare the list of defines associated to the shader.
  71818. * @param defines the list of defines to complete
  71819. * @param forPostProcess Define if we are currently in post process mode or not
  71820. */
  71821. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  71822. /**
  71823. * Returns true if all the image processing information are ready.
  71824. * @returns True if ready, otherwise, false
  71825. */
  71826. isReady(): boolean;
  71827. /**
  71828. * Binds the image processing to the shader.
  71829. * @param effect The effect to bind to
  71830. * @param aspectRatio Define the current aspect ratio of the effect
  71831. */
  71832. bind(effect: Effect, aspectRatio?: number): void;
  71833. /**
  71834. * Clones the current image processing instance.
  71835. * @return The cloned image processing
  71836. */
  71837. clone(): ImageProcessingConfiguration;
  71838. /**
  71839. * Serializes the current image processing instance to a json representation.
  71840. * @return a JSON representation
  71841. */
  71842. serialize(): any;
  71843. /**
  71844. * Parses the image processing from a json representation.
  71845. * @param source the JSON source to parse
  71846. * @return The parsed image processing
  71847. */
  71848. static Parse(source: any): ImageProcessingConfiguration;
  71849. private static _VIGNETTEMODE_MULTIPLY;
  71850. private static _VIGNETTEMODE_OPAQUE;
  71851. /**
  71852. * Used to apply the vignette as a mix with the pixel color.
  71853. */
  71854. static readonly VIGNETTEMODE_MULTIPLY: number;
  71855. /**
  71856. * Used to apply the vignette as a replacement of the pixel color.
  71857. */
  71858. static readonly VIGNETTEMODE_OPAQUE: number;
  71859. }
  71860. }
  71861. declare module BABYLON {
  71862. /** @hidden */
  71863. export var postprocessVertexShader: {
  71864. name: string;
  71865. shader: string;
  71866. };
  71867. }
  71868. declare module BABYLON {
  71869. /** Defines supported spaces */
  71870. export enum Space {
  71871. /** Local (object) space */
  71872. LOCAL = 0,
  71873. /** World space */
  71874. WORLD = 1,
  71875. /** Bone space */
  71876. BONE = 2
  71877. }
  71878. /** Defines the 3 main axes */
  71879. export class Axis {
  71880. /** X axis */
  71881. static X: Vector3;
  71882. /** Y axis */
  71883. static Y: Vector3;
  71884. /** Z axis */
  71885. static Z: Vector3;
  71886. }
  71887. }
  71888. declare module BABYLON {
  71889. /**
  71890. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  71891. * This is the base of the follow, arc rotate cameras and Free camera
  71892. * @see http://doc.babylonjs.com/features/cameras
  71893. */
  71894. export class TargetCamera extends Camera {
  71895. private static _RigCamTransformMatrix;
  71896. private static _TargetTransformMatrix;
  71897. private static _TargetFocalPoint;
  71898. /**
  71899. * Define the current direction the camera is moving to
  71900. */
  71901. cameraDirection: Vector3;
  71902. /**
  71903. * Define the current rotation the camera is rotating to
  71904. */
  71905. cameraRotation: Vector2;
  71906. /**
  71907. * When set, the up vector of the camera will be updated by the rotation of the camera
  71908. */
  71909. updateUpVectorFromRotation: boolean;
  71910. private _tmpQuaternion;
  71911. /**
  71912. * Define the current rotation of the camera
  71913. */
  71914. rotation: Vector3;
  71915. /**
  71916. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  71917. */
  71918. rotationQuaternion: Quaternion;
  71919. /**
  71920. * Define the current speed of the camera
  71921. */
  71922. speed: number;
  71923. /**
  71924. * Add cconstraint to the camera to prevent it to move freely in all directions and
  71925. * around all axis.
  71926. */
  71927. noRotationConstraint: boolean;
  71928. /**
  71929. * Define the current target of the camera as an object or a position.
  71930. */
  71931. lockedTarget: any;
  71932. /** @hidden */
  71933. _currentTarget: Vector3;
  71934. /** @hidden */
  71935. _initialFocalDistance: number;
  71936. /** @hidden */
  71937. _viewMatrix: Matrix;
  71938. /** @hidden */
  71939. _camMatrix: Matrix;
  71940. /** @hidden */
  71941. _cameraTransformMatrix: Matrix;
  71942. /** @hidden */
  71943. _cameraRotationMatrix: Matrix;
  71944. /** @hidden */
  71945. _referencePoint: Vector3;
  71946. /** @hidden */
  71947. _transformedReferencePoint: Vector3;
  71948. protected _globalCurrentTarget: Vector3;
  71949. protected _globalCurrentUpVector: Vector3;
  71950. /** @hidden */
  71951. _reset: () => void;
  71952. private _defaultUp;
  71953. /**
  71954. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  71955. * This is the base of the follow, arc rotate cameras and Free camera
  71956. * @see http://doc.babylonjs.com/features/cameras
  71957. * @param name Defines the name of the camera in the scene
  71958. * @param position Defines the start position of the camera in the scene
  71959. * @param scene Defines the scene the camera belongs to
  71960. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  71961. */
  71962. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  71963. /**
  71964. * Gets the position in front of the camera at a given distance.
  71965. * @param distance The distance from the camera we want the position to be
  71966. * @returns the position
  71967. */
  71968. getFrontPosition(distance: number): Vector3;
  71969. /** @hidden */
  71970. _getLockedTargetPosition(): Nullable<Vector3>;
  71971. private _storedPosition;
  71972. private _storedRotation;
  71973. private _storedRotationQuaternion;
  71974. /**
  71975. * Store current camera state of the camera (fov, position, rotation, etc..)
  71976. * @returns the camera
  71977. */
  71978. storeState(): Camera;
  71979. /**
  71980. * Restored camera state. You must call storeState() first
  71981. * @returns whether it was successful or not
  71982. * @hidden
  71983. */
  71984. _restoreStateValues(): boolean;
  71985. /** @hidden */
  71986. _initCache(): void;
  71987. /** @hidden */
  71988. _updateCache(ignoreParentClass?: boolean): void;
  71989. /** @hidden */
  71990. _isSynchronizedViewMatrix(): boolean;
  71991. /** @hidden */
  71992. _computeLocalCameraSpeed(): number;
  71993. /**
  71994. * Defines the target the camera should look at.
  71995. * @param target Defines the new target as a Vector or a mesh
  71996. */
  71997. setTarget(target: Vector3): void;
  71998. /**
  71999. * Return the current target position of the camera. This value is expressed in local space.
  72000. * @returns the target position
  72001. */
  72002. getTarget(): Vector3;
  72003. /** @hidden */
  72004. _decideIfNeedsToMove(): boolean;
  72005. /** @hidden */
  72006. _updatePosition(): void;
  72007. /** @hidden */
  72008. _checkInputs(): void;
  72009. protected _updateCameraRotationMatrix(): void;
  72010. /**
  72011. * 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)
  72012. * @returns the current camera
  72013. */
  72014. private _rotateUpVectorWithCameraRotationMatrix;
  72015. private _cachedRotationZ;
  72016. private _cachedQuaternionRotationZ;
  72017. /** @hidden */
  72018. _getViewMatrix(): Matrix;
  72019. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  72020. /**
  72021. * @hidden
  72022. */
  72023. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  72024. /**
  72025. * @hidden
  72026. */
  72027. _updateRigCameras(): void;
  72028. private _getRigCamPositionAndTarget;
  72029. /**
  72030. * Gets the current object class name.
  72031. * @return the class name
  72032. */
  72033. getClassName(): string;
  72034. }
  72035. }
  72036. declare module BABYLON {
  72037. /**
  72038. * Gather the list of keyboard event types as constants.
  72039. */
  72040. export class KeyboardEventTypes {
  72041. /**
  72042. * The keydown event is fired when a key becomes active (pressed).
  72043. */
  72044. static readonly KEYDOWN: number;
  72045. /**
  72046. * The keyup event is fired when a key has been released.
  72047. */
  72048. static readonly KEYUP: number;
  72049. }
  72050. /**
  72051. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72052. */
  72053. export class KeyboardInfo {
  72054. /**
  72055. * Defines the type of event (KeyboardEventTypes)
  72056. */
  72057. type: number;
  72058. /**
  72059. * Defines the related dom event
  72060. */
  72061. event: KeyboardEvent;
  72062. /**
  72063. * Instantiates a new keyboard info.
  72064. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72065. * @param type Defines the type of event (KeyboardEventTypes)
  72066. * @param event Defines the related dom event
  72067. */
  72068. constructor(
  72069. /**
  72070. * Defines the type of event (KeyboardEventTypes)
  72071. */
  72072. type: number,
  72073. /**
  72074. * Defines the related dom event
  72075. */
  72076. event: KeyboardEvent);
  72077. }
  72078. /**
  72079. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72080. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  72081. */
  72082. export class KeyboardInfoPre extends KeyboardInfo {
  72083. /**
  72084. * Defines the type of event (KeyboardEventTypes)
  72085. */
  72086. type: number;
  72087. /**
  72088. * Defines the related dom event
  72089. */
  72090. event: KeyboardEvent;
  72091. /**
  72092. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  72093. */
  72094. skipOnPointerObservable: boolean;
  72095. /**
  72096. * Instantiates a new keyboard pre info.
  72097. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72098. * @param type Defines the type of event (KeyboardEventTypes)
  72099. * @param event Defines the related dom event
  72100. */
  72101. constructor(
  72102. /**
  72103. * Defines the type of event (KeyboardEventTypes)
  72104. */
  72105. type: number,
  72106. /**
  72107. * Defines the related dom event
  72108. */
  72109. event: KeyboardEvent);
  72110. }
  72111. }
  72112. declare module BABYLON {
  72113. /**
  72114. * Manage the keyboard inputs to control the movement of a free camera.
  72115. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72116. */
  72117. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  72118. /**
  72119. * Defines the camera the input is attached to.
  72120. */
  72121. camera: FreeCamera;
  72122. /**
  72123. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  72124. */
  72125. keysUp: number[];
  72126. /**
  72127. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  72128. */
  72129. keysDown: number[];
  72130. /**
  72131. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  72132. */
  72133. keysLeft: number[];
  72134. /**
  72135. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  72136. */
  72137. keysRight: number[];
  72138. private _keys;
  72139. private _onCanvasBlurObserver;
  72140. private _onKeyboardObserver;
  72141. private _engine;
  72142. private _scene;
  72143. /**
  72144. * Attach the input controls to a specific dom element to get the input from.
  72145. * @param element Defines the element the controls should be listened from
  72146. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72147. */
  72148. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  72149. /**
  72150. * Detach the current controls from the specified dom element.
  72151. * @param element Defines the element to stop listening the inputs from
  72152. */
  72153. detachControl(element: Nullable<HTMLElement>): void;
  72154. /**
  72155. * Update the current camera state depending on the inputs that have been used this frame.
  72156. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72157. */
  72158. checkInputs(): void;
  72159. /**
  72160. * Gets the class name of the current intput.
  72161. * @returns the class name
  72162. */
  72163. getClassName(): string;
  72164. /** @hidden */
  72165. _onLostFocus(): void;
  72166. /**
  72167. * Get the friendly name associated with the input class.
  72168. * @returns the input friendly name
  72169. */
  72170. getSimpleName(): string;
  72171. }
  72172. }
  72173. declare module BABYLON {
  72174. /**
  72175. * Interface describing all the common properties and methods a shadow light needs to implement.
  72176. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  72177. * as well as binding the different shadow properties to the effects.
  72178. */
  72179. export interface IShadowLight extends Light {
  72180. /**
  72181. * The light id in the scene (used in scene.findLighById for instance)
  72182. */
  72183. id: string;
  72184. /**
  72185. * The position the shdow will be casted from.
  72186. */
  72187. position: Vector3;
  72188. /**
  72189. * In 2d mode (needCube being false), the direction used to cast the shadow.
  72190. */
  72191. direction: Vector3;
  72192. /**
  72193. * The transformed position. Position of the light in world space taking parenting in account.
  72194. */
  72195. transformedPosition: Vector3;
  72196. /**
  72197. * The transformed direction. Direction of the light in world space taking parenting in account.
  72198. */
  72199. transformedDirection: Vector3;
  72200. /**
  72201. * The friendly name of the light in the scene.
  72202. */
  72203. name: string;
  72204. /**
  72205. * Defines the shadow projection clipping minimum z value.
  72206. */
  72207. shadowMinZ: number;
  72208. /**
  72209. * Defines the shadow projection clipping maximum z value.
  72210. */
  72211. shadowMaxZ: number;
  72212. /**
  72213. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  72214. * @returns true if the information has been computed, false if it does not need to (no parenting)
  72215. */
  72216. computeTransformedInformation(): boolean;
  72217. /**
  72218. * Gets the scene the light belongs to.
  72219. * @returns The scene
  72220. */
  72221. getScene(): Scene;
  72222. /**
  72223. * Callback defining a custom Projection Matrix Builder.
  72224. * This can be used to override the default projection matrix computation.
  72225. */
  72226. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  72227. /**
  72228. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  72229. * @param matrix The materix to updated with the projection information
  72230. * @param viewMatrix The transform matrix of the light
  72231. * @param renderList The list of mesh to render in the map
  72232. * @returns The current light
  72233. */
  72234. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  72235. /**
  72236. * Gets the current depth scale used in ESM.
  72237. * @returns The scale
  72238. */
  72239. getDepthScale(): number;
  72240. /**
  72241. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  72242. * @returns true if a cube texture needs to be use
  72243. */
  72244. needCube(): boolean;
  72245. /**
  72246. * Detects if the projection matrix requires to be recomputed this frame.
  72247. * @returns true if it requires to be recomputed otherwise, false.
  72248. */
  72249. needProjectionMatrixCompute(): boolean;
  72250. /**
  72251. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  72252. */
  72253. forceProjectionMatrixCompute(): void;
  72254. /**
  72255. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  72256. * @param faceIndex The index of the face we are computed the direction to generate shadow
  72257. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  72258. */
  72259. getShadowDirection(faceIndex?: number): Vector3;
  72260. /**
  72261. * Gets the minZ used for shadow according to both the scene and the light.
  72262. * @param activeCamera The camera we are returning the min for
  72263. * @returns the depth min z
  72264. */
  72265. getDepthMinZ(activeCamera: Camera): number;
  72266. /**
  72267. * Gets the maxZ used for shadow according to both the scene and the light.
  72268. * @param activeCamera The camera we are returning the max for
  72269. * @returns the depth max z
  72270. */
  72271. getDepthMaxZ(activeCamera: Camera): number;
  72272. }
  72273. /**
  72274. * Base implementation IShadowLight
  72275. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  72276. */
  72277. export abstract class ShadowLight extends Light implements IShadowLight {
  72278. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  72279. protected _position: Vector3;
  72280. protected _setPosition(value: Vector3): void;
  72281. /**
  72282. * Sets the position the shadow will be casted from. Also use as the light position for both
  72283. * point and spot lights.
  72284. */
  72285. /**
  72286. * Sets the position the shadow will be casted from. Also use as the light position for both
  72287. * point and spot lights.
  72288. */
  72289. position: Vector3;
  72290. protected _direction: Vector3;
  72291. protected _setDirection(value: Vector3): void;
  72292. /**
  72293. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  72294. * Also use as the light direction on spot and directional lights.
  72295. */
  72296. /**
  72297. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  72298. * Also use as the light direction on spot and directional lights.
  72299. */
  72300. direction: Vector3;
  72301. private _shadowMinZ;
  72302. /**
  72303. * Gets the shadow projection clipping minimum z value.
  72304. */
  72305. /**
  72306. * Sets the shadow projection clipping minimum z value.
  72307. */
  72308. shadowMinZ: number;
  72309. private _shadowMaxZ;
  72310. /**
  72311. * Sets the shadow projection clipping maximum z value.
  72312. */
  72313. /**
  72314. * Gets the shadow projection clipping maximum z value.
  72315. */
  72316. shadowMaxZ: number;
  72317. /**
  72318. * Callback defining a custom Projection Matrix Builder.
  72319. * This can be used to override the default projection matrix computation.
  72320. */
  72321. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  72322. /**
  72323. * The transformed position. Position of the light in world space taking parenting in account.
  72324. */
  72325. transformedPosition: Vector3;
  72326. /**
  72327. * The transformed direction. Direction of the light in world space taking parenting in account.
  72328. */
  72329. transformedDirection: Vector3;
  72330. private _needProjectionMatrixCompute;
  72331. /**
  72332. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  72333. * @returns true if the information has been computed, false if it does not need to (no parenting)
  72334. */
  72335. computeTransformedInformation(): boolean;
  72336. /**
  72337. * Return the depth scale used for the shadow map.
  72338. * @returns the depth scale.
  72339. */
  72340. getDepthScale(): number;
  72341. /**
  72342. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  72343. * @param faceIndex The index of the face we are computed the direction to generate shadow
  72344. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  72345. */
  72346. getShadowDirection(faceIndex?: number): Vector3;
  72347. /**
  72348. * Returns the ShadowLight absolute position in the World.
  72349. * @returns the position vector in world space
  72350. */
  72351. getAbsolutePosition(): Vector3;
  72352. /**
  72353. * Sets the ShadowLight direction toward the passed target.
  72354. * @param target The point to target in local space
  72355. * @returns the updated ShadowLight direction
  72356. */
  72357. setDirectionToTarget(target: Vector3): Vector3;
  72358. /**
  72359. * Returns the light rotation in euler definition.
  72360. * @returns the x y z rotation in local space.
  72361. */
  72362. getRotation(): Vector3;
  72363. /**
  72364. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  72365. * @returns true if a cube texture needs to be use
  72366. */
  72367. needCube(): boolean;
  72368. /**
  72369. * Detects if the projection matrix requires to be recomputed this frame.
  72370. * @returns true if it requires to be recomputed otherwise, false.
  72371. */
  72372. needProjectionMatrixCompute(): boolean;
  72373. /**
  72374. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  72375. */
  72376. forceProjectionMatrixCompute(): void;
  72377. /** @hidden */
  72378. _initCache(): void;
  72379. /** @hidden */
  72380. _isSynchronized(): boolean;
  72381. /**
  72382. * Computes the world matrix of the node
  72383. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  72384. * @returns the world matrix
  72385. */
  72386. computeWorldMatrix(force?: boolean): Matrix;
  72387. /**
  72388. * Gets the minZ used for shadow according to both the scene and the light.
  72389. * @param activeCamera The camera we are returning the min for
  72390. * @returns the depth min z
  72391. */
  72392. getDepthMinZ(activeCamera: Camera): number;
  72393. /**
  72394. * Gets the maxZ used for shadow according to both the scene and the light.
  72395. * @param activeCamera The camera we are returning the max for
  72396. * @returns the depth max z
  72397. */
  72398. getDepthMaxZ(activeCamera: Camera): number;
  72399. /**
  72400. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  72401. * @param matrix The materix to updated with the projection information
  72402. * @param viewMatrix The transform matrix of the light
  72403. * @param renderList The list of mesh to render in the map
  72404. * @returns The current light
  72405. */
  72406. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  72407. }
  72408. }
  72409. declare module BABYLON {
  72410. /**
  72411. * "Static Class" containing the most commonly used helper while dealing with material for
  72412. * rendering purpose.
  72413. *
  72414. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  72415. *
  72416. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  72417. */
  72418. export class MaterialHelper {
  72419. /**
  72420. * Bind the current view position to an effect.
  72421. * @param effect The effect to be bound
  72422. * @param scene The scene the eyes position is used from
  72423. */
  72424. static BindEyePosition(effect: Effect, scene: Scene): void;
  72425. /**
  72426. * Helps preparing the defines values about the UVs in used in the effect.
  72427. * UVs are shared as much as we can accross channels in the shaders.
  72428. * @param texture The texture we are preparing the UVs for
  72429. * @param defines The defines to update
  72430. * @param key The channel key "diffuse", "specular"... used in the shader
  72431. */
  72432. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  72433. /**
  72434. * Binds a texture matrix value to its corrsponding uniform
  72435. * @param texture The texture to bind the matrix for
  72436. * @param uniformBuffer The uniform buffer receivin the data
  72437. * @param key The channel key "diffuse", "specular"... used in the shader
  72438. */
  72439. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  72440. /**
  72441. * Gets the current status of the fog (should it be enabled?)
  72442. * @param mesh defines the mesh to evaluate for fog support
  72443. * @param scene defines the hosting scene
  72444. * @returns true if fog must be enabled
  72445. */
  72446. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  72447. /**
  72448. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  72449. * @param mesh defines the current mesh
  72450. * @param scene defines the current scene
  72451. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  72452. * @param pointsCloud defines if point cloud rendering has to be turned on
  72453. * @param fogEnabled defines if fog has to be turned on
  72454. * @param alphaTest defines if alpha testing has to be turned on
  72455. * @param defines defines the current list of defines
  72456. */
  72457. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  72458. /**
  72459. * Helper used to prepare the list of defines associated with frame values for shader compilation
  72460. * @param scene defines the current scene
  72461. * @param engine defines the current engine
  72462. * @param defines specifies the list of active defines
  72463. * @param useInstances defines if instances have to be turned on
  72464. * @param useClipPlane defines if clip plane have to be turned on
  72465. */
  72466. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  72467. /**
  72468. * Prepares the defines for bones
  72469. * @param mesh The mesh containing the geometry data we will draw
  72470. * @param defines The defines to update
  72471. */
  72472. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  72473. /**
  72474. * Prepares the defines for morph targets
  72475. * @param mesh The mesh containing the geometry data we will draw
  72476. * @param defines The defines to update
  72477. */
  72478. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  72479. /**
  72480. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  72481. * @param mesh The mesh containing the geometry data we will draw
  72482. * @param defines The defines to update
  72483. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  72484. * @param useBones Precise whether bones should be used or not (override mesh info)
  72485. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  72486. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  72487. * @returns false if defines are considered not dirty and have not been checked
  72488. */
  72489. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  72490. /**
  72491. * Prepares the defines related to multiview
  72492. * @param scene The scene we are intending to draw
  72493. * @param defines The defines to update
  72494. */
  72495. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  72496. /**
  72497. * Prepares the defines related to the light information passed in parameter
  72498. * @param scene The scene we are intending to draw
  72499. * @param mesh The mesh the effect is compiling for
  72500. * @param light The light the effect is compiling for
  72501. * @param lightIndex The index of the light
  72502. * @param defines The defines to update
  72503. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  72504. * @param state Defines the current state regarding what is needed (normals, etc...)
  72505. */
  72506. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  72507. needNormals: boolean;
  72508. needRebuild: boolean;
  72509. shadowEnabled: boolean;
  72510. specularEnabled: boolean;
  72511. lightmapMode: boolean;
  72512. }): void;
  72513. /**
  72514. * Prepares the defines related to the light information passed in parameter
  72515. * @param scene The scene we are intending to draw
  72516. * @param mesh The mesh the effect is compiling for
  72517. * @param defines The defines to update
  72518. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  72519. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  72520. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  72521. * @returns true if normals will be required for the rest of the effect
  72522. */
  72523. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  72524. /**
  72525. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  72526. * @param lightIndex defines the light index
  72527. * @param uniformsList The uniform list
  72528. * @param samplersList The sampler list
  72529. * @param projectedLightTexture defines if projected texture must be used
  72530. * @param uniformBuffersList defines an optional list of uniform buffers
  72531. */
  72532. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  72533. /**
  72534. * Prepares the uniforms and samplers list to be used in the effect
  72535. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  72536. * @param samplersList The sampler list
  72537. * @param defines The defines helping in the list generation
  72538. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  72539. */
  72540. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  72541. /**
  72542. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  72543. * @param defines The defines to update while falling back
  72544. * @param fallbacks The authorized effect fallbacks
  72545. * @param maxSimultaneousLights The maximum number of lights allowed
  72546. * @param rank the current rank of the Effect
  72547. * @returns The newly affected rank
  72548. */
  72549. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  72550. private static _TmpMorphInfluencers;
  72551. /**
  72552. * Prepares the list of attributes required for morph targets according to the effect defines.
  72553. * @param attribs The current list of supported attribs
  72554. * @param mesh The mesh to prepare the morph targets attributes for
  72555. * @param influencers The number of influencers
  72556. */
  72557. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  72558. /**
  72559. * Prepares the list of attributes required for morph targets according to the effect defines.
  72560. * @param attribs The current list of supported attribs
  72561. * @param mesh The mesh to prepare the morph targets attributes for
  72562. * @param defines The current Defines of the effect
  72563. */
  72564. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  72565. /**
  72566. * Prepares the list of attributes required for bones according to the effect defines.
  72567. * @param attribs The current list of supported attribs
  72568. * @param mesh The mesh to prepare the bones attributes for
  72569. * @param defines The current Defines of the effect
  72570. * @param fallbacks The current efffect fallback strategy
  72571. */
  72572. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  72573. /**
  72574. * Check and prepare the list of attributes required for instances according to the effect defines.
  72575. * @param attribs The current list of supported attribs
  72576. * @param defines The current MaterialDefines of the effect
  72577. */
  72578. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  72579. /**
  72580. * Add the list of attributes required for instances to the attribs array.
  72581. * @param attribs The current list of supported attribs
  72582. */
  72583. static PushAttributesForInstances(attribs: string[]): void;
  72584. /**
  72585. * Binds the light shadow information to the effect for the given mesh.
  72586. * @param light The light containing the generator
  72587. * @param scene The scene the lights belongs to
  72588. * @param mesh The mesh we are binding the information to render
  72589. * @param lightIndex The light index in the effect used to render the mesh
  72590. * @param effect The effect we are binding the data to
  72591. */
  72592. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  72593. /**
  72594. * Binds the light information to the effect.
  72595. * @param light The light containing the generator
  72596. * @param effect The effect we are binding the data to
  72597. * @param lightIndex The light index in the effect used to render
  72598. */
  72599. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  72600. /**
  72601. * Binds the lights information from the scene to the effect for the given mesh.
  72602. * @param light Light to bind
  72603. * @param lightIndex Light index
  72604. * @param scene The scene where the light belongs to
  72605. * @param mesh The mesh we are binding the information to render
  72606. * @param effect The effect we are binding the data to
  72607. * @param useSpecular Defines if specular is supported
  72608. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  72609. */
  72610. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  72611. /**
  72612. * Binds the lights information from the scene to the effect for the given mesh.
  72613. * @param scene The scene the lights belongs to
  72614. * @param mesh The mesh we are binding the information to render
  72615. * @param effect The effect we are binding the data to
  72616. * @param defines The generated defines for the effect
  72617. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  72618. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  72619. */
  72620. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  72621. private static _tempFogColor;
  72622. /**
  72623. * Binds the fog information from the scene to the effect for the given mesh.
  72624. * @param scene The scene the lights belongs to
  72625. * @param mesh The mesh we are binding the information to render
  72626. * @param effect The effect we are binding the data to
  72627. * @param linearSpace Defines if the fog effect is applied in linear space
  72628. */
  72629. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  72630. /**
  72631. * Binds the bones information from the mesh to the effect.
  72632. * @param mesh The mesh we are binding the information to render
  72633. * @param effect The effect we are binding the data to
  72634. */
  72635. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  72636. /**
  72637. * Binds the morph targets information from the mesh to the effect.
  72638. * @param abstractMesh The mesh we are binding the information to render
  72639. * @param effect The effect we are binding the data to
  72640. */
  72641. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  72642. /**
  72643. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  72644. * @param defines The generated defines used in the effect
  72645. * @param effect The effect we are binding the data to
  72646. * @param scene The scene we are willing to render with logarithmic scale for
  72647. */
  72648. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  72649. /**
  72650. * Binds the clip plane information from the scene to the effect.
  72651. * @param scene The scene the clip plane information are extracted from
  72652. * @param effect The effect we are binding the data to
  72653. */
  72654. static BindClipPlane(effect: Effect, scene: Scene): void;
  72655. }
  72656. }
  72657. declare module BABYLON {
  72658. /** @hidden */
  72659. export var packingFunctions: {
  72660. name: string;
  72661. shader: string;
  72662. };
  72663. }
  72664. declare module BABYLON {
  72665. /** @hidden */
  72666. export var shadowMapPixelShader: {
  72667. name: string;
  72668. shader: string;
  72669. };
  72670. }
  72671. declare module BABYLON {
  72672. /** @hidden */
  72673. export var bonesDeclaration: {
  72674. name: string;
  72675. shader: string;
  72676. };
  72677. }
  72678. declare module BABYLON {
  72679. /** @hidden */
  72680. export var morphTargetsVertexGlobalDeclaration: {
  72681. name: string;
  72682. shader: string;
  72683. };
  72684. }
  72685. declare module BABYLON {
  72686. /** @hidden */
  72687. export var morphTargetsVertexDeclaration: {
  72688. name: string;
  72689. shader: string;
  72690. };
  72691. }
  72692. declare module BABYLON {
  72693. /** @hidden */
  72694. export var instancesDeclaration: {
  72695. name: string;
  72696. shader: string;
  72697. };
  72698. }
  72699. declare module BABYLON {
  72700. /** @hidden */
  72701. export var helperFunctions: {
  72702. name: string;
  72703. shader: string;
  72704. };
  72705. }
  72706. declare module BABYLON {
  72707. /** @hidden */
  72708. export var morphTargetsVertex: {
  72709. name: string;
  72710. shader: string;
  72711. };
  72712. }
  72713. declare module BABYLON {
  72714. /** @hidden */
  72715. export var instancesVertex: {
  72716. name: string;
  72717. shader: string;
  72718. };
  72719. }
  72720. declare module BABYLON {
  72721. /** @hidden */
  72722. export var bonesVertex: {
  72723. name: string;
  72724. shader: string;
  72725. };
  72726. }
  72727. declare module BABYLON {
  72728. /** @hidden */
  72729. export var shadowMapVertexShader: {
  72730. name: string;
  72731. shader: string;
  72732. };
  72733. }
  72734. declare module BABYLON {
  72735. /** @hidden */
  72736. export var depthBoxBlurPixelShader: {
  72737. name: string;
  72738. shader: string;
  72739. };
  72740. }
  72741. declare module BABYLON {
  72742. /**
  72743. * Defines the options associated with the creation of a custom shader for a shadow generator.
  72744. */
  72745. export interface ICustomShaderOptions {
  72746. /**
  72747. * Gets or sets the custom shader name to use
  72748. */
  72749. shaderName: string;
  72750. /**
  72751. * The list of attribute names used in the shader
  72752. */
  72753. attributes?: string[];
  72754. /**
  72755. * The list of unifrom names used in the shader
  72756. */
  72757. uniforms?: string[];
  72758. /**
  72759. * The list of sampler names used in the shader
  72760. */
  72761. samplers?: string[];
  72762. /**
  72763. * The list of defines used in the shader
  72764. */
  72765. defines?: string[];
  72766. }
  72767. /**
  72768. * Interface to implement to create a shadow generator compatible with BJS.
  72769. */
  72770. export interface IShadowGenerator {
  72771. /**
  72772. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  72773. * @returns The render target texture if present otherwise, null
  72774. */
  72775. getShadowMap(): Nullable<RenderTargetTexture>;
  72776. /**
  72777. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  72778. * @returns The render target texture if the shadow map is present otherwise, null
  72779. */
  72780. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  72781. /**
  72782. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  72783. * @param subMesh The submesh we want to render in the shadow map
  72784. * @param useInstances Defines wether will draw in the map using instances
  72785. * @returns true if ready otherwise, false
  72786. */
  72787. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  72788. /**
  72789. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  72790. * @param defines Defines of the material we want to update
  72791. * @param lightIndex Index of the light in the enabled light list of the material
  72792. */
  72793. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  72794. /**
  72795. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  72796. * defined in the generator but impacting the effect).
  72797. * It implies the unifroms available on the materials are the standard BJS ones.
  72798. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  72799. * @param effect The effect we are binfing the information for
  72800. */
  72801. bindShadowLight(lightIndex: string, effect: Effect): void;
  72802. /**
  72803. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  72804. * (eq to shadow prjection matrix * light transform matrix)
  72805. * @returns The transform matrix used to create the shadow map
  72806. */
  72807. getTransformMatrix(): Matrix;
  72808. /**
  72809. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  72810. * Cube and 2D textures for instance.
  72811. */
  72812. recreateShadowMap(): void;
  72813. /**
  72814. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  72815. * @param onCompiled Callback triggered at the and of the effects compilation
  72816. * @param options Sets of optional options forcing the compilation with different modes
  72817. */
  72818. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  72819. useInstances: boolean;
  72820. }>): void;
  72821. /**
  72822. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  72823. * @param options Sets of optional options forcing the compilation with different modes
  72824. * @returns A promise that resolves when the compilation completes
  72825. */
  72826. forceCompilationAsync(options?: Partial<{
  72827. useInstances: boolean;
  72828. }>): Promise<void>;
  72829. /**
  72830. * Serializes the shadow generator setup to a json object.
  72831. * @returns The serialized JSON object
  72832. */
  72833. serialize(): any;
  72834. /**
  72835. * Disposes the Shadow map and related Textures and effects.
  72836. */
  72837. dispose(): void;
  72838. }
  72839. /**
  72840. * Default implementation IShadowGenerator.
  72841. * This is the main object responsible of generating shadows in the framework.
  72842. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  72843. */
  72844. export class ShadowGenerator implements IShadowGenerator {
  72845. /**
  72846. * Shadow generator mode None: no filtering applied.
  72847. */
  72848. static readonly FILTER_NONE: number;
  72849. /**
  72850. * Shadow generator mode ESM: Exponential Shadow Mapping.
  72851. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72852. */
  72853. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  72854. /**
  72855. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  72856. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  72857. */
  72858. static readonly FILTER_POISSONSAMPLING: number;
  72859. /**
  72860. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  72861. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72862. */
  72863. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  72864. /**
  72865. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  72866. * edge artifacts on steep falloff.
  72867. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72868. */
  72869. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  72870. /**
  72871. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  72872. * edge artifacts on steep falloff.
  72873. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72874. */
  72875. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  72876. /**
  72877. * Shadow generator mode PCF: Percentage Closer Filtering
  72878. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  72879. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  72880. */
  72881. static readonly FILTER_PCF: number;
  72882. /**
  72883. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  72884. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  72885. * Contact Hardening
  72886. */
  72887. static readonly FILTER_PCSS: number;
  72888. /**
  72889. * Reserved for PCF and PCSS
  72890. * Highest Quality.
  72891. *
  72892. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  72893. *
  72894. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  72895. */
  72896. static readonly QUALITY_HIGH: number;
  72897. /**
  72898. * Reserved for PCF and PCSS
  72899. * Good tradeoff for quality/perf cross devices
  72900. *
  72901. * Execute PCF on a 3*3 kernel.
  72902. *
  72903. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  72904. */
  72905. static readonly QUALITY_MEDIUM: number;
  72906. /**
  72907. * Reserved for PCF and PCSS
  72908. * The lowest quality but the fastest.
  72909. *
  72910. * Execute PCF on a 1*1 kernel.
  72911. *
  72912. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  72913. */
  72914. static readonly QUALITY_LOW: number;
  72915. /** Gets or sets the custom shader name to use */
  72916. customShaderOptions: ICustomShaderOptions;
  72917. /**
  72918. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  72919. */
  72920. onBeforeShadowMapRenderObservable: Observable<Effect>;
  72921. /**
  72922. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  72923. */
  72924. onAfterShadowMapRenderObservable: Observable<Effect>;
  72925. /**
  72926. * Observable triggered before a mesh is rendered in the shadow map.
  72927. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  72928. */
  72929. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  72930. /**
  72931. * Observable triggered after a mesh is rendered in the shadow map.
  72932. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  72933. */
  72934. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  72935. private _bias;
  72936. /**
  72937. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  72938. */
  72939. /**
  72940. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  72941. */
  72942. bias: number;
  72943. private _normalBias;
  72944. /**
  72945. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  72946. */
  72947. /**
  72948. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  72949. */
  72950. normalBias: number;
  72951. private _blurBoxOffset;
  72952. /**
  72953. * Gets the blur box offset: offset applied during the blur pass.
  72954. * Only useful if useKernelBlur = false
  72955. */
  72956. /**
  72957. * Sets the blur box offset: offset applied during the blur pass.
  72958. * Only useful if useKernelBlur = false
  72959. */
  72960. blurBoxOffset: number;
  72961. private _blurScale;
  72962. /**
  72963. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  72964. * 2 means half of the size.
  72965. */
  72966. /**
  72967. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  72968. * 2 means half of the size.
  72969. */
  72970. blurScale: number;
  72971. private _blurKernel;
  72972. /**
  72973. * Gets the blur kernel: kernel size of the blur pass.
  72974. * Only useful if useKernelBlur = true
  72975. */
  72976. /**
  72977. * Sets the blur kernel: kernel size of the blur pass.
  72978. * Only useful if useKernelBlur = true
  72979. */
  72980. blurKernel: number;
  72981. private _useKernelBlur;
  72982. /**
  72983. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  72984. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  72985. */
  72986. /**
  72987. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  72988. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  72989. */
  72990. useKernelBlur: boolean;
  72991. private _depthScale;
  72992. /**
  72993. * Gets the depth scale used in ESM mode.
  72994. */
  72995. /**
  72996. * Sets the depth scale used in ESM mode.
  72997. * This can override the scale stored on the light.
  72998. */
  72999. depthScale: number;
  73000. private _filter;
  73001. /**
  73002. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  73003. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73004. */
  73005. /**
  73006. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  73007. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73008. */
  73009. filter: number;
  73010. /**
  73011. * Gets if the current filter is set to Poisson Sampling.
  73012. */
  73013. /**
  73014. * Sets the current filter to Poisson Sampling.
  73015. */
  73016. usePoissonSampling: boolean;
  73017. /**
  73018. * Gets if the current filter is set to ESM.
  73019. */
  73020. /**
  73021. * Sets the current filter is to ESM.
  73022. */
  73023. useExponentialShadowMap: boolean;
  73024. /**
  73025. * Gets if the current filter is set to filtered ESM.
  73026. */
  73027. /**
  73028. * Gets if the current filter is set to filtered ESM.
  73029. */
  73030. useBlurExponentialShadowMap: boolean;
  73031. /**
  73032. * Gets if the current filter is set to "close ESM" (using the inverse of the
  73033. * exponential to prevent steep falloff artifacts).
  73034. */
  73035. /**
  73036. * Sets the current filter to "close ESM" (using the inverse of the
  73037. * exponential to prevent steep falloff artifacts).
  73038. */
  73039. useCloseExponentialShadowMap: boolean;
  73040. /**
  73041. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  73042. * exponential to prevent steep falloff artifacts).
  73043. */
  73044. /**
  73045. * Sets the current filter to filtered "close ESM" (using the inverse of the
  73046. * exponential to prevent steep falloff artifacts).
  73047. */
  73048. useBlurCloseExponentialShadowMap: boolean;
  73049. /**
  73050. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  73051. */
  73052. /**
  73053. * Sets the current filter to "PCF" (percentage closer filtering).
  73054. */
  73055. usePercentageCloserFiltering: boolean;
  73056. private _filteringQuality;
  73057. /**
  73058. * Gets the PCF or PCSS Quality.
  73059. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73060. */
  73061. /**
  73062. * Sets the PCF or PCSS Quality.
  73063. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73064. */
  73065. filteringQuality: number;
  73066. /**
  73067. * Gets if the current filter is set to "PCSS" (contact hardening).
  73068. */
  73069. /**
  73070. * Sets the current filter to "PCSS" (contact hardening).
  73071. */
  73072. useContactHardeningShadow: boolean;
  73073. private _contactHardeningLightSizeUVRatio;
  73074. /**
  73075. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73076. * Using a ratio helps keeping shape stability independently of the map size.
  73077. *
  73078. * It does not account for the light projection as it was having too much
  73079. * instability during the light setup or during light position changes.
  73080. *
  73081. * Only valid if useContactHardeningShadow is true.
  73082. */
  73083. /**
  73084. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73085. * Using a ratio helps keeping shape stability independently of the map size.
  73086. *
  73087. * It does not account for the light projection as it was having too much
  73088. * instability during the light setup or during light position changes.
  73089. *
  73090. * Only valid if useContactHardeningShadow is true.
  73091. */
  73092. contactHardeningLightSizeUVRatio: number;
  73093. private _darkness;
  73094. /** Gets or sets the actual darkness of a shadow */
  73095. darkness: number;
  73096. /**
  73097. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  73098. * 0 means strongest and 1 would means no shadow.
  73099. * @returns the darkness.
  73100. */
  73101. getDarkness(): number;
  73102. /**
  73103. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  73104. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  73105. * @returns the shadow generator allowing fluent coding.
  73106. */
  73107. setDarkness(darkness: number): ShadowGenerator;
  73108. private _transparencyShadow;
  73109. /** Gets or sets the ability to have transparent shadow */
  73110. transparencyShadow: boolean;
  73111. /**
  73112. * Sets the ability to have transparent shadow (boolean).
  73113. * @param transparent True if transparent else False
  73114. * @returns the shadow generator allowing fluent coding
  73115. */
  73116. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  73117. private _shadowMap;
  73118. private _shadowMap2;
  73119. /**
  73120. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73121. * @returns The render target texture if present otherwise, null
  73122. */
  73123. getShadowMap(): Nullable<RenderTargetTexture>;
  73124. /**
  73125. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73126. * @returns The render target texture if the shadow map is present otherwise, null
  73127. */
  73128. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73129. /**
  73130. * Gets the class name of that object
  73131. * @returns "ShadowGenerator"
  73132. */
  73133. getClassName(): string;
  73134. /**
  73135. * Helper function to add a mesh and its descendants to the list of shadow casters.
  73136. * @param mesh Mesh to add
  73137. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  73138. * @returns the Shadow Generator itself
  73139. */
  73140. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73141. /**
  73142. * Helper function to remove a mesh and its descendants from the list of shadow casters
  73143. * @param mesh Mesh to remove
  73144. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  73145. * @returns the Shadow Generator itself
  73146. */
  73147. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73148. /**
  73149. * Controls the extent to which the shadows fade out at the edge of the frustum
  73150. * Used only by directionals and spots
  73151. */
  73152. frustumEdgeFalloff: number;
  73153. private _light;
  73154. /**
  73155. * Returns the associated light object.
  73156. * @returns the light generating the shadow
  73157. */
  73158. getLight(): IShadowLight;
  73159. /**
  73160. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  73161. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  73162. * It might on the other hand introduce peter panning.
  73163. */
  73164. forceBackFacesOnly: boolean;
  73165. private _scene;
  73166. private _lightDirection;
  73167. private _effect;
  73168. private _viewMatrix;
  73169. private _projectionMatrix;
  73170. private _transformMatrix;
  73171. private _cachedPosition;
  73172. private _cachedDirection;
  73173. private _cachedDefines;
  73174. private _currentRenderID;
  73175. private _boxBlurPostprocess;
  73176. private _kernelBlurXPostprocess;
  73177. private _kernelBlurYPostprocess;
  73178. private _blurPostProcesses;
  73179. private _mapSize;
  73180. private _currentFaceIndex;
  73181. private _currentFaceIndexCache;
  73182. private _textureType;
  73183. private _defaultTextureMatrix;
  73184. /** @hidden */
  73185. static _SceneComponentInitialization: (scene: Scene) => void;
  73186. /**
  73187. * Creates a ShadowGenerator object.
  73188. * A ShadowGenerator is the required tool to use the shadows.
  73189. * Each light casting shadows needs to use its own ShadowGenerator.
  73190. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  73191. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  73192. * @param light The light object generating the shadows.
  73193. * @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.
  73194. */
  73195. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  73196. private _initializeGenerator;
  73197. private _initializeShadowMap;
  73198. private _initializeBlurRTTAndPostProcesses;
  73199. private _renderForShadowMap;
  73200. private _renderSubMeshForShadowMap;
  73201. private _applyFilterValues;
  73202. /**
  73203. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73204. * @param onCompiled Callback triggered at the and of the effects compilation
  73205. * @param options Sets of optional options forcing the compilation with different modes
  73206. */
  73207. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73208. useInstances: boolean;
  73209. }>): void;
  73210. /**
  73211. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73212. * @param options Sets of optional options forcing the compilation with different modes
  73213. * @returns A promise that resolves when the compilation completes
  73214. */
  73215. forceCompilationAsync(options?: Partial<{
  73216. useInstances: boolean;
  73217. }>): Promise<void>;
  73218. /**
  73219. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73220. * @param subMesh The submesh we want to render in the shadow map
  73221. * @param useInstances Defines wether will draw in the map using instances
  73222. * @returns true if ready otherwise, false
  73223. */
  73224. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73225. /**
  73226. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73227. * @param defines Defines of the material we want to update
  73228. * @param lightIndex Index of the light in the enabled light list of the material
  73229. */
  73230. prepareDefines(defines: any, lightIndex: number): void;
  73231. /**
  73232. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73233. * defined in the generator but impacting the effect).
  73234. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73235. * @param effect The effect we are binfing the information for
  73236. */
  73237. bindShadowLight(lightIndex: string, effect: Effect): void;
  73238. /**
  73239. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73240. * (eq to shadow prjection matrix * light transform matrix)
  73241. * @returns The transform matrix used to create the shadow map
  73242. */
  73243. getTransformMatrix(): Matrix;
  73244. /**
  73245. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73246. * Cube and 2D textures for instance.
  73247. */
  73248. recreateShadowMap(): void;
  73249. private _disposeBlurPostProcesses;
  73250. private _disposeRTTandPostProcesses;
  73251. /**
  73252. * Disposes the ShadowGenerator.
  73253. * Returns nothing.
  73254. */
  73255. dispose(): void;
  73256. /**
  73257. * Serializes the shadow generator setup to a json object.
  73258. * @returns The serialized JSON object
  73259. */
  73260. serialize(): any;
  73261. /**
  73262. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  73263. * @param parsedShadowGenerator The JSON object to parse
  73264. * @param scene The scene to create the shadow map for
  73265. * @returns The parsed shadow generator
  73266. */
  73267. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  73268. }
  73269. }
  73270. declare module BABYLON {
  73271. /**
  73272. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  73273. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  73274. * 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.
  73275. */
  73276. export abstract class Light extends Node {
  73277. /**
  73278. * Falloff Default: light is falling off following the material specification:
  73279. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  73280. */
  73281. static readonly FALLOFF_DEFAULT: number;
  73282. /**
  73283. * Falloff Physical: light is falling off following the inverse squared distance law.
  73284. */
  73285. static readonly FALLOFF_PHYSICAL: number;
  73286. /**
  73287. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  73288. * to enhance interoperability with other engines.
  73289. */
  73290. static readonly FALLOFF_GLTF: number;
  73291. /**
  73292. * Falloff Standard: light is falling off like in the standard material
  73293. * to enhance interoperability with other materials.
  73294. */
  73295. static readonly FALLOFF_STANDARD: number;
  73296. /**
  73297. * If every light affecting the material is in this lightmapMode,
  73298. * material.lightmapTexture adds or multiplies
  73299. * (depends on material.useLightmapAsShadowmap)
  73300. * after every other light calculations.
  73301. */
  73302. static readonly LIGHTMAP_DEFAULT: number;
  73303. /**
  73304. * material.lightmapTexture as only diffuse lighting from this light
  73305. * adds only specular lighting from this light
  73306. * adds dynamic shadows
  73307. */
  73308. static readonly LIGHTMAP_SPECULAR: number;
  73309. /**
  73310. * material.lightmapTexture as only lighting
  73311. * no light calculation from this light
  73312. * only adds dynamic shadows from this light
  73313. */
  73314. static readonly LIGHTMAP_SHADOWSONLY: number;
  73315. /**
  73316. * Each light type uses the default quantity according to its type:
  73317. * point/spot lights use luminous intensity
  73318. * directional lights use illuminance
  73319. */
  73320. static readonly INTENSITYMODE_AUTOMATIC: number;
  73321. /**
  73322. * lumen (lm)
  73323. */
  73324. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  73325. /**
  73326. * candela (lm/sr)
  73327. */
  73328. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  73329. /**
  73330. * lux (lm/m^2)
  73331. */
  73332. static readonly INTENSITYMODE_ILLUMINANCE: number;
  73333. /**
  73334. * nit (cd/m^2)
  73335. */
  73336. static readonly INTENSITYMODE_LUMINANCE: number;
  73337. /**
  73338. * Light type const id of the point light.
  73339. */
  73340. static readonly LIGHTTYPEID_POINTLIGHT: number;
  73341. /**
  73342. * Light type const id of the directional light.
  73343. */
  73344. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  73345. /**
  73346. * Light type const id of the spot light.
  73347. */
  73348. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  73349. /**
  73350. * Light type const id of the hemispheric light.
  73351. */
  73352. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  73353. /**
  73354. * Diffuse gives the basic color to an object.
  73355. */
  73356. diffuse: Color3;
  73357. /**
  73358. * Specular produces a highlight color on an object.
  73359. * Note: This is note affecting PBR materials.
  73360. */
  73361. specular: Color3;
  73362. /**
  73363. * Defines the falloff type for this light. This lets overrriding how punctual light are
  73364. * falling off base on range or angle.
  73365. * This can be set to any values in Light.FALLOFF_x.
  73366. *
  73367. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  73368. * other types of materials.
  73369. */
  73370. falloffType: number;
  73371. /**
  73372. * Strength of the light.
  73373. * Note: By default it is define in the framework own unit.
  73374. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  73375. */
  73376. intensity: number;
  73377. private _range;
  73378. protected _inverseSquaredRange: number;
  73379. /**
  73380. * Defines how far from the source the light is impacting in scene units.
  73381. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  73382. */
  73383. /**
  73384. * Defines how far from the source the light is impacting in scene units.
  73385. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  73386. */
  73387. range: number;
  73388. /**
  73389. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  73390. * of light.
  73391. */
  73392. private _photometricScale;
  73393. private _intensityMode;
  73394. /**
  73395. * Gets the photometric scale used to interpret the intensity.
  73396. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  73397. */
  73398. /**
  73399. * Sets the photometric scale used to interpret the intensity.
  73400. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  73401. */
  73402. intensityMode: number;
  73403. private _radius;
  73404. /**
  73405. * Gets the light radius used by PBR Materials to simulate soft area lights.
  73406. */
  73407. /**
  73408. * sets the light radius used by PBR Materials to simulate soft area lights.
  73409. */
  73410. radius: number;
  73411. private _renderPriority;
  73412. /**
  73413. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  73414. * exceeding the number allowed of the materials.
  73415. */
  73416. renderPriority: number;
  73417. private _shadowEnabled;
  73418. /**
  73419. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  73420. * the current shadow generator.
  73421. */
  73422. /**
  73423. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  73424. * the current shadow generator.
  73425. */
  73426. shadowEnabled: boolean;
  73427. private _includedOnlyMeshes;
  73428. /**
  73429. * Gets the only meshes impacted by this light.
  73430. */
  73431. /**
  73432. * Sets the only meshes impacted by this light.
  73433. */
  73434. includedOnlyMeshes: AbstractMesh[];
  73435. private _excludedMeshes;
  73436. /**
  73437. * Gets the meshes not impacted by this light.
  73438. */
  73439. /**
  73440. * Sets the meshes not impacted by this light.
  73441. */
  73442. excludedMeshes: AbstractMesh[];
  73443. private _excludeWithLayerMask;
  73444. /**
  73445. * Gets the layer id use to find what meshes are not impacted by the light.
  73446. * Inactive if 0
  73447. */
  73448. /**
  73449. * Sets the layer id use to find what meshes are not impacted by the light.
  73450. * Inactive if 0
  73451. */
  73452. excludeWithLayerMask: number;
  73453. private _includeOnlyWithLayerMask;
  73454. /**
  73455. * Gets the layer id use to find what meshes are impacted by the light.
  73456. * Inactive if 0
  73457. */
  73458. /**
  73459. * Sets the layer id use to find what meshes are impacted by the light.
  73460. * Inactive if 0
  73461. */
  73462. includeOnlyWithLayerMask: number;
  73463. private _lightmapMode;
  73464. /**
  73465. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  73466. */
  73467. /**
  73468. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  73469. */
  73470. lightmapMode: number;
  73471. /**
  73472. * Shadow generator associted to the light.
  73473. * @hidden Internal use only.
  73474. */
  73475. _shadowGenerator: Nullable<IShadowGenerator>;
  73476. /**
  73477. * @hidden Internal use only.
  73478. */
  73479. _excludedMeshesIds: string[];
  73480. /**
  73481. * @hidden Internal use only.
  73482. */
  73483. _includedOnlyMeshesIds: string[];
  73484. /**
  73485. * The current light unifom buffer.
  73486. * @hidden Internal use only.
  73487. */
  73488. _uniformBuffer: UniformBuffer;
  73489. /**
  73490. * Creates a Light object in the scene.
  73491. * Documentation : https://doc.babylonjs.com/babylon101/lights
  73492. * @param name The firendly name of the light
  73493. * @param scene The scene the light belongs too
  73494. */
  73495. constructor(name: string, scene: Scene);
  73496. protected abstract _buildUniformLayout(): void;
  73497. /**
  73498. * Sets the passed Effect "effect" with the Light information.
  73499. * @param effect The effect to update
  73500. * @param lightIndex The index of the light in the effect to update
  73501. * @returns The light
  73502. */
  73503. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  73504. /**
  73505. * Returns the string "Light".
  73506. * @returns the class name
  73507. */
  73508. getClassName(): string;
  73509. /** @hidden */
  73510. readonly _isLight: boolean;
  73511. /**
  73512. * Converts the light information to a readable string for debug purpose.
  73513. * @param fullDetails Supports for multiple levels of logging within scene loading
  73514. * @returns the human readable light info
  73515. */
  73516. toString(fullDetails?: boolean): string;
  73517. /** @hidden */
  73518. protected _syncParentEnabledState(): void;
  73519. /**
  73520. * Set the enabled state of this node.
  73521. * @param value - the new enabled state
  73522. */
  73523. setEnabled(value: boolean): void;
  73524. /**
  73525. * Returns the Light associated shadow generator if any.
  73526. * @return the associated shadow generator.
  73527. */
  73528. getShadowGenerator(): Nullable<IShadowGenerator>;
  73529. /**
  73530. * Returns a Vector3, the absolute light position in the World.
  73531. * @returns the world space position of the light
  73532. */
  73533. getAbsolutePosition(): Vector3;
  73534. /**
  73535. * Specifies if the light will affect the passed mesh.
  73536. * @param mesh The mesh to test against the light
  73537. * @return true the mesh is affected otherwise, false.
  73538. */
  73539. canAffectMesh(mesh: AbstractMesh): boolean;
  73540. /**
  73541. * Sort function to order lights for rendering.
  73542. * @param a First Light object to compare to second.
  73543. * @param b Second Light object to compare first.
  73544. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  73545. */
  73546. static CompareLightsPriority(a: Light, b: Light): number;
  73547. /**
  73548. * Releases resources associated with this node.
  73549. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  73550. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  73551. */
  73552. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  73553. /**
  73554. * Returns the light type ID (integer).
  73555. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  73556. */
  73557. getTypeID(): number;
  73558. /**
  73559. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  73560. * @returns the scaled intensity in intensity mode unit
  73561. */
  73562. getScaledIntensity(): number;
  73563. /**
  73564. * Returns a new Light object, named "name", from the current one.
  73565. * @param name The name of the cloned light
  73566. * @returns the new created light
  73567. */
  73568. clone(name: string): Nullable<Light>;
  73569. /**
  73570. * Serializes the current light into a Serialization object.
  73571. * @returns the serialized object.
  73572. */
  73573. serialize(): any;
  73574. /**
  73575. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  73576. * This new light is named "name" and added to the passed scene.
  73577. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  73578. * @param name The friendly name of the light
  73579. * @param scene The scene the new light will belong to
  73580. * @returns the constructor function
  73581. */
  73582. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  73583. /**
  73584. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  73585. * @param parsedLight The JSON representation of the light
  73586. * @param scene The scene to create the parsed light in
  73587. * @returns the created light after parsing
  73588. */
  73589. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  73590. private _hookArrayForExcluded;
  73591. private _hookArrayForIncludedOnly;
  73592. private _resyncMeshes;
  73593. /**
  73594. * Forces the meshes to update their light related information in their rendering used effects
  73595. * @hidden Internal Use Only
  73596. */
  73597. _markMeshesAsLightDirty(): void;
  73598. /**
  73599. * Recomputes the cached photometric scale if needed.
  73600. */
  73601. private _computePhotometricScale;
  73602. /**
  73603. * Returns the Photometric Scale according to the light type and intensity mode.
  73604. */
  73605. private _getPhotometricScale;
  73606. /**
  73607. * Reorder the light in the scene according to their defined priority.
  73608. * @hidden Internal Use Only
  73609. */
  73610. _reorderLightsInScene(): void;
  73611. /**
  73612. * Prepares the list of defines specific to the light type.
  73613. * @param defines the list of defines
  73614. * @param lightIndex defines the index of the light for the effect
  73615. */
  73616. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  73617. }
  73618. }
  73619. declare module BABYLON {
  73620. /**
  73621. * Interface used to define Action
  73622. */
  73623. export interface IAction {
  73624. /**
  73625. * Trigger for the action
  73626. */
  73627. trigger: number;
  73628. /** Options of the trigger */
  73629. triggerOptions: any;
  73630. /**
  73631. * Gets the trigger parameters
  73632. * @returns the trigger parameters
  73633. */
  73634. getTriggerParameter(): any;
  73635. /**
  73636. * Internal only - executes current action event
  73637. * @hidden
  73638. */
  73639. _executeCurrent(evt?: ActionEvent): void;
  73640. /**
  73641. * Serialize placeholder for child classes
  73642. * @param parent of child
  73643. * @returns the serialized object
  73644. */
  73645. serialize(parent: any): any;
  73646. /**
  73647. * Internal only
  73648. * @hidden
  73649. */
  73650. _prepare(): void;
  73651. /**
  73652. * Internal only - manager for action
  73653. * @hidden
  73654. */
  73655. _actionManager: AbstractActionManager;
  73656. /**
  73657. * Adds action to chain of actions, may be a DoNothingAction
  73658. * @param action defines the next action to execute
  73659. * @returns The action passed in
  73660. * @see https://www.babylonjs-playground.com/#1T30HR#0
  73661. */
  73662. then(action: IAction): IAction;
  73663. }
  73664. /**
  73665. * The action to be carried out following a trigger
  73666. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  73667. */
  73668. export class Action implements IAction {
  73669. /** the trigger, with or without parameters, for the action */
  73670. triggerOptions: any;
  73671. /**
  73672. * Trigger for the action
  73673. */
  73674. trigger: number;
  73675. /**
  73676. * Internal only - manager for action
  73677. * @hidden
  73678. */
  73679. _actionManager: ActionManager;
  73680. private _nextActiveAction;
  73681. private _child;
  73682. private _condition?;
  73683. private _triggerParameter;
  73684. /**
  73685. * An event triggered prior to action being executed.
  73686. */
  73687. onBeforeExecuteObservable: Observable<Action>;
  73688. /**
  73689. * Creates a new Action
  73690. * @param triggerOptions the trigger, with or without parameters, for the action
  73691. * @param condition an optional determinant of action
  73692. */
  73693. constructor(
  73694. /** the trigger, with or without parameters, for the action */
  73695. triggerOptions: any, condition?: Condition);
  73696. /**
  73697. * Internal only
  73698. * @hidden
  73699. */
  73700. _prepare(): void;
  73701. /**
  73702. * Gets the trigger parameters
  73703. * @returns the trigger parameters
  73704. */
  73705. getTriggerParameter(): any;
  73706. /**
  73707. * Internal only - executes current action event
  73708. * @hidden
  73709. */
  73710. _executeCurrent(evt?: ActionEvent): void;
  73711. /**
  73712. * Execute placeholder for child classes
  73713. * @param evt optional action event
  73714. */
  73715. execute(evt?: ActionEvent): void;
  73716. /**
  73717. * Skips to next active action
  73718. */
  73719. skipToNextActiveAction(): void;
  73720. /**
  73721. * Adds action to chain of actions, may be a DoNothingAction
  73722. * @param action defines the next action to execute
  73723. * @returns The action passed in
  73724. * @see https://www.babylonjs-playground.com/#1T30HR#0
  73725. */
  73726. then(action: Action): Action;
  73727. /**
  73728. * Internal only
  73729. * @hidden
  73730. */
  73731. _getProperty(propertyPath: string): string;
  73732. /**
  73733. * Internal only
  73734. * @hidden
  73735. */
  73736. _getEffectiveTarget(target: any, propertyPath: string): any;
  73737. /**
  73738. * Serialize placeholder for child classes
  73739. * @param parent of child
  73740. * @returns the serialized object
  73741. */
  73742. serialize(parent: any): any;
  73743. /**
  73744. * Internal only called by serialize
  73745. * @hidden
  73746. */
  73747. protected _serialize(serializedAction: any, parent?: any): any;
  73748. /**
  73749. * Internal only
  73750. * @hidden
  73751. */
  73752. static _SerializeValueAsString: (value: any) => string;
  73753. /**
  73754. * Internal only
  73755. * @hidden
  73756. */
  73757. static _GetTargetProperty: (target: Node | Scene) => {
  73758. name: string;
  73759. targetType: string;
  73760. value: string;
  73761. };
  73762. }
  73763. }
  73764. declare module BABYLON {
  73765. /**
  73766. * A Condition applied to an Action
  73767. */
  73768. export class Condition {
  73769. /**
  73770. * Internal only - manager for action
  73771. * @hidden
  73772. */
  73773. _actionManager: ActionManager;
  73774. /**
  73775. * Internal only
  73776. * @hidden
  73777. */
  73778. _evaluationId: number;
  73779. /**
  73780. * Internal only
  73781. * @hidden
  73782. */
  73783. _currentResult: boolean;
  73784. /**
  73785. * Creates a new Condition
  73786. * @param actionManager the manager of the action the condition is applied to
  73787. */
  73788. constructor(actionManager: ActionManager);
  73789. /**
  73790. * Check if the current condition is valid
  73791. * @returns a boolean
  73792. */
  73793. isValid(): boolean;
  73794. /**
  73795. * Internal only
  73796. * @hidden
  73797. */
  73798. _getProperty(propertyPath: string): string;
  73799. /**
  73800. * Internal only
  73801. * @hidden
  73802. */
  73803. _getEffectiveTarget(target: any, propertyPath: string): any;
  73804. /**
  73805. * Serialize placeholder for child classes
  73806. * @returns the serialized object
  73807. */
  73808. serialize(): any;
  73809. /**
  73810. * Internal only
  73811. * @hidden
  73812. */
  73813. protected _serialize(serializedCondition: any): any;
  73814. }
  73815. /**
  73816. * Defines specific conditional operators as extensions of Condition
  73817. */
  73818. export class ValueCondition extends Condition {
  73819. /** path to specify the property of the target the conditional operator uses */
  73820. propertyPath: string;
  73821. /** the value compared by the conditional operator against the current value of the property */
  73822. value: any;
  73823. /** the conditional operator, default ValueCondition.IsEqual */
  73824. operator: number;
  73825. /**
  73826. * Internal only
  73827. * @hidden
  73828. */
  73829. private static _IsEqual;
  73830. /**
  73831. * Internal only
  73832. * @hidden
  73833. */
  73834. private static _IsDifferent;
  73835. /**
  73836. * Internal only
  73837. * @hidden
  73838. */
  73839. private static _IsGreater;
  73840. /**
  73841. * Internal only
  73842. * @hidden
  73843. */
  73844. private static _IsLesser;
  73845. /**
  73846. * returns the number for IsEqual
  73847. */
  73848. static readonly IsEqual: number;
  73849. /**
  73850. * Returns the number for IsDifferent
  73851. */
  73852. static readonly IsDifferent: number;
  73853. /**
  73854. * Returns the number for IsGreater
  73855. */
  73856. static readonly IsGreater: number;
  73857. /**
  73858. * Returns the number for IsLesser
  73859. */
  73860. static readonly IsLesser: number;
  73861. /**
  73862. * Internal only The action manager for the condition
  73863. * @hidden
  73864. */
  73865. _actionManager: ActionManager;
  73866. /**
  73867. * Internal only
  73868. * @hidden
  73869. */
  73870. private _target;
  73871. /**
  73872. * Internal only
  73873. * @hidden
  73874. */
  73875. private _effectiveTarget;
  73876. /**
  73877. * Internal only
  73878. * @hidden
  73879. */
  73880. private _property;
  73881. /**
  73882. * Creates a new ValueCondition
  73883. * @param actionManager manager for the action the condition applies to
  73884. * @param target for the action
  73885. * @param propertyPath path to specify the property of the target the conditional operator uses
  73886. * @param value the value compared by the conditional operator against the current value of the property
  73887. * @param operator the conditional operator, default ValueCondition.IsEqual
  73888. */
  73889. constructor(actionManager: ActionManager, target: any,
  73890. /** path to specify the property of the target the conditional operator uses */
  73891. propertyPath: string,
  73892. /** the value compared by the conditional operator against the current value of the property */
  73893. value: any,
  73894. /** the conditional operator, default ValueCondition.IsEqual */
  73895. operator?: number);
  73896. /**
  73897. * Compares the given value with the property value for the specified conditional operator
  73898. * @returns the result of the comparison
  73899. */
  73900. isValid(): boolean;
  73901. /**
  73902. * Serialize the ValueCondition into a JSON compatible object
  73903. * @returns serialization object
  73904. */
  73905. serialize(): any;
  73906. /**
  73907. * Gets the name of the conditional operator for the ValueCondition
  73908. * @param operator the conditional operator
  73909. * @returns the name
  73910. */
  73911. static GetOperatorName(operator: number): string;
  73912. }
  73913. /**
  73914. * Defines a predicate condition as an extension of Condition
  73915. */
  73916. export class PredicateCondition extends Condition {
  73917. /** defines the predicate function used to validate the condition */
  73918. predicate: () => boolean;
  73919. /**
  73920. * Internal only - manager for action
  73921. * @hidden
  73922. */
  73923. _actionManager: ActionManager;
  73924. /**
  73925. * Creates a new PredicateCondition
  73926. * @param actionManager manager for the action the condition applies to
  73927. * @param predicate defines the predicate function used to validate the condition
  73928. */
  73929. constructor(actionManager: ActionManager,
  73930. /** defines the predicate function used to validate the condition */
  73931. predicate: () => boolean);
  73932. /**
  73933. * @returns the validity of the predicate condition
  73934. */
  73935. isValid(): boolean;
  73936. }
  73937. /**
  73938. * Defines a state condition as an extension of Condition
  73939. */
  73940. export class StateCondition extends Condition {
  73941. /** Value to compare with target state */
  73942. value: string;
  73943. /**
  73944. * Internal only - manager for action
  73945. * @hidden
  73946. */
  73947. _actionManager: ActionManager;
  73948. /**
  73949. * Internal only
  73950. * @hidden
  73951. */
  73952. private _target;
  73953. /**
  73954. * Creates a new StateCondition
  73955. * @param actionManager manager for the action the condition applies to
  73956. * @param target of the condition
  73957. * @param value to compare with target state
  73958. */
  73959. constructor(actionManager: ActionManager, target: any,
  73960. /** Value to compare with target state */
  73961. value: string);
  73962. /**
  73963. * Gets a boolean indicating if the current condition is met
  73964. * @returns the validity of the state
  73965. */
  73966. isValid(): boolean;
  73967. /**
  73968. * Serialize the StateCondition into a JSON compatible object
  73969. * @returns serialization object
  73970. */
  73971. serialize(): any;
  73972. }
  73973. }
  73974. declare module BABYLON {
  73975. /**
  73976. * This defines an action responsible to toggle a boolean once triggered.
  73977. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  73978. */
  73979. export class SwitchBooleanAction extends Action {
  73980. /**
  73981. * The path to the boolean property in the target object
  73982. */
  73983. propertyPath: string;
  73984. private _target;
  73985. private _effectiveTarget;
  73986. private _property;
  73987. /**
  73988. * Instantiate the action
  73989. * @param triggerOptions defines the trigger options
  73990. * @param target defines the object containing the boolean
  73991. * @param propertyPath defines the path to the boolean property in the target object
  73992. * @param condition defines the trigger related conditions
  73993. */
  73994. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  73995. /** @hidden */
  73996. _prepare(): void;
  73997. /**
  73998. * Execute the action toggle the boolean value.
  73999. */
  74000. execute(): void;
  74001. /**
  74002. * Serializes the actions and its related information.
  74003. * @param parent defines the object to serialize in
  74004. * @returns the serialized object
  74005. */
  74006. serialize(parent: any): any;
  74007. }
  74008. /**
  74009. * This defines an action responsible to set a the state field of the target
  74010. * to a desired value once triggered.
  74011. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74012. */
  74013. export class SetStateAction extends Action {
  74014. /**
  74015. * The value to store in the state field.
  74016. */
  74017. value: string;
  74018. private _target;
  74019. /**
  74020. * Instantiate the action
  74021. * @param triggerOptions defines the trigger options
  74022. * @param target defines the object containing the state property
  74023. * @param value defines the value to store in the state field
  74024. * @param condition defines the trigger related conditions
  74025. */
  74026. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  74027. /**
  74028. * Execute the action and store the value on the target state property.
  74029. */
  74030. execute(): void;
  74031. /**
  74032. * Serializes the actions and its related information.
  74033. * @param parent defines the object to serialize in
  74034. * @returns the serialized object
  74035. */
  74036. serialize(parent: any): any;
  74037. }
  74038. /**
  74039. * This defines an action responsible to set a property of the target
  74040. * to a desired value once triggered.
  74041. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74042. */
  74043. export class SetValueAction extends Action {
  74044. /**
  74045. * The path of the property to set in the target.
  74046. */
  74047. propertyPath: string;
  74048. /**
  74049. * The value to set in the property
  74050. */
  74051. value: any;
  74052. private _target;
  74053. private _effectiveTarget;
  74054. private _property;
  74055. /**
  74056. * Instantiate the action
  74057. * @param triggerOptions defines the trigger options
  74058. * @param target defines the object containing the property
  74059. * @param propertyPath defines the path of the property to set in the target
  74060. * @param value defines the value to set in the property
  74061. * @param condition defines the trigger related conditions
  74062. */
  74063. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74064. /** @hidden */
  74065. _prepare(): void;
  74066. /**
  74067. * Execute the action and set the targetted property to the desired value.
  74068. */
  74069. execute(): void;
  74070. /**
  74071. * Serializes the actions and its related information.
  74072. * @param parent defines the object to serialize in
  74073. * @returns the serialized object
  74074. */
  74075. serialize(parent: any): any;
  74076. }
  74077. /**
  74078. * This defines an action responsible to increment the target value
  74079. * to a desired value once triggered.
  74080. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74081. */
  74082. export class IncrementValueAction extends Action {
  74083. /**
  74084. * The path of the property to increment in the target.
  74085. */
  74086. propertyPath: string;
  74087. /**
  74088. * The value we should increment the property by.
  74089. */
  74090. value: any;
  74091. private _target;
  74092. private _effectiveTarget;
  74093. private _property;
  74094. /**
  74095. * Instantiate the action
  74096. * @param triggerOptions defines the trigger options
  74097. * @param target defines the object containing the property
  74098. * @param propertyPath defines the path of the property to increment in the target
  74099. * @param value defines the value value we should increment the property by
  74100. * @param condition defines the trigger related conditions
  74101. */
  74102. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74103. /** @hidden */
  74104. _prepare(): void;
  74105. /**
  74106. * Execute the action and increment the target of the value amount.
  74107. */
  74108. execute(): void;
  74109. /**
  74110. * Serializes the actions and its related information.
  74111. * @param parent defines the object to serialize in
  74112. * @returns the serialized object
  74113. */
  74114. serialize(parent: any): any;
  74115. }
  74116. /**
  74117. * This defines an action responsible to start an animation once triggered.
  74118. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74119. */
  74120. export class PlayAnimationAction extends Action {
  74121. /**
  74122. * Where the animation should start (animation frame)
  74123. */
  74124. from: number;
  74125. /**
  74126. * Where the animation should stop (animation frame)
  74127. */
  74128. to: number;
  74129. /**
  74130. * Define if the animation should loop or stop after the first play.
  74131. */
  74132. loop?: boolean;
  74133. private _target;
  74134. /**
  74135. * Instantiate the action
  74136. * @param triggerOptions defines the trigger options
  74137. * @param target defines the target animation or animation name
  74138. * @param from defines from where the animation should start (animation frame)
  74139. * @param end defines where the animation should stop (animation frame)
  74140. * @param loop defines if the animation should loop or stop after the first play
  74141. * @param condition defines the trigger related conditions
  74142. */
  74143. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  74144. /** @hidden */
  74145. _prepare(): void;
  74146. /**
  74147. * Execute the action and play the animation.
  74148. */
  74149. execute(): void;
  74150. /**
  74151. * Serializes the actions and its related information.
  74152. * @param parent defines the object to serialize in
  74153. * @returns the serialized object
  74154. */
  74155. serialize(parent: any): any;
  74156. }
  74157. /**
  74158. * This defines an action responsible to stop an animation once triggered.
  74159. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74160. */
  74161. export class StopAnimationAction extends Action {
  74162. private _target;
  74163. /**
  74164. * Instantiate the action
  74165. * @param triggerOptions defines the trigger options
  74166. * @param target defines the target animation or animation name
  74167. * @param condition defines the trigger related conditions
  74168. */
  74169. constructor(triggerOptions: any, target: any, condition?: Condition);
  74170. /** @hidden */
  74171. _prepare(): void;
  74172. /**
  74173. * Execute the action and stop the animation.
  74174. */
  74175. execute(): void;
  74176. /**
  74177. * Serializes the actions and its related information.
  74178. * @param parent defines the object to serialize in
  74179. * @returns the serialized object
  74180. */
  74181. serialize(parent: any): any;
  74182. }
  74183. /**
  74184. * This defines an action responsible that does nothing once triggered.
  74185. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74186. */
  74187. export class DoNothingAction extends Action {
  74188. /**
  74189. * Instantiate the action
  74190. * @param triggerOptions defines the trigger options
  74191. * @param condition defines the trigger related conditions
  74192. */
  74193. constructor(triggerOptions?: any, condition?: Condition);
  74194. /**
  74195. * Execute the action and do nothing.
  74196. */
  74197. execute(): void;
  74198. /**
  74199. * Serializes the actions and its related information.
  74200. * @param parent defines the object to serialize in
  74201. * @returns the serialized object
  74202. */
  74203. serialize(parent: any): any;
  74204. }
  74205. /**
  74206. * This defines an action responsible to trigger several actions once triggered.
  74207. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74208. */
  74209. export class CombineAction extends Action {
  74210. /**
  74211. * The list of aggregated animations to run.
  74212. */
  74213. children: Action[];
  74214. /**
  74215. * Instantiate the action
  74216. * @param triggerOptions defines the trigger options
  74217. * @param children defines the list of aggregated animations to run
  74218. * @param condition defines the trigger related conditions
  74219. */
  74220. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  74221. /** @hidden */
  74222. _prepare(): void;
  74223. /**
  74224. * Execute the action and executes all the aggregated actions.
  74225. */
  74226. execute(evt: ActionEvent): void;
  74227. /**
  74228. * Serializes the actions and its related information.
  74229. * @param parent defines the object to serialize in
  74230. * @returns the serialized object
  74231. */
  74232. serialize(parent: any): any;
  74233. }
  74234. /**
  74235. * This defines an action responsible to run code (external event) once triggered.
  74236. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74237. */
  74238. export class ExecuteCodeAction extends Action {
  74239. /**
  74240. * The callback function to run.
  74241. */
  74242. func: (evt: ActionEvent) => void;
  74243. /**
  74244. * Instantiate the action
  74245. * @param triggerOptions defines the trigger options
  74246. * @param func defines the callback function to run
  74247. * @param condition defines the trigger related conditions
  74248. */
  74249. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  74250. /**
  74251. * Execute the action and run the attached code.
  74252. */
  74253. execute(evt: ActionEvent): void;
  74254. }
  74255. /**
  74256. * This defines an action responsible to set the parent property of the target once triggered.
  74257. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74258. */
  74259. export class SetParentAction extends Action {
  74260. private _parent;
  74261. private _target;
  74262. /**
  74263. * Instantiate the action
  74264. * @param triggerOptions defines the trigger options
  74265. * @param target defines the target containing the parent property
  74266. * @param parent defines from where the animation should start (animation frame)
  74267. * @param condition defines the trigger related conditions
  74268. */
  74269. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  74270. /** @hidden */
  74271. _prepare(): void;
  74272. /**
  74273. * Execute the action and set the parent property.
  74274. */
  74275. execute(): void;
  74276. /**
  74277. * Serializes the actions and its related information.
  74278. * @param parent defines the object to serialize in
  74279. * @returns the serialized object
  74280. */
  74281. serialize(parent: any): any;
  74282. }
  74283. }
  74284. declare module BABYLON {
  74285. /**
  74286. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  74287. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  74288. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74289. */
  74290. export class ActionManager extends AbstractActionManager {
  74291. /**
  74292. * Nothing
  74293. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74294. */
  74295. static readonly NothingTrigger: number;
  74296. /**
  74297. * On pick
  74298. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74299. */
  74300. static readonly OnPickTrigger: number;
  74301. /**
  74302. * On left pick
  74303. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74304. */
  74305. static readonly OnLeftPickTrigger: number;
  74306. /**
  74307. * On right pick
  74308. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74309. */
  74310. static readonly OnRightPickTrigger: number;
  74311. /**
  74312. * On center pick
  74313. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74314. */
  74315. static readonly OnCenterPickTrigger: number;
  74316. /**
  74317. * On pick down
  74318. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74319. */
  74320. static readonly OnPickDownTrigger: number;
  74321. /**
  74322. * On double pick
  74323. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74324. */
  74325. static readonly OnDoublePickTrigger: number;
  74326. /**
  74327. * On pick up
  74328. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74329. */
  74330. static readonly OnPickUpTrigger: number;
  74331. /**
  74332. * On pick out.
  74333. * This trigger will only be raised if you also declared a OnPickDown
  74334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74335. */
  74336. static readonly OnPickOutTrigger: number;
  74337. /**
  74338. * On long press
  74339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74340. */
  74341. static readonly OnLongPressTrigger: number;
  74342. /**
  74343. * On pointer over
  74344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74345. */
  74346. static readonly OnPointerOverTrigger: number;
  74347. /**
  74348. * On pointer out
  74349. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74350. */
  74351. static readonly OnPointerOutTrigger: number;
  74352. /**
  74353. * On every frame
  74354. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74355. */
  74356. static readonly OnEveryFrameTrigger: number;
  74357. /**
  74358. * On intersection enter
  74359. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74360. */
  74361. static readonly OnIntersectionEnterTrigger: number;
  74362. /**
  74363. * On intersection exit
  74364. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74365. */
  74366. static readonly OnIntersectionExitTrigger: number;
  74367. /**
  74368. * On key down
  74369. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74370. */
  74371. static readonly OnKeyDownTrigger: number;
  74372. /**
  74373. * On key up
  74374. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74375. */
  74376. static readonly OnKeyUpTrigger: number;
  74377. private _scene;
  74378. /**
  74379. * Creates a new action manager
  74380. * @param scene defines the hosting scene
  74381. */
  74382. constructor(scene: Scene);
  74383. /**
  74384. * Releases all associated resources
  74385. */
  74386. dispose(): void;
  74387. /**
  74388. * Gets hosting scene
  74389. * @returns the hosting scene
  74390. */
  74391. getScene(): Scene;
  74392. /**
  74393. * Does this action manager handles actions of any of the given triggers
  74394. * @param triggers defines the triggers to be tested
  74395. * @return a boolean indicating whether one (or more) of the triggers is handled
  74396. */
  74397. hasSpecificTriggers(triggers: number[]): boolean;
  74398. /**
  74399. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  74400. * speed.
  74401. * @param triggerA defines the trigger to be tested
  74402. * @param triggerB defines the trigger to be tested
  74403. * @return a boolean indicating whether one (or more) of the triggers is handled
  74404. */
  74405. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  74406. /**
  74407. * Does this action manager handles actions of a given trigger
  74408. * @param trigger defines the trigger to be tested
  74409. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  74410. * @return whether the trigger is handled
  74411. */
  74412. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  74413. /**
  74414. * Does this action manager has pointer triggers
  74415. */
  74416. readonly hasPointerTriggers: boolean;
  74417. /**
  74418. * Does this action manager has pick triggers
  74419. */
  74420. readonly hasPickTriggers: boolean;
  74421. /**
  74422. * Registers an action to this action manager
  74423. * @param action defines the action to be registered
  74424. * @return the action amended (prepared) after registration
  74425. */
  74426. registerAction(action: IAction): Nullable<IAction>;
  74427. /**
  74428. * Unregisters an action to this action manager
  74429. * @param action defines the action to be unregistered
  74430. * @return a boolean indicating whether the action has been unregistered
  74431. */
  74432. unregisterAction(action: IAction): Boolean;
  74433. /**
  74434. * Process a specific trigger
  74435. * @param trigger defines the trigger to process
  74436. * @param evt defines the event details to be processed
  74437. */
  74438. processTrigger(trigger: number, evt?: IActionEvent): void;
  74439. /** @hidden */
  74440. _getEffectiveTarget(target: any, propertyPath: string): any;
  74441. /** @hidden */
  74442. _getProperty(propertyPath: string): string;
  74443. /**
  74444. * Serialize this manager to a JSON object
  74445. * @param name defines the property name to store this manager
  74446. * @returns a JSON representation of this manager
  74447. */
  74448. serialize(name: string): any;
  74449. /**
  74450. * Creates a new ActionManager from a JSON data
  74451. * @param parsedActions defines the JSON data to read from
  74452. * @param object defines the hosting mesh
  74453. * @param scene defines the hosting scene
  74454. */
  74455. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  74456. /**
  74457. * Get a trigger name by index
  74458. * @param trigger defines the trigger index
  74459. * @returns a trigger name
  74460. */
  74461. static GetTriggerName(trigger: number): string;
  74462. }
  74463. }
  74464. declare module BABYLON {
  74465. /**
  74466. * Class representing a ray with position and direction
  74467. */
  74468. export class Ray {
  74469. /** origin point */
  74470. origin: Vector3;
  74471. /** direction */
  74472. direction: Vector3;
  74473. /** length of the ray */
  74474. length: number;
  74475. private static readonly TmpVector3;
  74476. private _tmpRay;
  74477. /**
  74478. * Creates a new ray
  74479. * @param origin origin point
  74480. * @param direction direction
  74481. * @param length length of the ray
  74482. */
  74483. constructor(
  74484. /** origin point */
  74485. origin: Vector3,
  74486. /** direction */
  74487. direction: Vector3,
  74488. /** length of the ray */
  74489. length?: number);
  74490. /**
  74491. * Checks if the ray intersects a box
  74492. * @param minimum bound of the box
  74493. * @param maximum bound of the box
  74494. * @param intersectionTreshold extra extend to be added to the box in all direction
  74495. * @returns if the box was hit
  74496. */
  74497. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  74498. /**
  74499. * Checks if the ray intersects a box
  74500. * @param box the bounding box to check
  74501. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  74502. * @returns if the box was hit
  74503. */
  74504. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  74505. /**
  74506. * If the ray hits a sphere
  74507. * @param sphere the bounding sphere to check
  74508. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  74509. * @returns true if it hits the sphere
  74510. */
  74511. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  74512. /**
  74513. * If the ray hits a triange
  74514. * @param vertex0 triangle vertex
  74515. * @param vertex1 triangle vertex
  74516. * @param vertex2 triangle vertex
  74517. * @returns intersection information if hit
  74518. */
  74519. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  74520. /**
  74521. * Checks if ray intersects a plane
  74522. * @param plane the plane to check
  74523. * @returns the distance away it was hit
  74524. */
  74525. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  74526. /**
  74527. * Calculate the intercept of a ray on a given axis
  74528. * @param axis to check 'x' | 'y' | 'z'
  74529. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  74530. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  74531. */
  74532. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  74533. /**
  74534. * Checks if ray intersects a mesh
  74535. * @param mesh the mesh to check
  74536. * @param fastCheck if only the bounding box should checked
  74537. * @returns picking info of the intersecton
  74538. */
  74539. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  74540. /**
  74541. * Checks if ray intersects a mesh
  74542. * @param meshes the meshes to check
  74543. * @param fastCheck if only the bounding box should checked
  74544. * @param results array to store result in
  74545. * @returns Array of picking infos
  74546. */
  74547. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  74548. private _comparePickingInfo;
  74549. private static smallnum;
  74550. private static rayl;
  74551. /**
  74552. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  74553. * @param sega the first point of the segment to test the intersection against
  74554. * @param segb the second point of the segment to test the intersection against
  74555. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  74556. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  74557. */
  74558. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  74559. /**
  74560. * Update the ray from viewport position
  74561. * @param x position
  74562. * @param y y position
  74563. * @param viewportWidth viewport width
  74564. * @param viewportHeight viewport height
  74565. * @param world world matrix
  74566. * @param view view matrix
  74567. * @param projection projection matrix
  74568. * @returns this ray updated
  74569. */
  74570. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  74571. /**
  74572. * Creates a ray with origin and direction of 0,0,0
  74573. * @returns the new ray
  74574. */
  74575. static Zero(): Ray;
  74576. /**
  74577. * Creates a new ray from screen space and viewport
  74578. * @param x position
  74579. * @param y y position
  74580. * @param viewportWidth viewport width
  74581. * @param viewportHeight viewport height
  74582. * @param world world matrix
  74583. * @param view view matrix
  74584. * @param projection projection matrix
  74585. * @returns new ray
  74586. */
  74587. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  74588. /**
  74589. * 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
  74590. * transformed to the given world matrix.
  74591. * @param origin The origin point
  74592. * @param end The end point
  74593. * @param world a matrix to transform the ray to. Default is the identity matrix.
  74594. * @returns the new ray
  74595. */
  74596. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  74597. /**
  74598. * Transforms a ray by a matrix
  74599. * @param ray ray to transform
  74600. * @param matrix matrix to apply
  74601. * @returns the resulting new ray
  74602. */
  74603. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  74604. /**
  74605. * Transforms a ray by a matrix
  74606. * @param ray ray to transform
  74607. * @param matrix matrix to apply
  74608. * @param result ray to store result in
  74609. */
  74610. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  74611. /**
  74612. * Unproject a ray from screen space to object space
  74613. * @param sourceX defines the screen space x coordinate to use
  74614. * @param sourceY defines the screen space y coordinate to use
  74615. * @param viewportWidth defines the current width of the viewport
  74616. * @param viewportHeight defines the current height of the viewport
  74617. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  74618. * @param view defines the view matrix to use
  74619. * @param projection defines the projection matrix to use
  74620. */
  74621. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  74622. }
  74623. /**
  74624. * Type used to define predicate used to select faces when a mesh intersection is detected
  74625. */
  74626. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  74627. interface Scene {
  74628. /** @hidden */
  74629. _tempPickingRay: Nullable<Ray>;
  74630. /** @hidden */
  74631. _cachedRayForTransform: Ray;
  74632. /** @hidden */
  74633. _pickWithRayInverseMatrix: Matrix;
  74634. /** @hidden */
  74635. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  74636. /** @hidden */
  74637. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  74638. }
  74639. }
  74640. declare module BABYLON {
  74641. /**
  74642. * Groups all the scene component constants in one place to ease maintenance.
  74643. * @hidden
  74644. */
  74645. export class SceneComponentConstants {
  74646. static readonly NAME_EFFECTLAYER: string;
  74647. static readonly NAME_LAYER: string;
  74648. static readonly NAME_LENSFLARESYSTEM: string;
  74649. static readonly NAME_BOUNDINGBOXRENDERER: string;
  74650. static readonly NAME_PARTICLESYSTEM: string;
  74651. static readonly NAME_GAMEPAD: string;
  74652. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  74653. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  74654. static readonly NAME_DEPTHRENDERER: string;
  74655. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  74656. static readonly NAME_SPRITE: string;
  74657. static readonly NAME_OUTLINERENDERER: string;
  74658. static readonly NAME_PROCEDURALTEXTURE: string;
  74659. static readonly NAME_SHADOWGENERATOR: string;
  74660. static readonly NAME_OCTREE: string;
  74661. static readonly NAME_PHYSICSENGINE: string;
  74662. static readonly NAME_AUDIO: string;
  74663. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  74664. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  74665. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  74666. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  74667. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  74668. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  74669. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  74670. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  74671. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  74672. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  74673. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  74674. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  74675. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  74676. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  74677. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  74678. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  74679. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  74680. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  74681. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  74682. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  74683. static readonly STEP_AFTERRENDER_AUDIO: number;
  74684. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  74685. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  74686. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  74687. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  74688. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  74689. static readonly STEP_POINTERMOVE_SPRITE: number;
  74690. static readonly STEP_POINTERDOWN_SPRITE: number;
  74691. static readonly STEP_POINTERUP_SPRITE: number;
  74692. }
  74693. /**
  74694. * This represents a scene component.
  74695. *
  74696. * This is used to decouple the dependency the scene is having on the different workloads like
  74697. * layers, post processes...
  74698. */
  74699. export interface ISceneComponent {
  74700. /**
  74701. * The name of the component. Each component must have a unique name.
  74702. */
  74703. name: string;
  74704. /**
  74705. * The scene the component belongs to.
  74706. */
  74707. scene: Scene;
  74708. /**
  74709. * Register the component to one instance of a scene.
  74710. */
  74711. register(): void;
  74712. /**
  74713. * Rebuilds the elements related to this component in case of
  74714. * context lost for instance.
  74715. */
  74716. rebuild(): void;
  74717. /**
  74718. * Disposes the component and the associated ressources.
  74719. */
  74720. dispose(): void;
  74721. }
  74722. /**
  74723. * This represents a SERIALIZABLE scene component.
  74724. *
  74725. * This extends Scene Component to add Serialization methods on top.
  74726. */
  74727. export interface ISceneSerializableComponent extends ISceneComponent {
  74728. /**
  74729. * Adds all the elements from the container to the scene
  74730. * @param container the container holding the elements
  74731. */
  74732. addFromContainer(container: AbstractScene): void;
  74733. /**
  74734. * Removes all the elements in the container from the scene
  74735. * @param container contains the elements to remove
  74736. * @param dispose if the removed element should be disposed (default: false)
  74737. */
  74738. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  74739. /**
  74740. * Serializes the component data to the specified json object
  74741. * @param serializationObject The object to serialize to
  74742. */
  74743. serialize(serializationObject: any): void;
  74744. }
  74745. /**
  74746. * Strong typing of a Mesh related stage step action
  74747. */
  74748. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  74749. /**
  74750. * Strong typing of a Evaluate Sub Mesh related stage step action
  74751. */
  74752. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  74753. /**
  74754. * Strong typing of a Active Mesh related stage step action
  74755. */
  74756. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  74757. /**
  74758. * Strong typing of a Camera related stage step action
  74759. */
  74760. export type CameraStageAction = (camera: Camera) => void;
  74761. /**
  74762. * Strong typing of a Camera Frame buffer related stage step action
  74763. */
  74764. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  74765. /**
  74766. * Strong typing of a Render Target related stage step action
  74767. */
  74768. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  74769. /**
  74770. * Strong typing of a RenderingGroup related stage step action
  74771. */
  74772. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  74773. /**
  74774. * Strong typing of a Mesh Render related stage step action
  74775. */
  74776. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  74777. /**
  74778. * Strong typing of a simple stage step action
  74779. */
  74780. export type SimpleStageAction = () => void;
  74781. /**
  74782. * Strong typing of a render target action.
  74783. */
  74784. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  74785. /**
  74786. * Strong typing of a pointer move action.
  74787. */
  74788. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  74789. /**
  74790. * Strong typing of a pointer up/down action.
  74791. */
  74792. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  74793. /**
  74794. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  74795. * @hidden
  74796. */
  74797. export class Stage<T extends Function> extends Array<{
  74798. index: number;
  74799. component: ISceneComponent;
  74800. action: T;
  74801. }> {
  74802. /**
  74803. * Hide ctor from the rest of the world.
  74804. * @param items The items to add.
  74805. */
  74806. private constructor();
  74807. /**
  74808. * Creates a new Stage.
  74809. * @returns A new instance of a Stage
  74810. */
  74811. static Create<T extends Function>(): Stage<T>;
  74812. /**
  74813. * Registers a step in an ordered way in the targeted stage.
  74814. * @param index Defines the position to register the step in
  74815. * @param component Defines the component attached to the step
  74816. * @param action Defines the action to launch during the step
  74817. */
  74818. registerStep(index: number, component: ISceneComponent, action: T): void;
  74819. /**
  74820. * Clears all the steps from the stage.
  74821. */
  74822. clear(): void;
  74823. }
  74824. }
  74825. declare module BABYLON {
  74826. interface Scene {
  74827. /** @hidden */
  74828. _pointerOverSprite: Nullable<Sprite>;
  74829. /** @hidden */
  74830. _pickedDownSprite: Nullable<Sprite>;
  74831. /** @hidden */
  74832. _tempSpritePickingRay: Nullable<Ray>;
  74833. /**
  74834. * All of the sprite managers added to this scene
  74835. * @see http://doc.babylonjs.com/babylon101/sprites
  74836. */
  74837. spriteManagers: Array<ISpriteManager>;
  74838. /**
  74839. * An event triggered when sprites rendering is about to start
  74840. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  74841. */
  74842. onBeforeSpritesRenderingObservable: Observable<Scene>;
  74843. /**
  74844. * An event triggered when sprites rendering is done
  74845. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  74846. */
  74847. onAfterSpritesRenderingObservable: Observable<Scene>;
  74848. /** @hidden */
  74849. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  74850. /** Launch a ray to try to pick a sprite in the scene
  74851. * @param x position on screen
  74852. * @param y position on screen
  74853. * @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
  74854. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  74855. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  74856. * @returns a PickingInfo
  74857. */
  74858. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  74859. /** Use the given ray to pick a sprite in the scene
  74860. * @param ray The ray (in world space) to use to pick meshes
  74861. * @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
  74862. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  74863. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  74864. * @returns a PickingInfo
  74865. */
  74866. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  74867. /**
  74868. * Force the sprite under the pointer
  74869. * @param sprite defines the sprite to use
  74870. */
  74871. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  74872. /**
  74873. * Gets the sprite under the pointer
  74874. * @returns a Sprite or null if no sprite is under the pointer
  74875. */
  74876. getPointerOverSprite(): Nullable<Sprite>;
  74877. }
  74878. /**
  74879. * Defines the sprite scene component responsible to manage sprites
  74880. * in a given scene.
  74881. */
  74882. export class SpriteSceneComponent implements ISceneComponent {
  74883. /**
  74884. * The component name helpfull to identify the component in the list of scene components.
  74885. */
  74886. readonly name: string;
  74887. /**
  74888. * The scene the component belongs to.
  74889. */
  74890. scene: Scene;
  74891. /** @hidden */
  74892. private _spritePredicate;
  74893. /**
  74894. * Creates a new instance of the component for the given scene
  74895. * @param scene Defines the scene to register the component in
  74896. */
  74897. constructor(scene: Scene);
  74898. /**
  74899. * Registers the component in a given scene
  74900. */
  74901. register(): void;
  74902. /**
  74903. * Rebuilds the elements related to this component in case of
  74904. * context lost for instance.
  74905. */
  74906. rebuild(): void;
  74907. /**
  74908. * Disposes the component and the associated ressources.
  74909. */
  74910. dispose(): void;
  74911. private _pickSpriteButKeepRay;
  74912. private _pointerMove;
  74913. private _pointerDown;
  74914. private _pointerUp;
  74915. }
  74916. }
  74917. declare module BABYLON {
  74918. /** @hidden */
  74919. export var fogFragmentDeclaration: {
  74920. name: string;
  74921. shader: string;
  74922. };
  74923. }
  74924. declare module BABYLON {
  74925. /** @hidden */
  74926. export var fogFragment: {
  74927. name: string;
  74928. shader: string;
  74929. };
  74930. }
  74931. declare module BABYLON {
  74932. /** @hidden */
  74933. export var spritesPixelShader: {
  74934. name: string;
  74935. shader: string;
  74936. };
  74937. }
  74938. declare module BABYLON {
  74939. /** @hidden */
  74940. export var fogVertexDeclaration: {
  74941. name: string;
  74942. shader: string;
  74943. };
  74944. }
  74945. declare module BABYLON {
  74946. /** @hidden */
  74947. export var spritesVertexShader: {
  74948. name: string;
  74949. shader: string;
  74950. };
  74951. }
  74952. declare module BABYLON {
  74953. /**
  74954. * Defines the minimum interface to fullfil in order to be a sprite manager.
  74955. */
  74956. export interface ISpriteManager extends IDisposable {
  74957. /**
  74958. * Restricts the camera to viewing objects with the same layerMask.
  74959. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  74960. */
  74961. layerMask: number;
  74962. /**
  74963. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  74964. */
  74965. isPickable: boolean;
  74966. /**
  74967. * Specifies the rendering group id for this mesh (0 by default)
  74968. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  74969. */
  74970. renderingGroupId: number;
  74971. /**
  74972. * Defines the list of sprites managed by the manager.
  74973. */
  74974. sprites: Array<Sprite>;
  74975. /**
  74976. * Tests the intersection of a sprite with a specific ray.
  74977. * @param ray The ray we are sending to test the collision
  74978. * @param camera The camera space we are sending rays in
  74979. * @param predicate A predicate allowing excluding sprites from the list of object to test
  74980. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  74981. * @returns picking info or null.
  74982. */
  74983. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  74984. /**
  74985. * Renders the list of sprites on screen.
  74986. */
  74987. render(): void;
  74988. }
  74989. /**
  74990. * Class used to manage multiple sprites on the same spritesheet
  74991. * @see http://doc.babylonjs.com/babylon101/sprites
  74992. */
  74993. export class SpriteManager implements ISpriteManager {
  74994. /** defines the manager's name */
  74995. name: string;
  74996. /** Gets the list of sprites */
  74997. sprites: Sprite[];
  74998. /** Gets or sets the rendering group id (0 by default) */
  74999. renderingGroupId: number;
  75000. /** Gets or sets camera layer mask */
  75001. layerMask: number;
  75002. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  75003. fogEnabled: boolean;
  75004. /** Gets or sets a boolean indicating if the sprites are pickable */
  75005. isPickable: boolean;
  75006. /** Defines the default width of a cell in the spritesheet */
  75007. cellWidth: number;
  75008. /** Defines the default height of a cell in the spritesheet */
  75009. cellHeight: number;
  75010. /**
  75011. * An event triggered when the manager is disposed.
  75012. */
  75013. onDisposeObservable: Observable<SpriteManager>;
  75014. private _onDisposeObserver;
  75015. /**
  75016. * Callback called when the manager is disposed
  75017. */
  75018. onDispose: () => void;
  75019. private _capacity;
  75020. private _spriteTexture;
  75021. private _epsilon;
  75022. private _scene;
  75023. private _vertexData;
  75024. private _buffer;
  75025. private _vertexBuffers;
  75026. private _indexBuffer;
  75027. private _effectBase;
  75028. private _effectFog;
  75029. /**
  75030. * Gets or sets the spritesheet texture
  75031. */
  75032. texture: Texture;
  75033. /**
  75034. * Creates a new sprite manager
  75035. * @param name defines the manager's name
  75036. * @param imgUrl defines the sprite sheet url
  75037. * @param capacity defines the maximum allowed number of sprites
  75038. * @param cellSize defines the size of a sprite cell
  75039. * @param scene defines the hosting scene
  75040. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  75041. * @param samplingMode defines the smapling mode to use with spritesheet
  75042. */
  75043. constructor(
  75044. /** defines the manager's name */
  75045. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  75046. private _appendSpriteVertex;
  75047. /**
  75048. * Intersects the sprites with a ray
  75049. * @param ray defines the ray to intersect with
  75050. * @param camera defines the current active camera
  75051. * @param predicate defines a predicate used to select candidate sprites
  75052. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  75053. * @returns null if no hit or a PickingInfo
  75054. */
  75055. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75056. /**
  75057. * Render all child sprites
  75058. */
  75059. render(): void;
  75060. /**
  75061. * Release associated resources
  75062. */
  75063. dispose(): void;
  75064. }
  75065. }
  75066. declare module BABYLON {
  75067. /**
  75068. * Class used to represent a sprite
  75069. * @see http://doc.babylonjs.com/babylon101/sprites
  75070. */
  75071. export class Sprite {
  75072. /** defines the name */
  75073. name: string;
  75074. /** Gets or sets the current world position */
  75075. position: Vector3;
  75076. /** Gets or sets the main color */
  75077. color: Color4;
  75078. /** Gets or sets the width */
  75079. width: number;
  75080. /** Gets or sets the height */
  75081. height: number;
  75082. /** Gets or sets rotation angle */
  75083. angle: number;
  75084. /** Gets or sets the cell index in the sprite sheet */
  75085. cellIndex: number;
  75086. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  75087. invertU: number;
  75088. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  75089. invertV: number;
  75090. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  75091. disposeWhenFinishedAnimating: boolean;
  75092. /** Gets the list of attached animations */
  75093. animations: Animation[];
  75094. /** Gets or sets a boolean indicating if the sprite can be picked */
  75095. isPickable: boolean;
  75096. /**
  75097. * Gets or sets the associated action manager
  75098. */
  75099. actionManager: Nullable<ActionManager>;
  75100. private _animationStarted;
  75101. private _loopAnimation;
  75102. private _fromIndex;
  75103. private _toIndex;
  75104. private _delay;
  75105. private _direction;
  75106. private _manager;
  75107. private _time;
  75108. private _onAnimationEnd;
  75109. /**
  75110. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  75111. */
  75112. isVisible: boolean;
  75113. /**
  75114. * Gets or sets the sprite size
  75115. */
  75116. size: number;
  75117. /**
  75118. * Creates a new Sprite
  75119. * @param name defines the name
  75120. * @param manager defines the manager
  75121. */
  75122. constructor(
  75123. /** defines the name */
  75124. name: string, manager: ISpriteManager);
  75125. /**
  75126. * Starts an animation
  75127. * @param from defines the initial key
  75128. * @param to defines the end key
  75129. * @param loop defines if the animation must loop
  75130. * @param delay defines the start delay (in ms)
  75131. * @param onAnimationEnd defines a callback to call when animation ends
  75132. */
  75133. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  75134. /** Stops current animation (if any) */
  75135. stopAnimation(): void;
  75136. /** @hidden */
  75137. _animate(deltaTime: number): void;
  75138. /** Release associated resources */
  75139. dispose(): void;
  75140. }
  75141. }
  75142. declare module BABYLON {
  75143. /**
  75144. * Information about the result of picking within a scene
  75145. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  75146. */
  75147. export class PickingInfo {
  75148. /** @hidden */
  75149. _pickingUnavailable: boolean;
  75150. /**
  75151. * If the pick collided with an object
  75152. */
  75153. hit: boolean;
  75154. /**
  75155. * Distance away where the pick collided
  75156. */
  75157. distance: number;
  75158. /**
  75159. * The location of pick collision
  75160. */
  75161. pickedPoint: Nullable<Vector3>;
  75162. /**
  75163. * The mesh corresponding the the pick collision
  75164. */
  75165. pickedMesh: Nullable<AbstractMesh>;
  75166. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  75167. bu: number;
  75168. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  75169. bv: number;
  75170. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  75171. faceId: number;
  75172. /** Id of the the submesh that was picked */
  75173. subMeshId: number;
  75174. /** If a sprite was picked, this will be the sprite the pick collided with */
  75175. pickedSprite: Nullable<Sprite>;
  75176. /**
  75177. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  75178. */
  75179. originMesh: Nullable<AbstractMesh>;
  75180. /**
  75181. * The ray that was used to perform the picking.
  75182. */
  75183. ray: Nullable<Ray>;
  75184. /**
  75185. * Gets the normal correspodning to the face the pick collided with
  75186. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  75187. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  75188. * @returns The normal correspodning to the face the pick collided with
  75189. */
  75190. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  75191. /**
  75192. * Gets the texture coordinates of where the pick occured
  75193. * @returns the vector containing the coordnates of the texture
  75194. */
  75195. getTextureCoordinates(): Nullable<Vector2>;
  75196. }
  75197. }
  75198. declare module BABYLON {
  75199. /**
  75200. * Gather the list of pointer event types as constants.
  75201. */
  75202. export class PointerEventTypes {
  75203. /**
  75204. * 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.
  75205. */
  75206. static readonly POINTERDOWN: number;
  75207. /**
  75208. * The pointerup event is fired when a pointer is no longer active.
  75209. */
  75210. static readonly POINTERUP: number;
  75211. /**
  75212. * The pointermove event is fired when a pointer changes coordinates.
  75213. */
  75214. static readonly POINTERMOVE: number;
  75215. /**
  75216. * The pointerwheel event is fired when a mouse wheel has been rotated.
  75217. */
  75218. static readonly POINTERWHEEL: number;
  75219. /**
  75220. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  75221. */
  75222. static readonly POINTERPICK: number;
  75223. /**
  75224. * The pointertap event is fired when a the object has been touched and released without drag.
  75225. */
  75226. static readonly POINTERTAP: number;
  75227. /**
  75228. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  75229. */
  75230. static readonly POINTERDOUBLETAP: number;
  75231. }
  75232. /**
  75233. * Base class of pointer info types.
  75234. */
  75235. export class PointerInfoBase {
  75236. /**
  75237. * Defines the type of event (PointerEventTypes)
  75238. */
  75239. type: number;
  75240. /**
  75241. * Defines the related dom event
  75242. */
  75243. event: PointerEvent | MouseWheelEvent;
  75244. /**
  75245. * Instantiates the base class of pointers info.
  75246. * @param type Defines the type of event (PointerEventTypes)
  75247. * @param event Defines the related dom event
  75248. */
  75249. constructor(
  75250. /**
  75251. * Defines the type of event (PointerEventTypes)
  75252. */
  75253. type: number,
  75254. /**
  75255. * Defines the related dom event
  75256. */
  75257. event: PointerEvent | MouseWheelEvent);
  75258. }
  75259. /**
  75260. * This class is used to store pointer related info for the onPrePointerObservable event.
  75261. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  75262. */
  75263. export class PointerInfoPre extends PointerInfoBase {
  75264. /**
  75265. * Ray from a pointer if availible (eg. 6dof controller)
  75266. */
  75267. ray: Nullable<Ray>;
  75268. /**
  75269. * Defines the local position of the pointer on the canvas.
  75270. */
  75271. localPosition: Vector2;
  75272. /**
  75273. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  75274. */
  75275. skipOnPointerObservable: boolean;
  75276. /**
  75277. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  75278. * @param type Defines the type of event (PointerEventTypes)
  75279. * @param event Defines the related dom event
  75280. * @param localX Defines the local x coordinates of the pointer when the event occured
  75281. * @param localY Defines the local y coordinates of the pointer when the event occured
  75282. */
  75283. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  75284. }
  75285. /**
  75286. * This type contains all the data related to a pointer event in Babylon.js.
  75287. * 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.
  75288. */
  75289. export class PointerInfo extends PointerInfoBase {
  75290. /**
  75291. * Defines the picking info associated to the info (if any)\
  75292. */
  75293. pickInfo: Nullable<PickingInfo>;
  75294. /**
  75295. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  75296. * @param type Defines the type of event (PointerEventTypes)
  75297. * @param event Defines the related dom event
  75298. * @param pickInfo Defines the picking info associated to the info (if any)\
  75299. */
  75300. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  75301. /**
  75302. * Defines the picking info associated to the info (if any)\
  75303. */
  75304. pickInfo: Nullable<PickingInfo>);
  75305. }
  75306. /**
  75307. * Data relating to a touch event on the screen.
  75308. */
  75309. export interface PointerTouch {
  75310. /**
  75311. * X coordinate of touch.
  75312. */
  75313. x: number;
  75314. /**
  75315. * Y coordinate of touch.
  75316. */
  75317. y: number;
  75318. /**
  75319. * Id of touch. Unique for each finger.
  75320. */
  75321. pointerId: number;
  75322. /**
  75323. * Event type passed from DOM.
  75324. */
  75325. type: any;
  75326. }
  75327. }
  75328. declare module BABYLON {
  75329. /**
  75330. * Manage the mouse inputs to control the movement of a free camera.
  75331. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75332. */
  75333. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  75334. /**
  75335. * Define if touch is enabled in the mouse input
  75336. */
  75337. touchEnabled: boolean;
  75338. /**
  75339. * Defines the camera the input is attached to.
  75340. */
  75341. camera: FreeCamera;
  75342. /**
  75343. * Defines the buttons associated with the input to handle camera move.
  75344. */
  75345. buttons: number[];
  75346. /**
  75347. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  75348. */
  75349. angularSensibility: number;
  75350. private _pointerInput;
  75351. private _onMouseMove;
  75352. private _observer;
  75353. private previousPosition;
  75354. /**
  75355. * Observable for when a pointer move event occurs containing the move offset
  75356. */
  75357. onPointerMovedObservable: Observable<{
  75358. offsetX: number;
  75359. offsetY: number;
  75360. }>;
  75361. /**
  75362. * @hidden
  75363. * If the camera should be rotated automatically based on pointer movement
  75364. */
  75365. _allowCameraRotation: boolean;
  75366. /**
  75367. * Manage the mouse inputs to control the movement of a free camera.
  75368. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75369. * @param touchEnabled Defines if touch is enabled or not
  75370. */
  75371. constructor(
  75372. /**
  75373. * Define if touch is enabled in the mouse input
  75374. */
  75375. touchEnabled?: boolean);
  75376. /**
  75377. * Attach the input controls to a specific dom element to get the input from.
  75378. * @param element Defines the element the controls should be listened from
  75379. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75380. */
  75381. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75382. /**
  75383. * Called on JS contextmenu event.
  75384. * Override this method to provide functionality.
  75385. */
  75386. protected onContextMenu(evt: PointerEvent): void;
  75387. /**
  75388. * Detach the current controls from the specified dom element.
  75389. * @param element Defines the element to stop listening the inputs from
  75390. */
  75391. detachControl(element: Nullable<HTMLElement>): void;
  75392. /**
  75393. * Gets the class name of the current intput.
  75394. * @returns the class name
  75395. */
  75396. getClassName(): string;
  75397. /**
  75398. * Get the friendly name associated with the input class.
  75399. * @returns the input friendly name
  75400. */
  75401. getSimpleName(): string;
  75402. }
  75403. }
  75404. declare module BABYLON {
  75405. /**
  75406. * Manage the touch inputs to control the movement of a free camera.
  75407. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75408. */
  75409. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  75410. /**
  75411. * Defines the camera the input is attached to.
  75412. */
  75413. camera: FreeCamera;
  75414. /**
  75415. * Defines the touch sensibility for rotation.
  75416. * The higher the faster.
  75417. */
  75418. touchAngularSensibility: number;
  75419. /**
  75420. * Defines the touch sensibility for move.
  75421. * The higher the faster.
  75422. */
  75423. touchMoveSensibility: number;
  75424. private _offsetX;
  75425. private _offsetY;
  75426. private _pointerPressed;
  75427. private _pointerInput;
  75428. private _observer;
  75429. private _onLostFocus;
  75430. /**
  75431. * Attach the input controls to a specific dom element to get the input from.
  75432. * @param element Defines the element the controls should be listened from
  75433. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75434. */
  75435. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75436. /**
  75437. * Detach the current controls from the specified dom element.
  75438. * @param element Defines the element to stop listening the inputs from
  75439. */
  75440. detachControl(element: Nullable<HTMLElement>): void;
  75441. /**
  75442. * Update the current camera state depending on the inputs that have been used this frame.
  75443. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  75444. */
  75445. checkInputs(): void;
  75446. /**
  75447. * Gets the class name of the current intput.
  75448. * @returns the class name
  75449. */
  75450. getClassName(): string;
  75451. /**
  75452. * Get the friendly name associated with the input class.
  75453. * @returns the input friendly name
  75454. */
  75455. getSimpleName(): string;
  75456. }
  75457. }
  75458. declare module BABYLON {
  75459. /**
  75460. * Default Inputs manager for the FreeCamera.
  75461. * It groups all the default supported inputs for ease of use.
  75462. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75463. */
  75464. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  75465. /**
  75466. * @hidden
  75467. */
  75468. _mouseInput: Nullable<FreeCameraMouseInput>;
  75469. /**
  75470. * Instantiates a new FreeCameraInputsManager.
  75471. * @param camera Defines the camera the inputs belong to
  75472. */
  75473. constructor(camera: FreeCamera);
  75474. /**
  75475. * Add keyboard input support to the input manager.
  75476. * @returns the current input manager
  75477. */
  75478. addKeyboard(): FreeCameraInputsManager;
  75479. /**
  75480. * Add mouse input support to the input manager.
  75481. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  75482. * @returns the current input manager
  75483. */
  75484. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  75485. /**
  75486. * Removes the mouse input support from the manager
  75487. * @returns the current input manager
  75488. */
  75489. removeMouse(): FreeCameraInputsManager;
  75490. /**
  75491. * Add touch input support to the input manager.
  75492. * @returns the current input manager
  75493. */
  75494. addTouch(): FreeCameraInputsManager;
  75495. /**
  75496. * Remove all attached input methods from a camera
  75497. */
  75498. clear(): void;
  75499. }
  75500. }
  75501. declare module BABYLON {
  75502. /**
  75503. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  75504. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  75505. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  75506. */
  75507. export class FreeCamera extends TargetCamera {
  75508. /**
  75509. * Define the collision ellipsoid of the camera.
  75510. * This is helpful to simulate a camera body like the player body around the camera
  75511. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  75512. */
  75513. ellipsoid: Vector3;
  75514. /**
  75515. * Define an offset for the position of the ellipsoid around the camera.
  75516. * This can be helpful to determine the center of the body near the gravity center of the body
  75517. * instead of its head.
  75518. */
  75519. ellipsoidOffset: Vector3;
  75520. /**
  75521. * Enable or disable collisions of the camera with the rest of the scene objects.
  75522. */
  75523. checkCollisions: boolean;
  75524. /**
  75525. * Enable or disable gravity on the camera.
  75526. */
  75527. applyGravity: boolean;
  75528. /**
  75529. * Define the input manager associated to the camera.
  75530. */
  75531. inputs: FreeCameraInputsManager;
  75532. /**
  75533. * Gets the input sensibility for a mouse input. (default is 2000.0)
  75534. * Higher values reduce sensitivity.
  75535. */
  75536. /**
  75537. * Sets the input sensibility for a mouse input. (default is 2000.0)
  75538. * Higher values reduce sensitivity.
  75539. */
  75540. angularSensibility: number;
  75541. /**
  75542. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  75543. */
  75544. keysUp: number[];
  75545. /**
  75546. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  75547. */
  75548. keysDown: number[];
  75549. /**
  75550. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  75551. */
  75552. keysLeft: number[];
  75553. /**
  75554. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  75555. */
  75556. keysRight: number[];
  75557. /**
  75558. * Event raised when the camera collide with a mesh in the scene.
  75559. */
  75560. onCollide: (collidedMesh: AbstractMesh) => void;
  75561. private _collider;
  75562. private _needMoveForGravity;
  75563. private _oldPosition;
  75564. private _diffPosition;
  75565. private _newPosition;
  75566. /** @hidden */
  75567. _localDirection: Vector3;
  75568. /** @hidden */
  75569. _transformedDirection: Vector3;
  75570. /**
  75571. * Instantiates a Free Camera.
  75572. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  75573. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  75574. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  75575. * @param name Define the name of the camera in the scene
  75576. * @param position Define the start position of the camera in the scene
  75577. * @param scene Define the scene the camera belongs to
  75578. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  75579. */
  75580. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  75581. /**
  75582. * Attached controls to the current camera.
  75583. * @param element Defines the element the controls should be listened from
  75584. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75585. */
  75586. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75587. /**
  75588. * Detach the current controls from the camera.
  75589. * The camera will stop reacting to inputs.
  75590. * @param element Defines the element to stop listening the inputs from
  75591. */
  75592. detachControl(element: HTMLElement): void;
  75593. private _collisionMask;
  75594. /**
  75595. * Define a collision mask to limit the list of object the camera can collide with
  75596. */
  75597. collisionMask: number;
  75598. /** @hidden */
  75599. _collideWithWorld(displacement: Vector3): void;
  75600. private _onCollisionPositionChange;
  75601. /** @hidden */
  75602. _checkInputs(): void;
  75603. /** @hidden */
  75604. _decideIfNeedsToMove(): boolean;
  75605. /** @hidden */
  75606. _updatePosition(): void;
  75607. /**
  75608. * Destroy the camera and release the current resources hold by it.
  75609. */
  75610. dispose(): void;
  75611. /**
  75612. * Gets the current object class name.
  75613. * @return the class name
  75614. */
  75615. getClassName(): string;
  75616. }
  75617. }
  75618. declare module BABYLON {
  75619. /**
  75620. * Represents a gamepad control stick position
  75621. */
  75622. export class StickValues {
  75623. /**
  75624. * The x component of the control stick
  75625. */
  75626. x: number;
  75627. /**
  75628. * The y component of the control stick
  75629. */
  75630. y: number;
  75631. /**
  75632. * Initializes the gamepad x and y control stick values
  75633. * @param x The x component of the gamepad control stick value
  75634. * @param y The y component of the gamepad control stick value
  75635. */
  75636. constructor(
  75637. /**
  75638. * The x component of the control stick
  75639. */
  75640. x: number,
  75641. /**
  75642. * The y component of the control stick
  75643. */
  75644. y: number);
  75645. }
  75646. /**
  75647. * An interface which manages callbacks for gamepad button changes
  75648. */
  75649. export interface GamepadButtonChanges {
  75650. /**
  75651. * Called when a gamepad has been changed
  75652. */
  75653. changed: boolean;
  75654. /**
  75655. * Called when a gamepad press event has been triggered
  75656. */
  75657. pressChanged: boolean;
  75658. /**
  75659. * Called when a touch event has been triggered
  75660. */
  75661. touchChanged: boolean;
  75662. /**
  75663. * Called when a value has changed
  75664. */
  75665. valueChanged: boolean;
  75666. }
  75667. /**
  75668. * Represents a gamepad
  75669. */
  75670. export class Gamepad {
  75671. /**
  75672. * The id of the gamepad
  75673. */
  75674. id: string;
  75675. /**
  75676. * The index of the gamepad
  75677. */
  75678. index: number;
  75679. /**
  75680. * The browser gamepad
  75681. */
  75682. browserGamepad: any;
  75683. /**
  75684. * Specifies what type of gamepad this represents
  75685. */
  75686. type: number;
  75687. private _leftStick;
  75688. private _rightStick;
  75689. /** @hidden */
  75690. _isConnected: boolean;
  75691. private _leftStickAxisX;
  75692. private _leftStickAxisY;
  75693. private _rightStickAxisX;
  75694. private _rightStickAxisY;
  75695. /**
  75696. * Triggered when the left control stick has been changed
  75697. */
  75698. private _onleftstickchanged;
  75699. /**
  75700. * Triggered when the right control stick has been changed
  75701. */
  75702. private _onrightstickchanged;
  75703. /**
  75704. * Represents a gamepad controller
  75705. */
  75706. static GAMEPAD: number;
  75707. /**
  75708. * Represents a generic controller
  75709. */
  75710. static GENERIC: number;
  75711. /**
  75712. * Represents an XBox controller
  75713. */
  75714. static XBOX: number;
  75715. /**
  75716. * Represents a pose-enabled controller
  75717. */
  75718. static POSE_ENABLED: number;
  75719. /**
  75720. * Specifies whether the left control stick should be Y-inverted
  75721. */
  75722. protected _invertLeftStickY: boolean;
  75723. /**
  75724. * Specifies if the gamepad has been connected
  75725. */
  75726. readonly isConnected: boolean;
  75727. /**
  75728. * Initializes the gamepad
  75729. * @param id The id of the gamepad
  75730. * @param index The index of the gamepad
  75731. * @param browserGamepad The browser gamepad
  75732. * @param leftStickX The x component of the left joystick
  75733. * @param leftStickY The y component of the left joystick
  75734. * @param rightStickX The x component of the right joystick
  75735. * @param rightStickY The y component of the right joystick
  75736. */
  75737. constructor(
  75738. /**
  75739. * The id of the gamepad
  75740. */
  75741. id: string,
  75742. /**
  75743. * The index of the gamepad
  75744. */
  75745. index: number,
  75746. /**
  75747. * The browser gamepad
  75748. */
  75749. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  75750. /**
  75751. * Callback triggered when the left joystick has changed
  75752. * @param callback
  75753. */
  75754. onleftstickchanged(callback: (values: StickValues) => void): void;
  75755. /**
  75756. * Callback triggered when the right joystick has changed
  75757. * @param callback
  75758. */
  75759. onrightstickchanged(callback: (values: StickValues) => void): void;
  75760. /**
  75761. * Gets the left joystick
  75762. */
  75763. /**
  75764. * Sets the left joystick values
  75765. */
  75766. leftStick: StickValues;
  75767. /**
  75768. * Gets the right joystick
  75769. */
  75770. /**
  75771. * Sets the right joystick value
  75772. */
  75773. rightStick: StickValues;
  75774. /**
  75775. * Updates the gamepad joystick positions
  75776. */
  75777. update(): void;
  75778. /**
  75779. * Disposes the gamepad
  75780. */
  75781. dispose(): void;
  75782. }
  75783. /**
  75784. * Represents a generic gamepad
  75785. */
  75786. export class GenericPad extends Gamepad {
  75787. private _buttons;
  75788. private _onbuttondown;
  75789. private _onbuttonup;
  75790. /**
  75791. * Observable triggered when a button has been pressed
  75792. */
  75793. onButtonDownObservable: Observable<number>;
  75794. /**
  75795. * Observable triggered when a button has been released
  75796. */
  75797. onButtonUpObservable: Observable<number>;
  75798. /**
  75799. * Callback triggered when a button has been pressed
  75800. * @param callback Called when a button has been pressed
  75801. */
  75802. onbuttondown(callback: (buttonPressed: number) => void): void;
  75803. /**
  75804. * Callback triggered when a button has been released
  75805. * @param callback Called when a button has been released
  75806. */
  75807. onbuttonup(callback: (buttonReleased: number) => void): void;
  75808. /**
  75809. * Initializes the generic gamepad
  75810. * @param id The id of the generic gamepad
  75811. * @param index The index of the generic gamepad
  75812. * @param browserGamepad The browser gamepad
  75813. */
  75814. constructor(id: string, index: number, browserGamepad: any);
  75815. private _setButtonValue;
  75816. /**
  75817. * Updates the generic gamepad
  75818. */
  75819. update(): void;
  75820. /**
  75821. * Disposes the generic gamepad
  75822. */
  75823. dispose(): void;
  75824. }
  75825. }
  75826. declare module BABYLON {
  75827. interface Engine {
  75828. /**
  75829. * Creates a raw texture
  75830. * @param data defines the data to store in the texture
  75831. * @param width defines the width of the texture
  75832. * @param height defines the height of the texture
  75833. * @param format defines the format of the data
  75834. * @param generateMipMaps defines if the engine should generate the mip levels
  75835. * @param invertY defines if data must be stored with Y axis inverted
  75836. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  75837. * @param compression defines the compression used (null by default)
  75838. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75839. * @returns the raw texture inside an InternalTexture
  75840. */
  75841. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  75842. /**
  75843. * Update a raw texture
  75844. * @param texture defines the texture to update
  75845. * @param data defines the data to store in the texture
  75846. * @param format defines the format of the data
  75847. * @param invertY defines if data must be stored with Y axis inverted
  75848. */
  75849. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  75850. /**
  75851. * Update a raw texture
  75852. * @param texture defines the texture to update
  75853. * @param data defines the data to store in the texture
  75854. * @param format defines the format of the data
  75855. * @param invertY defines if data must be stored with Y axis inverted
  75856. * @param compression defines the compression used (null by default)
  75857. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75858. */
  75859. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  75860. /**
  75861. * Creates a new raw cube texture
  75862. * @param data defines the array of data to use to create each face
  75863. * @param size defines the size of the textures
  75864. * @param format defines the format of the data
  75865. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  75866. * @param generateMipMaps defines if the engine should generate the mip levels
  75867. * @param invertY defines if data must be stored with Y axis inverted
  75868. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  75869. * @param compression defines the compression used (null by default)
  75870. * @returns the cube texture as an InternalTexture
  75871. */
  75872. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  75873. /**
  75874. * Update a raw cube texture
  75875. * @param texture defines the texture to udpdate
  75876. * @param data defines the data to store
  75877. * @param format defines the data format
  75878. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75879. * @param invertY defines if data must be stored with Y axis inverted
  75880. */
  75881. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  75882. /**
  75883. * Update a raw cube texture
  75884. * @param texture defines the texture to udpdate
  75885. * @param data defines the data to store
  75886. * @param format defines the data format
  75887. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75888. * @param invertY defines if data must be stored with Y axis inverted
  75889. * @param compression defines the compression used (null by default)
  75890. */
  75891. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  75892. /**
  75893. * Update a raw cube texture
  75894. * @param texture defines the texture to udpdate
  75895. * @param data defines the data to store
  75896. * @param format defines the data format
  75897. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75898. * @param invertY defines if data must be stored with Y axis inverted
  75899. * @param compression defines the compression used (null by default)
  75900. * @param level defines which level of the texture to update
  75901. */
  75902. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  75903. /**
  75904. * Creates a new raw cube texture from a specified url
  75905. * @param url defines the url where the data is located
  75906. * @param scene defines the current scene
  75907. * @param size defines the size of the textures
  75908. * @param format defines the format of the data
  75909. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  75910. * @param noMipmap defines if the engine should avoid generating the mip levels
  75911. * @param callback defines a callback used to extract texture data from loaded data
  75912. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  75913. * @param onLoad defines a callback called when texture is loaded
  75914. * @param onError defines a callback called if there is an error
  75915. * @returns the cube texture as an InternalTexture
  75916. */
  75917. 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;
  75918. /**
  75919. * Creates a new raw cube texture from a specified url
  75920. * @param url defines the url where the data is located
  75921. * @param scene defines the current scene
  75922. * @param size defines the size of the textures
  75923. * @param format defines the format of the data
  75924. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  75925. * @param noMipmap defines if the engine should avoid generating the mip levels
  75926. * @param callback defines a callback used to extract texture data from loaded data
  75927. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  75928. * @param onLoad defines a callback called when texture is loaded
  75929. * @param onError defines a callback called if there is an error
  75930. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  75931. * @param invertY defines if data must be stored with Y axis inverted
  75932. * @returns the cube texture as an InternalTexture
  75933. */
  75934. 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;
  75935. /**
  75936. * Creates a new raw 3D texture
  75937. * @param data defines the data used to create the texture
  75938. * @param width defines the width of the texture
  75939. * @param height defines the height of the texture
  75940. * @param depth defines the depth of the texture
  75941. * @param format defines the format of the texture
  75942. * @param generateMipMaps defines if the engine must generate mip levels
  75943. * @param invertY defines if data must be stored with Y axis inverted
  75944. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  75945. * @param compression defines the compressed used (can be null)
  75946. * @param textureType defines the compressed used (can be null)
  75947. * @returns a new raw 3D texture (stored in an InternalTexture)
  75948. */
  75949. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  75950. /**
  75951. * Update a raw 3D texture
  75952. * @param texture defines the texture to update
  75953. * @param data defines the data to store
  75954. * @param format defines the data format
  75955. * @param invertY defines if data must be stored with Y axis inverted
  75956. */
  75957. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  75958. /**
  75959. * Update a raw 3D texture
  75960. * @param texture defines the texture to update
  75961. * @param data defines the data to store
  75962. * @param format defines the data format
  75963. * @param invertY defines if data must be stored with Y axis inverted
  75964. * @param compression defines the used compression (can be null)
  75965. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75966. */
  75967. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  75968. }
  75969. }
  75970. declare module BABYLON {
  75971. /**
  75972. * Raw texture can help creating a texture directly from an array of data.
  75973. * This can be super useful if you either get the data from an uncompressed source or
  75974. * if you wish to create your texture pixel by pixel.
  75975. */
  75976. export class RawTexture extends Texture {
  75977. /**
  75978. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75979. */
  75980. format: number;
  75981. private _engine;
  75982. /**
  75983. * Instantiates a new RawTexture.
  75984. * Raw texture can help creating a texture directly from an array of data.
  75985. * This can be super useful if you either get the data from an uncompressed source or
  75986. * if you wish to create your texture pixel by pixel.
  75987. * @param data define the array of data to use to create the texture
  75988. * @param width define the width of the texture
  75989. * @param height define the height of the texture
  75990. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75991. * @param scene define the scene the texture belongs to
  75992. * @param generateMipMaps define whether mip maps should be generated or not
  75993. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75994. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75995. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75996. */
  75997. constructor(data: ArrayBufferView, width: number, height: number,
  75998. /**
  75999. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76000. */
  76001. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  76002. /**
  76003. * Updates the texture underlying data.
  76004. * @param data Define the new data of the texture
  76005. */
  76006. update(data: ArrayBufferView): void;
  76007. /**
  76008. * Creates a luminance texture from some data.
  76009. * @param data Define the texture data
  76010. * @param width Define the width of the texture
  76011. * @param height Define the height of the texture
  76012. * @param scene Define the scene the texture belongs to
  76013. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76014. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76015. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76016. * @returns the luminance texture
  76017. */
  76018. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76019. /**
  76020. * Creates a luminance alpha texture from some data.
  76021. * @param data Define the texture data
  76022. * @param width Define the width of the texture
  76023. * @param height Define the height of the texture
  76024. * @param scene Define the scene the texture belongs to
  76025. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76026. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76027. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76028. * @returns the luminance alpha texture
  76029. */
  76030. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76031. /**
  76032. * Creates an alpha texture from some data.
  76033. * @param data Define the texture data
  76034. * @param width Define the width of the texture
  76035. * @param height Define the height of the texture
  76036. * @param scene Define the scene the texture belongs to
  76037. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76038. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76039. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76040. * @returns the alpha texture
  76041. */
  76042. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76043. /**
  76044. * Creates a RGB texture from some data.
  76045. * @param data Define the texture data
  76046. * @param width Define the width of the texture
  76047. * @param height Define the height of the texture
  76048. * @param scene Define the scene the texture belongs to
  76049. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76050. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76051. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76052. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76053. * @returns the RGB alpha texture
  76054. */
  76055. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76056. /**
  76057. * Creates a RGBA texture from some data.
  76058. * @param data Define the texture data
  76059. * @param width Define the width of the texture
  76060. * @param height Define the height of the texture
  76061. * @param scene Define the scene the texture belongs to
  76062. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76063. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76064. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76065. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76066. * @returns the RGBA texture
  76067. */
  76068. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76069. /**
  76070. * Creates a R texture from some data.
  76071. * @param data Define the texture data
  76072. * @param width Define the width of the texture
  76073. * @param height Define the height of the texture
  76074. * @param scene Define the scene the texture belongs to
  76075. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76076. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76077. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76078. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76079. * @returns the R texture
  76080. */
  76081. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76082. }
  76083. }
  76084. declare module BABYLON {
  76085. /**
  76086. * Interface for the size containing width and height
  76087. */
  76088. export interface ISize {
  76089. /**
  76090. * Width
  76091. */
  76092. width: number;
  76093. /**
  76094. * Heighht
  76095. */
  76096. height: number;
  76097. }
  76098. /**
  76099. * Size containing widht and height
  76100. */
  76101. export class Size implements ISize {
  76102. /**
  76103. * Width
  76104. */
  76105. width: number;
  76106. /**
  76107. * Height
  76108. */
  76109. height: number;
  76110. /**
  76111. * Creates a Size object from the given width and height (floats).
  76112. * @param width width of the new size
  76113. * @param height height of the new size
  76114. */
  76115. constructor(width: number, height: number);
  76116. /**
  76117. * Returns a string with the Size width and height
  76118. * @returns a string with the Size width and height
  76119. */
  76120. toString(): string;
  76121. /**
  76122. * "Size"
  76123. * @returns the string "Size"
  76124. */
  76125. getClassName(): string;
  76126. /**
  76127. * Returns the Size hash code.
  76128. * @returns a hash code for a unique width and height
  76129. */
  76130. getHashCode(): number;
  76131. /**
  76132. * Updates the current size from the given one.
  76133. * @param src the given size
  76134. */
  76135. copyFrom(src: Size): void;
  76136. /**
  76137. * Updates in place the current Size from the given floats.
  76138. * @param width width of the new size
  76139. * @param height height of the new size
  76140. * @returns the updated Size.
  76141. */
  76142. copyFromFloats(width: number, height: number): Size;
  76143. /**
  76144. * Updates in place the current Size from the given floats.
  76145. * @param width width to set
  76146. * @param height height to set
  76147. * @returns the updated Size.
  76148. */
  76149. set(width: number, height: number): Size;
  76150. /**
  76151. * Multiplies the width and height by numbers
  76152. * @param w factor to multiple the width by
  76153. * @param h factor to multiple the height by
  76154. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  76155. */
  76156. multiplyByFloats(w: number, h: number): Size;
  76157. /**
  76158. * Clones the size
  76159. * @returns a new Size copied from the given one.
  76160. */
  76161. clone(): Size;
  76162. /**
  76163. * True if the current Size and the given one width and height are strictly equal.
  76164. * @param other the other size to compare against
  76165. * @returns True if the current Size and the given one width and height are strictly equal.
  76166. */
  76167. equals(other: Size): boolean;
  76168. /**
  76169. * The surface of the Size : width * height (float).
  76170. */
  76171. readonly surface: number;
  76172. /**
  76173. * Create a new size of zero
  76174. * @returns a new Size set to (0.0, 0.0)
  76175. */
  76176. static Zero(): Size;
  76177. /**
  76178. * Sums the width and height of two sizes
  76179. * @param otherSize size to add to this size
  76180. * @returns a new Size set as the addition result of the current Size and the given one.
  76181. */
  76182. add(otherSize: Size): Size;
  76183. /**
  76184. * Subtracts the width and height of two
  76185. * @param otherSize size to subtract to this size
  76186. * @returns a new Size set as the subtraction result of the given one from the current Size.
  76187. */
  76188. subtract(otherSize: Size): Size;
  76189. /**
  76190. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  76191. * @param start starting size to lerp between
  76192. * @param end end size to lerp between
  76193. * @param amount amount to lerp between the start and end values
  76194. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  76195. */
  76196. static Lerp(start: Size, end: Size, amount: number): Size;
  76197. }
  76198. }
  76199. declare module BABYLON {
  76200. /**
  76201. * Defines a runtime animation
  76202. */
  76203. export class RuntimeAnimation {
  76204. private _events;
  76205. /**
  76206. * The current frame of the runtime animation
  76207. */
  76208. private _currentFrame;
  76209. /**
  76210. * The animation used by the runtime animation
  76211. */
  76212. private _animation;
  76213. /**
  76214. * The target of the runtime animation
  76215. */
  76216. private _target;
  76217. /**
  76218. * The initiating animatable
  76219. */
  76220. private _host;
  76221. /**
  76222. * The original value of the runtime animation
  76223. */
  76224. private _originalValue;
  76225. /**
  76226. * The original blend value of the runtime animation
  76227. */
  76228. private _originalBlendValue;
  76229. /**
  76230. * The offsets cache of the runtime animation
  76231. */
  76232. private _offsetsCache;
  76233. /**
  76234. * The high limits cache of the runtime animation
  76235. */
  76236. private _highLimitsCache;
  76237. /**
  76238. * Specifies if the runtime animation has been stopped
  76239. */
  76240. private _stopped;
  76241. /**
  76242. * The blending factor of the runtime animation
  76243. */
  76244. private _blendingFactor;
  76245. /**
  76246. * The BabylonJS scene
  76247. */
  76248. private _scene;
  76249. /**
  76250. * The current value of the runtime animation
  76251. */
  76252. private _currentValue;
  76253. /** @hidden */
  76254. _animationState: _IAnimationState;
  76255. /**
  76256. * The active target of the runtime animation
  76257. */
  76258. private _activeTargets;
  76259. private _currentActiveTarget;
  76260. private _directTarget;
  76261. /**
  76262. * The target path of the runtime animation
  76263. */
  76264. private _targetPath;
  76265. /**
  76266. * The weight of the runtime animation
  76267. */
  76268. private _weight;
  76269. /**
  76270. * The ratio offset of the runtime animation
  76271. */
  76272. private _ratioOffset;
  76273. /**
  76274. * The previous delay of the runtime animation
  76275. */
  76276. private _previousDelay;
  76277. /**
  76278. * The previous ratio of the runtime animation
  76279. */
  76280. private _previousRatio;
  76281. private _enableBlending;
  76282. private _keys;
  76283. private _minFrame;
  76284. private _maxFrame;
  76285. private _minValue;
  76286. private _maxValue;
  76287. private _targetIsArray;
  76288. /**
  76289. * Gets the current frame of the runtime animation
  76290. */
  76291. readonly currentFrame: number;
  76292. /**
  76293. * Gets the weight of the runtime animation
  76294. */
  76295. readonly weight: number;
  76296. /**
  76297. * Gets the current value of the runtime animation
  76298. */
  76299. readonly currentValue: any;
  76300. /**
  76301. * Gets the target path of the runtime animation
  76302. */
  76303. readonly targetPath: string;
  76304. /**
  76305. * Gets the actual target of the runtime animation
  76306. */
  76307. readonly target: any;
  76308. /** @hidden */
  76309. _onLoop: () => void;
  76310. /**
  76311. * Create a new RuntimeAnimation object
  76312. * @param target defines the target of the animation
  76313. * @param animation defines the source animation object
  76314. * @param scene defines the hosting scene
  76315. * @param host defines the initiating Animatable
  76316. */
  76317. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  76318. private _preparePath;
  76319. /**
  76320. * Gets the animation from the runtime animation
  76321. */
  76322. readonly animation: Animation;
  76323. /**
  76324. * Resets the runtime animation to the beginning
  76325. * @param restoreOriginal defines whether to restore the target property to the original value
  76326. */
  76327. reset(restoreOriginal?: boolean): void;
  76328. /**
  76329. * Specifies if the runtime animation is stopped
  76330. * @returns Boolean specifying if the runtime animation is stopped
  76331. */
  76332. isStopped(): boolean;
  76333. /**
  76334. * Disposes of the runtime animation
  76335. */
  76336. dispose(): void;
  76337. /**
  76338. * Apply the interpolated value to the target
  76339. * @param currentValue defines the value computed by the animation
  76340. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  76341. */
  76342. setValue(currentValue: any, weight: number): void;
  76343. private _getOriginalValues;
  76344. private _setValue;
  76345. /**
  76346. * Gets the loop pmode of the runtime animation
  76347. * @returns Loop Mode
  76348. */
  76349. private _getCorrectLoopMode;
  76350. /**
  76351. * Move the current animation to a given frame
  76352. * @param frame defines the frame to move to
  76353. */
  76354. goToFrame(frame: number): void;
  76355. /**
  76356. * @hidden Internal use only
  76357. */
  76358. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  76359. /**
  76360. * Execute the current animation
  76361. * @param delay defines the delay to add to the current frame
  76362. * @param from defines the lower bound of the animation range
  76363. * @param to defines the upper bound of the animation range
  76364. * @param loop defines if the current animation must loop
  76365. * @param speedRatio defines the current speed ratio
  76366. * @param weight defines the weight of the animation (default is -1 so no weight)
  76367. * @param onLoop optional callback called when animation loops
  76368. * @returns a boolean indicating if the animation is running
  76369. */
  76370. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  76371. }
  76372. }
  76373. declare module BABYLON {
  76374. /**
  76375. * Class used to store an actual running animation
  76376. */
  76377. export class Animatable {
  76378. /** defines the target object */
  76379. target: any;
  76380. /** defines the starting frame number (default is 0) */
  76381. fromFrame: number;
  76382. /** defines the ending frame number (default is 100) */
  76383. toFrame: number;
  76384. /** defines if the animation must loop (default is false) */
  76385. loopAnimation: boolean;
  76386. /** defines a callback to call when animation ends if it is not looping */
  76387. onAnimationEnd?: (() => void) | null | undefined;
  76388. /** defines a callback to call when animation loops */
  76389. onAnimationLoop?: (() => void) | null | undefined;
  76390. private _localDelayOffset;
  76391. private _pausedDelay;
  76392. private _runtimeAnimations;
  76393. private _paused;
  76394. private _scene;
  76395. private _speedRatio;
  76396. private _weight;
  76397. private _syncRoot;
  76398. /**
  76399. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  76400. * This will only apply for non looping animation (default is true)
  76401. */
  76402. disposeOnEnd: boolean;
  76403. /**
  76404. * Gets a boolean indicating if the animation has started
  76405. */
  76406. animationStarted: boolean;
  76407. /**
  76408. * Observer raised when the animation ends
  76409. */
  76410. onAnimationEndObservable: Observable<Animatable>;
  76411. /**
  76412. * Observer raised when the animation loops
  76413. */
  76414. onAnimationLoopObservable: Observable<Animatable>;
  76415. /**
  76416. * Gets the root Animatable used to synchronize and normalize animations
  76417. */
  76418. readonly syncRoot: Nullable<Animatable>;
  76419. /**
  76420. * Gets the current frame of the first RuntimeAnimation
  76421. * Used to synchronize Animatables
  76422. */
  76423. readonly masterFrame: number;
  76424. /**
  76425. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  76426. */
  76427. weight: number;
  76428. /**
  76429. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  76430. */
  76431. speedRatio: number;
  76432. /**
  76433. * Creates a new Animatable
  76434. * @param scene defines the hosting scene
  76435. * @param target defines the target object
  76436. * @param fromFrame defines the starting frame number (default is 0)
  76437. * @param toFrame defines the ending frame number (default is 100)
  76438. * @param loopAnimation defines if the animation must loop (default is false)
  76439. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  76440. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  76441. * @param animations defines a group of animation to add to the new Animatable
  76442. * @param onAnimationLoop defines a callback to call when animation loops
  76443. */
  76444. constructor(scene: Scene,
  76445. /** defines the target object */
  76446. target: any,
  76447. /** defines the starting frame number (default is 0) */
  76448. fromFrame?: number,
  76449. /** defines the ending frame number (default is 100) */
  76450. toFrame?: number,
  76451. /** defines if the animation must loop (default is false) */
  76452. loopAnimation?: boolean, speedRatio?: number,
  76453. /** defines a callback to call when animation ends if it is not looping */
  76454. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  76455. /** defines a callback to call when animation loops */
  76456. onAnimationLoop?: (() => void) | null | undefined);
  76457. /**
  76458. * Synchronize and normalize current Animatable with a source Animatable
  76459. * This is useful when using animation weights and when animations are not of the same length
  76460. * @param root defines the root Animatable to synchronize with
  76461. * @returns the current Animatable
  76462. */
  76463. syncWith(root: Animatable): Animatable;
  76464. /**
  76465. * Gets the list of runtime animations
  76466. * @returns an array of RuntimeAnimation
  76467. */
  76468. getAnimations(): RuntimeAnimation[];
  76469. /**
  76470. * Adds more animations to the current animatable
  76471. * @param target defines the target of the animations
  76472. * @param animations defines the new animations to add
  76473. */
  76474. appendAnimations(target: any, animations: Animation[]): void;
  76475. /**
  76476. * Gets the source animation for a specific property
  76477. * @param property defines the propertyu to look for
  76478. * @returns null or the source animation for the given property
  76479. */
  76480. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  76481. /**
  76482. * Gets the runtime animation for a specific property
  76483. * @param property defines the propertyu to look for
  76484. * @returns null or the runtime animation for the given property
  76485. */
  76486. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  76487. /**
  76488. * Resets the animatable to its original state
  76489. */
  76490. reset(): void;
  76491. /**
  76492. * Allows the animatable to blend with current running animations
  76493. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76494. * @param blendingSpeed defines the blending speed to use
  76495. */
  76496. enableBlending(blendingSpeed: number): void;
  76497. /**
  76498. * Disable animation blending
  76499. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76500. */
  76501. disableBlending(): void;
  76502. /**
  76503. * Jump directly to a given frame
  76504. * @param frame defines the frame to jump to
  76505. */
  76506. goToFrame(frame: number): void;
  76507. /**
  76508. * Pause the animation
  76509. */
  76510. pause(): void;
  76511. /**
  76512. * Restart the animation
  76513. */
  76514. restart(): void;
  76515. private _raiseOnAnimationEnd;
  76516. /**
  76517. * Stop and delete the current animation
  76518. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  76519. * @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)
  76520. */
  76521. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  76522. /**
  76523. * Wait asynchronously for the animation to end
  76524. * @returns a promise which will be fullfilled when the animation ends
  76525. */
  76526. waitAsync(): Promise<Animatable>;
  76527. /** @hidden */
  76528. _animate(delay: number): boolean;
  76529. }
  76530. interface Scene {
  76531. /** @hidden */
  76532. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  76533. /** @hidden */
  76534. _processLateAnimationBindingsForMatrices(holder: {
  76535. totalWeight: number;
  76536. animations: RuntimeAnimation[];
  76537. originalValue: Matrix;
  76538. }): any;
  76539. /** @hidden */
  76540. _processLateAnimationBindingsForQuaternions(holder: {
  76541. totalWeight: number;
  76542. animations: RuntimeAnimation[];
  76543. originalValue: Quaternion;
  76544. }, refQuaternion: Quaternion): Quaternion;
  76545. /** @hidden */
  76546. _processLateAnimationBindings(): void;
  76547. /**
  76548. * Will start the animation sequence of a given target
  76549. * @param target defines the target
  76550. * @param from defines from which frame should animation start
  76551. * @param to defines until which frame should animation run.
  76552. * @param weight defines the weight to apply to the animation (1.0 by default)
  76553. * @param loop defines if the animation loops
  76554. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76555. * @param onAnimationEnd defines the function to be executed when the animation ends
  76556. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76557. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  76558. * @param onAnimationLoop defines the callback to call when an animation loops
  76559. * @returns the animatable object created for this animation
  76560. */
  76561. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  76562. /**
  76563. * Will start the animation sequence of a given target
  76564. * @param target defines the target
  76565. * @param from defines from which frame should animation start
  76566. * @param to defines until which frame should animation run.
  76567. * @param loop defines if the animation loops
  76568. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76569. * @param onAnimationEnd defines the function to be executed when the animation ends
  76570. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76571. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  76572. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  76573. * @param onAnimationLoop defines the callback to call when an animation loops
  76574. * @returns the animatable object created for this animation
  76575. */
  76576. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  76577. /**
  76578. * Will start the animation sequence of a given target and its hierarchy
  76579. * @param target defines the target
  76580. * @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.
  76581. * @param from defines from which frame should animation start
  76582. * @param to defines until which frame should animation run.
  76583. * @param loop defines if the animation loops
  76584. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76585. * @param onAnimationEnd defines the function to be executed when the animation ends
  76586. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76587. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  76588. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  76589. * @param onAnimationLoop defines the callback to call when an animation loops
  76590. * @returns the list of created animatables
  76591. */
  76592. 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[];
  76593. /**
  76594. * Begin a new animation on a given node
  76595. * @param target defines the target where the animation will take place
  76596. * @param animations defines the list of animations to start
  76597. * @param from defines the initial value
  76598. * @param to defines the final value
  76599. * @param loop defines if you want animation to loop (off by default)
  76600. * @param speedRatio defines the speed ratio to apply to all animations
  76601. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  76602. * @param onAnimationLoop defines the callback to call when an animation loops
  76603. * @returns the list of created animatables
  76604. */
  76605. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  76606. /**
  76607. * Begin a new animation on a given node and its hierarchy
  76608. * @param target defines the root node where the animation will take place
  76609. * @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.
  76610. * @param animations defines the list of animations to start
  76611. * @param from defines the initial value
  76612. * @param to defines the final value
  76613. * @param loop defines if you want animation to loop (off by default)
  76614. * @param speedRatio defines the speed ratio to apply to all animations
  76615. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  76616. * @param onAnimationLoop defines the callback to call when an animation loops
  76617. * @returns the list of animatables created for all nodes
  76618. */
  76619. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  76620. /**
  76621. * Gets the animatable associated with a specific target
  76622. * @param target defines the target of the animatable
  76623. * @returns the required animatable if found
  76624. */
  76625. getAnimatableByTarget(target: any): Nullable<Animatable>;
  76626. /**
  76627. * Gets all animatables associated with a given target
  76628. * @param target defines the target to look animatables for
  76629. * @returns an array of Animatables
  76630. */
  76631. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  76632. /**
  76633. * Stops and removes all animations that have been applied to the scene
  76634. */
  76635. stopAllAnimations(): void;
  76636. }
  76637. interface Bone {
  76638. /**
  76639. * Copy an animation range from another bone
  76640. * @param source defines the source bone
  76641. * @param rangeName defines the range name to copy
  76642. * @param frameOffset defines the frame offset
  76643. * @param rescaleAsRequired defines if rescaling must be applied if required
  76644. * @param skelDimensionsRatio defines the scaling ratio
  76645. * @returns true if operation was successful
  76646. */
  76647. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  76648. }
  76649. }
  76650. declare module BABYLON {
  76651. /**
  76652. * Class used to override all child animations of a given target
  76653. */
  76654. export class AnimationPropertiesOverride {
  76655. /**
  76656. * Gets or sets a value indicating if animation blending must be used
  76657. */
  76658. enableBlending: boolean;
  76659. /**
  76660. * Gets or sets the blending speed to use when enableBlending is true
  76661. */
  76662. blendingSpeed: number;
  76663. /**
  76664. * Gets or sets the default loop mode to use
  76665. */
  76666. loopMode: number;
  76667. }
  76668. }
  76669. declare module BABYLON {
  76670. /**
  76671. * Class used to handle skinning animations
  76672. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  76673. */
  76674. export class Skeleton implements IAnimatable {
  76675. /** defines the skeleton name */
  76676. name: string;
  76677. /** defines the skeleton Id */
  76678. id: string;
  76679. /**
  76680. * Defines the list of child bones
  76681. */
  76682. bones: Bone[];
  76683. /**
  76684. * Defines an estimate of the dimension of the skeleton at rest
  76685. */
  76686. dimensionsAtRest: Vector3;
  76687. /**
  76688. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  76689. */
  76690. needInitialSkinMatrix: boolean;
  76691. /**
  76692. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  76693. */
  76694. overrideMesh: Nullable<AbstractMesh>;
  76695. /**
  76696. * Gets the list of animations attached to this skeleton
  76697. */
  76698. animations: Array<Animation>;
  76699. private _scene;
  76700. private _isDirty;
  76701. private _transformMatrices;
  76702. private _transformMatrixTexture;
  76703. private _meshesWithPoseMatrix;
  76704. private _animatables;
  76705. private _identity;
  76706. private _synchronizedWithMesh;
  76707. private _ranges;
  76708. private _lastAbsoluteTransformsUpdateId;
  76709. private _canUseTextureForBones;
  76710. private _uniqueId;
  76711. /** @hidden */
  76712. _numBonesWithLinkedTransformNode: number;
  76713. /** @hidden */
  76714. _hasWaitingData: Nullable<boolean>;
  76715. /**
  76716. * Specifies if the skeleton should be serialized
  76717. */
  76718. doNotSerialize: boolean;
  76719. private _useTextureToStoreBoneMatrices;
  76720. /**
  76721. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  76722. * Please note that this option is not available if the hardware does not support it
  76723. */
  76724. useTextureToStoreBoneMatrices: boolean;
  76725. private _animationPropertiesOverride;
  76726. /**
  76727. * Gets or sets the animation properties override
  76728. */
  76729. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  76730. /**
  76731. * List of inspectable custom properties (used by the Inspector)
  76732. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  76733. */
  76734. inspectableCustomProperties: IInspectable[];
  76735. /**
  76736. * An observable triggered before computing the skeleton's matrices
  76737. */
  76738. onBeforeComputeObservable: Observable<Skeleton>;
  76739. /**
  76740. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  76741. */
  76742. readonly isUsingTextureForMatrices: boolean;
  76743. /**
  76744. * Gets the unique ID of this skeleton
  76745. */
  76746. readonly uniqueId: number;
  76747. /**
  76748. * Creates a new skeleton
  76749. * @param name defines the skeleton name
  76750. * @param id defines the skeleton Id
  76751. * @param scene defines the hosting scene
  76752. */
  76753. constructor(
  76754. /** defines the skeleton name */
  76755. name: string,
  76756. /** defines the skeleton Id */
  76757. id: string, scene: Scene);
  76758. /**
  76759. * Gets the current object class name.
  76760. * @return the class name
  76761. */
  76762. getClassName(): string;
  76763. /**
  76764. * Returns an array containing the root bones
  76765. * @returns an array containing the root bones
  76766. */
  76767. getChildren(): Array<Bone>;
  76768. /**
  76769. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  76770. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  76771. * @returns a Float32Array containing matrices data
  76772. */
  76773. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  76774. /**
  76775. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  76776. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  76777. * @returns a raw texture containing the data
  76778. */
  76779. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  76780. /**
  76781. * Gets the current hosting scene
  76782. * @returns a scene object
  76783. */
  76784. getScene(): Scene;
  76785. /**
  76786. * Gets a string representing the current skeleton data
  76787. * @param fullDetails defines a boolean indicating if we want a verbose version
  76788. * @returns a string representing the current skeleton data
  76789. */
  76790. toString(fullDetails?: boolean): string;
  76791. /**
  76792. * Get bone's index searching by name
  76793. * @param name defines bone's name to search for
  76794. * @return the indice of the bone. Returns -1 if not found
  76795. */
  76796. getBoneIndexByName(name: string): number;
  76797. /**
  76798. * Creater a new animation range
  76799. * @param name defines the name of the range
  76800. * @param from defines the start key
  76801. * @param to defines the end key
  76802. */
  76803. createAnimationRange(name: string, from: number, to: number): void;
  76804. /**
  76805. * Delete a specific animation range
  76806. * @param name defines the name of the range
  76807. * @param deleteFrames defines if frames must be removed as well
  76808. */
  76809. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  76810. /**
  76811. * Gets a specific animation range
  76812. * @param name defines the name of the range to look for
  76813. * @returns the requested animation range or null if not found
  76814. */
  76815. getAnimationRange(name: string): Nullable<AnimationRange>;
  76816. /**
  76817. * Gets the list of all animation ranges defined on this skeleton
  76818. * @returns an array
  76819. */
  76820. getAnimationRanges(): Nullable<AnimationRange>[];
  76821. /**
  76822. * Copy animation range from a source skeleton.
  76823. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  76824. * @param source defines the source skeleton
  76825. * @param name defines the name of the range to copy
  76826. * @param rescaleAsRequired defines if rescaling must be applied if required
  76827. * @returns true if operation was successful
  76828. */
  76829. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  76830. /**
  76831. * Forces the skeleton to go to rest pose
  76832. */
  76833. returnToRest(): void;
  76834. private _getHighestAnimationFrame;
  76835. /**
  76836. * Begin a specific animation range
  76837. * @param name defines the name of the range to start
  76838. * @param loop defines if looping must be turned on (false by default)
  76839. * @param speedRatio defines the speed ratio to apply (1 by default)
  76840. * @param onAnimationEnd defines a callback which will be called when animation will end
  76841. * @returns a new animatable
  76842. */
  76843. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  76844. /** @hidden */
  76845. _markAsDirty(): void;
  76846. /** @hidden */
  76847. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  76848. /** @hidden */
  76849. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  76850. private _computeTransformMatrices;
  76851. /**
  76852. * Build all resources required to render a skeleton
  76853. */
  76854. prepare(): void;
  76855. /**
  76856. * Gets the list of animatables currently running for this skeleton
  76857. * @returns an array of animatables
  76858. */
  76859. getAnimatables(): IAnimatable[];
  76860. /**
  76861. * Clone the current skeleton
  76862. * @param name defines the name of the new skeleton
  76863. * @param id defines the id of the new skeleton
  76864. * @returns the new skeleton
  76865. */
  76866. clone(name: string, id: string): Skeleton;
  76867. /**
  76868. * Enable animation blending for this skeleton
  76869. * @param blendingSpeed defines the blending speed to apply
  76870. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76871. */
  76872. enableBlending(blendingSpeed?: number): void;
  76873. /**
  76874. * Releases all resources associated with the current skeleton
  76875. */
  76876. dispose(): void;
  76877. /**
  76878. * Serialize the skeleton in a JSON object
  76879. * @returns a JSON object
  76880. */
  76881. serialize(): any;
  76882. /**
  76883. * Creates a new skeleton from serialized data
  76884. * @param parsedSkeleton defines the serialized data
  76885. * @param scene defines the hosting scene
  76886. * @returns a new skeleton
  76887. */
  76888. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  76889. /**
  76890. * Compute all node absolute transforms
  76891. * @param forceUpdate defines if computation must be done even if cache is up to date
  76892. */
  76893. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  76894. /**
  76895. * Gets the root pose matrix
  76896. * @returns a matrix
  76897. */
  76898. getPoseMatrix(): Nullable<Matrix>;
  76899. /**
  76900. * Sorts bones per internal index
  76901. */
  76902. sortBones(): void;
  76903. private _sortBones;
  76904. }
  76905. }
  76906. declare module BABYLON {
  76907. /**
  76908. * Class used to store bone information
  76909. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  76910. */
  76911. export class Bone extends Node {
  76912. /**
  76913. * defines the bone name
  76914. */
  76915. name: string;
  76916. private static _tmpVecs;
  76917. private static _tmpQuat;
  76918. private static _tmpMats;
  76919. /**
  76920. * Gets the list of child bones
  76921. */
  76922. children: Bone[];
  76923. /** Gets the animations associated with this bone */
  76924. animations: Animation[];
  76925. /**
  76926. * Gets or sets bone length
  76927. */
  76928. length: number;
  76929. /**
  76930. * @hidden Internal only
  76931. * Set this value to map this bone to a different index in the transform matrices
  76932. * Set this value to -1 to exclude the bone from the transform matrices
  76933. */
  76934. _index: Nullable<number>;
  76935. private _skeleton;
  76936. private _localMatrix;
  76937. private _restPose;
  76938. private _baseMatrix;
  76939. private _absoluteTransform;
  76940. private _invertedAbsoluteTransform;
  76941. private _parent;
  76942. private _scalingDeterminant;
  76943. private _worldTransform;
  76944. private _localScaling;
  76945. private _localRotation;
  76946. private _localPosition;
  76947. private _needToDecompose;
  76948. private _needToCompose;
  76949. /** @hidden */
  76950. _linkedTransformNode: Nullable<TransformNode>;
  76951. /** @hidden */
  76952. _waitingTransformNodeId: Nullable<string>;
  76953. /** @hidden */
  76954. /** @hidden */
  76955. _matrix: Matrix;
  76956. /**
  76957. * Create a new bone
  76958. * @param name defines the bone name
  76959. * @param skeleton defines the parent skeleton
  76960. * @param parentBone defines the parent (can be null if the bone is the root)
  76961. * @param localMatrix defines the local matrix
  76962. * @param restPose defines the rest pose matrix
  76963. * @param baseMatrix defines the base matrix
  76964. * @param index defines index of the bone in the hiearchy
  76965. */
  76966. constructor(
  76967. /**
  76968. * defines the bone name
  76969. */
  76970. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  76971. /**
  76972. * Gets the current object class name.
  76973. * @return the class name
  76974. */
  76975. getClassName(): string;
  76976. /**
  76977. * Gets the parent skeleton
  76978. * @returns a skeleton
  76979. */
  76980. getSkeleton(): Skeleton;
  76981. /**
  76982. * Gets parent bone
  76983. * @returns a bone or null if the bone is the root of the bone hierarchy
  76984. */
  76985. getParent(): Nullable<Bone>;
  76986. /**
  76987. * Returns an array containing the root bones
  76988. * @returns an array containing the root bones
  76989. */
  76990. getChildren(): Array<Bone>;
  76991. /**
  76992. * Sets the parent bone
  76993. * @param parent defines the parent (can be null if the bone is the root)
  76994. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  76995. */
  76996. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  76997. /**
  76998. * Gets the local matrix
  76999. * @returns a matrix
  77000. */
  77001. getLocalMatrix(): Matrix;
  77002. /**
  77003. * Gets the base matrix (initial matrix which remains unchanged)
  77004. * @returns a matrix
  77005. */
  77006. getBaseMatrix(): Matrix;
  77007. /**
  77008. * Gets the rest pose matrix
  77009. * @returns a matrix
  77010. */
  77011. getRestPose(): Matrix;
  77012. /**
  77013. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  77014. */
  77015. getWorldMatrix(): Matrix;
  77016. /**
  77017. * Sets the local matrix to rest pose matrix
  77018. */
  77019. returnToRest(): void;
  77020. /**
  77021. * Gets the inverse of the absolute transform matrix.
  77022. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  77023. * @returns a matrix
  77024. */
  77025. getInvertedAbsoluteTransform(): Matrix;
  77026. /**
  77027. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  77028. * @returns a matrix
  77029. */
  77030. getAbsoluteTransform(): Matrix;
  77031. /**
  77032. * Links with the given transform node.
  77033. * The local matrix of this bone is copied from the transform node every frame.
  77034. * @param transformNode defines the transform node to link to
  77035. */
  77036. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  77037. /** Gets or sets current position (in local space) */
  77038. position: Vector3;
  77039. /** Gets or sets current rotation (in local space) */
  77040. rotation: Vector3;
  77041. /** Gets or sets current rotation quaternion (in local space) */
  77042. rotationQuaternion: Quaternion;
  77043. /** Gets or sets current scaling (in local space) */
  77044. scaling: Vector3;
  77045. /**
  77046. * Gets the animation properties override
  77047. */
  77048. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77049. private _decompose;
  77050. private _compose;
  77051. /**
  77052. * Update the base and local matrices
  77053. * @param matrix defines the new base or local matrix
  77054. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77055. * @param updateLocalMatrix defines if the local matrix should be updated
  77056. */
  77057. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  77058. /** @hidden */
  77059. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  77060. /**
  77061. * Flag the bone as dirty (Forcing it to update everything)
  77062. */
  77063. markAsDirty(): void;
  77064. /** @hidden */
  77065. _markAsDirtyAndCompose(): void;
  77066. private _markAsDirtyAndDecompose;
  77067. /**
  77068. * Translate the bone in local or world space
  77069. * @param vec The amount to translate the bone
  77070. * @param space The space that the translation is in
  77071. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77072. */
  77073. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77074. /**
  77075. * Set the postion of the bone in local or world space
  77076. * @param position The position to set the bone
  77077. * @param space The space that the position is in
  77078. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77079. */
  77080. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77081. /**
  77082. * Set the absolute position of the bone (world space)
  77083. * @param position The position to set the bone
  77084. * @param mesh The mesh that this bone is attached to
  77085. */
  77086. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  77087. /**
  77088. * Scale the bone on the x, y and z axes (in local space)
  77089. * @param x The amount to scale the bone on the x axis
  77090. * @param y The amount to scale the bone on the y axis
  77091. * @param z The amount to scale the bone on the z axis
  77092. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  77093. */
  77094. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  77095. /**
  77096. * Set the bone scaling in local space
  77097. * @param scale defines the scaling vector
  77098. */
  77099. setScale(scale: Vector3): void;
  77100. /**
  77101. * Gets the current scaling in local space
  77102. * @returns the current scaling vector
  77103. */
  77104. getScale(): Vector3;
  77105. /**
  77106. * Gets the current scaling in local space and stores it in a target vector
  77107. * @param result defines the target vector
  77108. */
  77109. getScaleToRef(result: Vector3): void;
  77110. /**
  77111. * Set the yaw, pitch, and roll of the bone in local or world space
  77112. * @param yaw The rotation of the bone on the y axis
  77113. * @param pitch The rotation of the bone on the x axis
  77114. * @param roll The rotation of the bone on the z axis
  77115. * @param space The space that the axes of rotation are in
  77116. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77117. */
  77118. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  77119. /**
  77120. * Add a rotation to the bone on an axis in local or world space
  77121. * @param axis The axis to rotate the bone on
  77122. * @param amount The amount to rotate the bone
  77123. * @param space The space that the axis is in
  77124. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77125. */
  77126. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  77127. /**
  77128. * Set the rotation of the bone to a particular axis angle in local or world space
  77129. * @param axis The axis to rotate the bone on
  77130. * @param angle The angle that the bone should be rotated to
  77131. * @param space The space that the axis is in
  77132. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77133. */
  77134. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  77135. /**
  77136. * Set the euler rotation of the bone in local of world space
  77137. * @param rotation The euler rotation that the bone should be set to
  77138. * @param space The space that the rotation is in
  77139. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77140. */
  77141. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77142. /**
  77143. * Set the quaternion rotation of the bone in local of world space
  77144. * @param quat The quaternion rotation that the bone should be set to
  77145. * @param space The space that the rotation is in
  77146. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77147. */
  77148. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  77149. /**
  77150. * Set the rotation matrix of the bone in local of world space
  77151. * @param rotMat The rotation matrix that the bone should be set to
  77152. * @param space The space that the rotation is in
  77153. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77154. */
  77155. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  77156. private _rotateWithMatrix;
  77157. private _getNegativeRotationToRef;
  77158. /**
  77159. * Get the position of the bone in local or world space
  77160. * @param space The space that the returned position is in
  77161. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77162. * @returns The position of the bone
  77163. */
  77164. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77165. /**
  77166. * Copy the position of the bone to a vector3 in local or world space
  77167. * @param space The space that the returned position is in
  77168. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77169. * @param result The vector3 to copy the position to
  77170. */
  77171. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  77172. /**
  77173. * Get the absolute position of the bone (world space)
  77174. * @param mesh The mesh that this bone is attached to
  77175. * @returns The absolute position of the bone
  77176. */
  77177. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  77178. /**
  77179. * Copy the absolute position of the bone (world space) to the result param
  77180. * @param mesh The mesh that this bone is attached to
  77181. * @param result The vector3 to copy the absolute position to
  77182. */
  77183. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  77184. /**
  77185. * Compute the absolute transforms of this bone and its children
  77186. */
  77187. computeAbsoluteTransforms(): void;
  77188. /**
  77189. * Get the world direction from an axis that is in the local space of the bone
  77190. * @param localAxis The local direction that is used to compute the world direction
  77191. * @param mesh The mesh that this bone is attached to
  77192. * @returns The world direction
  77193. */
  77194. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77195. /**
  77196. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  77197. * @param localAxis The local direction that is used to compute the world direction
  77198. * @param mesh The mesh that this bone is attached to
  77199. * @param result The vector3 that the world direction will be copied to
  77200. */
  77201. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77202. /**
  77203. * Get the euler rotation of the bone in local or world space
  77204. * @param space The space that the rotation should be in
  77205. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77206. * @returns The euler rotation
  77207. */
  77208. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77209. /**
  77210. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  77211. * @param space The space that the rotation should be in
  77212. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77213. * @param result The vector3 that the rotation should be copied to
  77214. */
  77215. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77216. /**
  77217. * Get the quaternion rotation of the bone in either local or world space
  77218. * @param space The space that the rotation should be in
  77219. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77220. * @returns The quaternion rotation
  77221. */
  77222. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  77223. /**
  77224. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  77225. * @param space The space that the rotation should be in
  77226. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77227. * @param result The quaternion that the rotation should be copied to
  77228. */
  77229. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  77230. /**
  77231. * Get the rotation matrix of the bone in local or world space
  77232. * @param space The space that the rotation should be in
  77233. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77234. * @returns The rotation matrix
  77235. */
  77236. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  77237. /**
  77238. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  77239. * @param space The space that the rotation should be in
  77240. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77241. * @param result The quaternion that the rotation should be copied to
  77242. */
  77243. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  77244. /**
  77245. * Get the world position of a point that is in the local space of the bone
  77246. * @param position The local position
  77247. * @param mesh The mesh that this bone is attached to
  77248. * @returns The world position
  77249. */
  77250. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77251. /**
  77252. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  77253. * @param position The local position
  77254. * @param mesh The mesh that this bone is attached to
  77255. * @param result The vector3 that the world position should be copied to
  77256. */
  77257. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77258. /**
  77259. * Get the local position of a point that is in world space
  77260. * @param position The world position
  77261. * @param mesh The mesh that this bone is attached to
  77262. * @returns The local position
  77263. */
  77264. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77265. /**
  77266. * Get the local position of a point that is in world space and copy it to the result param
  77267. * @param position The world position
  77268. * @param mesh The mesh that this bone is attached to
  77269. * @param result The vector3 that the local position should be copied to
  77270. */
  77271. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77272. }
  77273. }
  77274. declare module BABYLON {
  77275. /**
  77276. * 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.
  77277. * @see https://doc.babylonjs.com/how_to/transformnode
  77278. */
  77279. export class TransformNode extends Node {
  77280. /**
  77281. * Object will not rotate to face the camera
  77282. */
  77283. static BILLBOARDMODE_NONE: number;
  77284. /**
  77285. * Object will rotate to face the camera but only on the x axis
  77286. */
  77287. static BILLBOARDMODE_X: number;
  77288. /**
  77289. * Object will rotate to face the camera but only on the y axis
  77290. */
  77291. static BILLBOARDMODE_Y: number;
  77292. /**
  77293. * Object will rotate to face the camera but only on the z axis
  77294. */
  77295. static BILLBOARDMODE_Z: number;
  77296. /**
  77297. * Object will rotate to face the camera
  77298. */
  77299. static BILLBOARDMODE_ALL: number;
  77300. private _forward;
  77301. private _forwardInverted;
  77302. private _up;
  77303. private _right;
  77304. private _rightInverted;
  77305. private _position;
  77306. private _rotation;
  77307. private _rotationQuaternion;
  77308. protected _scaling: Vector3;
  77309. protected _isDirty: boolean;
  77310. private _transformToBoneReferal;
  77311. private _billboardMode;
  77312. /**
  77313. * Gets or sets the billboard mode. Default is 0.
  77314. *
  77315. * | Value | Type | Description |
  77316. * | --- | --- | --- |
  77317. * | 0 | BILLBOARDMODE_NONE | |
  77318. * | 1 | BILLBOARDMODE_X | |
  77319. * | 2 | BILLBOARDMODE_Y | |
  77320. * | 4 | BILLBOARDMODE_Z | |
  77321. * | 7 | BILLBOARDMODE_ALL | |
  77322. *
  77323. */
  77324. billboardMode: number;
  77325. private _preserveParentRotationForBillboard;
  77326. /**
  77327. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  77328. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  77329. */
  77330. preserveParentRotationForBillboard: boolean;
  77331. /**
  77332. * 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
  77333. */
  77334. scalingDeterminant: number;
  77335. private _infiniteDistance;
  77336. /**
  77337. * Gets or sets the distance of the object to max, often used by skybox
  77338. */
  77339. infiniteDistance: boolean;
  77340. /**
  77341. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  77342. * By default the system will update normals to compensate
  77343. */
  77344. ignoreNonUniformScaling: boolean;
  77345. /**
  77346. * 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
  77347. */
  77348. reIntegrateRotationIntoRotationQuaternion: boolean;
  77349. /** @hidden */
  77350. _poseMatrix: Nullable<Matrix>;
  77351. /** @hidden */
  77352. _localMatrix: Matrix;
  77353. private _usePivotMatrix;
  77354. private _absolutePosition;
  77355. private _pivotMatrix;
  77356. private _pivotMatrixInverse;
  77357. protected _postMultiplyPivotMatrix: boolean;
  77358. protected _isWorldMatrixFrozen: boolean;
  77359. /** @hidden */
  77360. _indexInSceneTransformNodesArray: number;
  77361. /**
  77362. * An event triggered after the world matrix is updated
  77363. */
  77364. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  77365. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  77366. /**
  77367. * Gets a string identifying the name of the class
  77368. * @returns "TransformNode" string
  77369. */
  77370. getClassName(): string;
  77371. /**
  77372. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  77373. */
  77374. position: Vector3;
  77375. /**
  77376. * 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)).
  77377. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  77378. */
  77379. rotation: Vector3;
  77380. /**
  77381. * 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)).
  77382. */
  77383. scaling: Vector3;
  77384. /**
  77385. * 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).
  77386. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  77387. */
  77388. rotationQuaternion: Nullable<Quaternion>;
  77389. /**
  77390. * The forward direction of that transform in world space.
  77391. */
  77392. readonly forward: Vector3;
  77393. /**
  77394. * The up direction of that transform in world space.
  77395. */
  77396. readonly up: Vector3;
  77397. /**
  77398. * The right direction of that transform in world space.
  77399. */
  77400. readonly right: Vector3;
  77401. /**
  77402. * Copies the parameter passed Matrix into the mesh Pose matrix.
  77403. * @param matrix the matrix to copy the pose from
  77404. * @returns this TransformNode.
  77405. */
  77406. updatePoseMatrix(matrix: Matrix): TransformNode;
  77407. /**
  77408. * Returns the mesh Pose matrix.
  77409. * @returns the pose matrix
  77410. */
  77411. getPoseMatrix(): Matrix;
  77412. /** @hidden */
  77413. _isSynchronized(): boolean;
  77414. /** @hidden */
  77415. _initCache(): void;
  77416. /**
  77417. * Flag the transform node as dirty (Forcing it to update everything)
  77418. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  77419. * @returns this transform node
  77420. */
  77421. markAsDirty(property: string): TransformNode;
  77422. /**
  77423. * Returns the current mesh absolute position.
  77424. * Returns a Vector3.
  77425. */
  77426. readonly absolutePosition: Vector3;
  77427. /**
  77428. * Sets a new matrix to apply before all other transformation
  77429. * @param matrix defines the transform matrix
  77430. * @returns the current TransformNode
  77431. */
  77432. setPreTransformMatrix(matrix: Matrix): TransformNode;
  77433. /**
  77434. * Sets a new pivot matrix to the current node
  77435. * @param matrix defines the new pivot matrix to use
  77436. * @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
  77437. * @returns the current TransformNode
  77438. */
  77439. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  77440. /**
  77441. * Returns the mesh pivot matrix.
  77442. * Default : Identity.
  77443. * @returns the matrix
  77444. */
  77445. getPivotMatrix(): Matrix;
  77446. /**
  77447. * Prevents the World matrix to be computed any longer.
  77448. * @returns the TransformNode.
  77449. */
  77450. freezeWorldMatrix(): TransformNode;
  77451. /**
  77452. * Allows back the World matrix computation.
  77453. * @returns the TransformNode.
  77454. */
  77455. unfreezeWorldMatrix(): this;
  77456. /**
  77457. * True if the World matrix has been frozen.
  77458. */
  77459. readonly isWorldMatrixFrozen: boolean;
  77460. /**
  77461. * Retuns the mesh absolute position in the World.
  77462. * @returns a Vector3.
  77463. */
  77464. getAbsolutePosition(): Vector3;
  77465. /**
  77466. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  77467. * @param absolutePosition the absolute position to set
  77468. * @returns the TransformNode.
  77469. */
  77470. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  77471. /**
  77472. * Sets the mesh position in its local space.
  77473. * @param vector3 the position to set in localspace
  77474. * @returns the TransformNode.
  77475. */
  77476. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  77477. /**
  77478. * Returns the mesh position in the local space from the current World matrix values.
  77479. * @returns a new Vector3.
  77480. */
  77481. getPositionExpressedInLocalSpace(): Vector3;
  77482. /**
  77483. * Translates the mesh along the passed Vector3 in its local space.
  77484. * @param vector3 the distance to translate in localspace
  77485. * @returns the TransformNode.
  77486. */
  77487. locallyTranslate(vector3: Vector3): TransformNode;
  77488. private static _lookAtVectorCache;
  77489. /**
  77490. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  77491. * @param targetPoint the position (must be in same space as current mesh) to look at
  77492. * @param yawCor optional yaw (y-axis) correction in radians
  77493. * @param pitchCor optional pitch (x-axis) correction in radians
  77494. * @param rollCor optional roll (z-axis) correction in radians
  77495. * @param space the choosen space of the target
  77496. * @returns the TransformNode.
  77497. */
  77498. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  77499. /**
  77500. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  77501. * This Vector3 is expressed in the World space.
  77502. * @param localAxis axis to rotate
  77503. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  77504. */
  77505. getDirection(localAxis: Vector3): Vector3;
  77506. /**
  77507. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  77508. * localAxis is expressed in the mesh local space.
  77509. * result is computed in the Wordl space from the mesh World matrix.
  77510. * @param localAxis axis to rotate
  77511. * @param result the resulting transformnode
  77512. * @returns this TransformNode.
  77513. */
  77514. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  77515. /**
  77516. * Sets this transform node rotation to the given local axis.
  77517. * @param localAxis the axis in local space
  77518. * @param yawCor optional yaw (y-axis) correction in radians
  77519. * @param pitchCor optional pitch (x-axis) correction in radians
  77520. * @param rollCor optional roll (z-axis) correction in radians
  77521. * @returns this TransformNode
  77522. */
  77523. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  77524. /**
  77525. * Sets a new pivot point to the current node
  77526. * @param point defines the new pivot point to use
  77527. * @param space defines if the point is in world or local space (local by default)
  77528. * @returns the current TransformNode
  77529. */
  77530. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  77531. /**
  77532. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  77533. * @returns the pivot point
  77534. */
  77535. getPivotPoint(): Vector3;
  77536. /**
  77537. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  77538. * @param result the vector3 to store the result
  77539. * @returns this TransformNode.
  77540. */
  77541. getPivotPointToRef(result: Vector3): TransformNode;
  77542. /**
  77543. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  77544. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  77545. */
  77546. getAbsolutePivotPoint(): Vector3;
  77547. /**
  77548. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  77549. * @param result vector3 to store the result
  77550. * @returns this TransformNode.
  77551. */
  77552. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  77553. /**
  77554. * Defines the passed node as the parent of the current node.
  77555. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  77556. * @see https://doc.babylonjs.com/how_to/parenting
  77557. * @param node the node ot set as the parent
  77558. * @returns this TransformNode.
  77559. */
  77560. setParent(node: Nullable<Node>): TransformNode;
  77561. private _nonUniformScaling;
  77562. /**
  77563. * True if the scaling property of this object is non uniform eg. (1,2,1)
  77564. */
  77565. readonly nonUniformScaling: boolean;
  77566. /** @hidden */
  77567. _updateNonUniformScalingState(value: boolean): boolean;
  77568. /**
  77569. * Attach the current TransformNode to another TransformNode associated with a bone
  77570. * @param bone Bone affecting the TransformNode
  77571. * @param affectedTransformNode TransformNode associated with the bone
  77572. * @returns this object
  77573. */
  77574. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  77575. /**
  77576. * Detach the transform node if its associated with a bone
  77577. * @returns this object
  77578. */
  77579. detachFromBone(): TransformNode;
  77580. private static _rotationAxisCache;
  77581. /**
  77582. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  77583. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  77584. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  77585. * The passed axis is also normalized.
  77586. * @param axis the axis to rotate around
  77587. * @param amount the amount to rotate in radians
  77588. * @param space Space to rotate in (Default: local)
  77589. * @returns the TransformNode.
  77590. */
  77591. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  77592. /**
  77593. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  77594. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  77595. * The passed axis is also normalized. .
  77596. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  77597. * @param point the point to rotate around
  77598. * @param axis the axis to rotate around
  77599. * @param amount the amount to rotate in radians
  77600. * @returns the TransformNode
  77601. */
  77602. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  77603. /**
  77604. * Translates the mesh along the axis vector for the passed distance in the given space.
  77605. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  77606. * @param axis the axis to translate in
  77607. * @param distance the distance to translate
  77608. * @param space Space to rotate in (Default: local)
  77609. * @returns the TransformNode.
  77610. */
  77611. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  77612. /**
  77613. * Adds a rotation step to the mesh current rotation.
  77614. * x, y, z are Euler angles expressed in radians.
  77615. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  77616. * This means this rotation is made in the mesh local space only.
  77617. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  77618. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  77619. * ```javascript
  77620. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  77621. * ```
  77622. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  77623. * 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.
  77624. * @param x Rotation to add
  77625. * @param y Rotation to add
  77626. * @param z Rotation to add
  77627. * @returns the TransformNode.
  77628. */
  77629. addRotation(x: number, y: number, z: number): TransformNode;
  77630. /**
  77631. * @hidden
  77632. */
  77633. protected _getEffectiveParent(): Nullable<Node>;
  77634. /**
  77635. * Computes the world matrix of the node
  77636. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  77637. * @returns the world matrix
  77638. */
  77639. computeWorldMatrix(force?: boolean): Matrix;
  77640. protected _afterComputeWorldMatrix(): void;
  77641. /**
  77642. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  77643. * @param func callback function to add
  77644. *
  77645. * @returns the TransformNode.
  77646. */
  77647. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  77648. /**
  77649. * Removes a registered callback function.
  77650. * @param func callback function to remove
  77651. * @returns the TransformNode.
  77652. */
  77653. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  77654. /**
  77655. * Gets the position of the current mesh in camera space
  77656. * @param camera defines the camera to use
  77657. * @returns a position
  77658. */
  77659. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  77660. /**
  77661. * Returns the distance from the mesh to the active camera
  77662. * @param camera defines the camera to use
  77663. * @returns the distance
  77664. */
  77665. getDistanceToCamera(camera?: Nullable<Camera>): number;
  77666. /**
  77667. * Clone the current transform node
  77668. * @param name Name of the new clone
  77669. * @param newParent New parent for the clone
  77670. * @param doNotCloneChildren Do not clone children hierarchy
  77671. * @returns the new transform node
  77672. */
  77673. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  77674. /**
  77675. * Serializes the objects information.
  77676. * @param currentSerializationObject defines the object to serialize in
  77677. * @returns the serialized object
  77678. */
  77679. serialize(currentSerializationObject?: any): any;
  77680. /**
  77681. * Returns a new TransformNode object parsed from the source provided.
  77682. * @param parsedTransformNode is the source.
  77683. * @param scene the scne the object belongs to
  77684. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  77685. * @returns a new TransformNode object parsed from the source provided.
  77686. */
  77687. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  77688. /**
  77689. * Get all child-transformNodes of this node
  77690. * @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
  77691. * @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
  77692. * @returns an array of TransformNode
  77693. */
  77694. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  77695. /**
  77696. * Releases resources associated with this transform node.
  77697. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  77698. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  77699. */
  77700. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  77701. /**
  77702. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  77703. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  77704. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  77705. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  77706. * @returns the current mesh
  77707. */
  77708. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  77709. }
  77710. }
  77711. declare module BABYLON {
  77712. /**
  77713. * Defines the types of pose enabled controllers that are supported
  77714. */
  77715. export enum PoseEnabledControllerType {
  77716. /**
  77717. * HTC Vive
  77718. */
  77719. VIVE = 0,
  77720. /**
  77721. * Oculus Rift
  77722. */
  77723. OCULUS = 1,
  77724. /**
  77725. * Windows mixed reality
  77726. */
  77727. WINDOWS = 2,
  77728. /**
  77729. * Samsung gear VR
  77730. */
  77731. GEAR_VR = 3,
  77732. /**
  77733. * Google Daydream
  77734. */
  77735. DAYDREAM = 4,
  77736. /**
  77737. * Generic
  77738. */
  77739. GENERIC = 5
  77740. }
  77741. /**
  77742. * Defines the MutableGamepadButton interface for the state of a gamepad button
  77743. */
  77744. export interface MutableGamepadButton {
  77745. /**
  77746. * Value of the button/trigger
  77747. */
  77748. value: number;
  77749. /**
  77750. * If the button/trigger is currently touched
  77751. */
  77752. touched: boolean;
  77753. /**
  77754. * If the button/trigger is currently pressed
  77755. */
  77756. pressed: boolean;
  77757. }
  77758. /**
  77759. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  77760. * @hidden
  77761. */
  77762. export interface ExtendedGamepadButton extends GamepadButton {
  77763. /**
  77764. * If the button/trigger is currently pressed
  77765. */
  77766. readonly pressed: boolean;
  77767. /**
  77768. * If the button/trigger is currently touched
  77769. */
  77770. readonly touched: boolean;
  77771. /**
  77772. * Value of the button/trigger
  77773. */
  77774. readonly value: number;
  77775. }
  77776. /** @hidden */
  77777. export interface _GamePadFactory {
  77778. /**
  77779. * Returns wether or not the current gamepad can be created for this type of controller.
  77780. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  77781. * @returns true if it can be created, otherwise false
  77782. */
  77783. canCreate(gamepadInfo: any): boolean;
  77784. /**
  77785. * Creates a new instance of the Gamepad.
  77786. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  77787. * @returns the new gamepad instance
  77788. */
  77789. create(gamepadInfo: any): Gamepad;
  77790. }
  77791. /**
  77792. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  77793. */
  77794. export class PoseEnabledControllerHelper {
  77795. /** @hidden */
  77796. static _ControllerFactories: _GamePadFactory[];
  77797. /** @hidden */
  77798. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  77799. /**
  77800. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  77801. * @param vrGamepad the gamepad to initialized
  77802. * @returns a vr controller of the type the gamepad identified as
  77803. */
  77804. static InitiateController(vrGamepad: any): Gamepad;
  77805. }
  77806. /**
  77807. * Defines the PoseEnabledController object that contains state of a vr capable controller
  77808. */
  77809. export class PoseEnabledController extends Gamepad implements PoseControlled {
  77810. /**
  77811. * If the controller is used in a webXR session
  77812. */
  77813. isXR: boolean;
  77814. private _deviceRoomPosition;
  77815. private _deviceRoomRotationQuaternion;
  77816. /**
  77817. * The device position in babylon space
  77818. */
  77819. devicePosition: Vector3;
  77820. /**
  77821. * The device rotation in babylon space
  77822. */
  77823. deviceRotationQuaternion: Quaternion;
  77824. /**
  77825. * The scale factor of the device in babylon space
  77826. */
  77827. deviceScaleFactor: number;
  77828. /**
  77829. * (Likely devicePosition should be used instead) The device position in its room space
  77830. */
  77831. position: Vector3;
  77832. /**
  77833. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  77834. */
  77835. rotationQuaternion: Quaternion;
  77836. /**
  77837. * The type of controller (Eg. Windows mixed reality)
  77838. */
  77839. controllerType: PoseEnabledControllerType;
  77840. protected _calculatedPosition: Vector3;
  77841. private _calculatedRotation;
  77842. /**
  77843. * The raw pose from the device
  77844. */
  77845. rawPose: DevicePose;
  77846. private _trackPosition;
  77847. private _maxRotationDistFromHeadset;
  77848. private _draggedRoomRotation;
  77849. /**
  77850. * @hidden
  77851. */
  77852. _disableTrackPosition(fixedPosition: Vector3): void;
  77853. /**
  77854. * Internal, the mesh attached to the controller
  77855. * @hidden
  77856. */
  77857. _mesh: Nullable<AbstractMesh>;
  77858. private _poseControlledCamera;
  77859. private _leftHandSystemQuaternion;
  77860. /**
  77861. * Internal, matrix used to convert room space to babylon space
  77862. * @hidden
  77863. */
  77864. _deviceToWorld: Matrix;
  77865. /**
  77866. * Node to be used when casting a ray from the controller
  77867. * @hidden
  77868. */
  77869. _pointingPoseNode: Nullable<TransformNode>;
  77870. /**
  77871. * Name of the child mesh that can be used to cast a ray from the controller
  77872. */
  77873. static readonly POINTING_POSE: string;
  77874. /**
  77875. * Creates a new PoseEnabledController from a gamepad
  77876. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  77877. */
  77878. constructor(browserGamepad: any);
  77879. private _workingMatrix;
  77880. /**
  77881. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  77882. */
  77883. update(): void;
  77884. /**
  77885. * Updates only the pose device and mesh without doing any button event checking
  77886. */
  77887. protected _updatePoseAndMesh(): void;
  77888. /**
  77889. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  77890. * @param poseData raw pose fromthe device
  77891. */
  77892. updateFromDevice(poseData: DevicePose): void;
  77893. /**
  77894. * @hidden
  77895. */
  77896. _meshAttachedObservable: Observable<AbstractMesh>;
  77897. /**
  77898. * Attaches a mesh to the controller
  77899. * @param mesh the mesh to be attached
  77900. */
  77901. attachToMesh(mesh: AbstractMesh): void;
  77902. /**
  77903. * Attaches the controllers mesh to a camera
  77904. * @param camera the camera the mesh should be attached to
  77905. */
  77906. attachToPoseControlledCamera(camera: TargetCamera): void;
  77907. /**
  77908. * Disposes of the controller
  77909. */
  77910. dispose(): void;
  77911. /**
  77912. * The mesh that is attached to the controller
  77913. */
  77914. readonly mesh: Nullable<AbstractMesh>;
  77915. /**
  77916. * Gets the ray of the controller in the direction the controller is pointing
  77917. * @param length the length the resulting ray should be
  77918. * @returns a ray in the direction the controller is pointing
  77919. */
  77920. getForwardRay(length?: number): Ray;
  77921. }
  77922. }
  77923. declare module BABYLON {
  77924. /**
  77925. * Defines the WebVRController object that represents controllers tracked in 3D space
  77926. */
  77927. export abstract class WebVRController extends PoseEnabledController {
  77928. /**
  77929. * Internal, the default controller model for the controller
  77930. */
  77931. protected _defaultModel: AbstractMesh;
  77932. /**
  77933. * Fired when the trigger state has changed
  77934. */
  77935. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  77936. /**
  77937. * Fired when the main button state has changed
  77938. */
  77939. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  77940. /**
  77941. * Fired when the secondary button state has changed
  77942. */
  77943. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  77944. /**
  77945. * Fired when the pad state has changed
  77946. */
  77947. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  77948. /**
  77949. * Fired when controllers stick values have changed
  77950. */
  77951. onPadValuesChangedObservable: Observable<StickValues>;
  77952. /**
  77953. * Array of button availible on the controller
  77954. */
  77955. protected _buttons: Array<MutableGamepadButton>;
  77956. private _onButtonStateChange;
  77957. /**
  77958. * Fired when a controller button's state has changed
  77959. * @param callback the callback containing the button that was modified
  77960. */
  77961. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  77962. /**
  77963. * X and Y axis corresponding to the controllers joystick
  77964. */
  77965. pad: StickValues;
  77966. /**
  77967. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  77968. */
  77969. hand: string;
  77970. /**
  77971. * The default controller model for the controller
  77972. */
  77973. readonly defaultModel: AbstractMesh;
  77974. /**
  77975. * Creates a new WebVRController from a gamepad
  77976. * @param vrGamepad the gamepad that the WebVRController should be created from
  77977. */
  77978. constructor(vrGamepad: any);
  77979. /**
  77980. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  77981. */
  77982. update(): void;
  77983. /**
  77984. * Function to be called when a button is modified
  77985. */
  77986. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  77987. /**
  77988. * Loads a mesh and attaches it to the controller
  77989. * @param scene the scene the mesh should be added to
  77990. * @param meshLoaded callback for when the mesh has been loaded
  77991. */
  77992. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  77993. private _setButtonValue;
  77994. private _changes;
  77995. private _checkChanges;
  77996. /**
  77997. * Disposes of th webVRCOntroller
  77998. */
  77999. dispose(): void;
  78000. }
  78001. }
  78002. declare module BABYLON {
  78003. /**
  78004. * The HemisphericLight simulates the ambient environment light,
  78005. * so the passed direction is the light reflection direction, not the incoming direction.
  78006. */
  78007. export class HemisphericLight extends Light {
  78008. /**
  78009. * The groundColor is the light in the opposite direction to the one specified during creation.
  78010. * 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.
  78011. */
  78012. groundColor: Color3;
  78013. /**
  78014. * The light reflection direction, not the incoming direction.
  78015. */
  78016. direction: Vector3;
  78017. /**
  78018. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  78019. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  78020. * The HemisphericLight can't cast shadows.
  78021. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78022. * @param name The friendly name of the light
  78023. * @param direction The direction of the light reflection
  78024. * @param scene The scene the light belongs to
  78025. */
  78026. constructor(name: string, direction: Vector3, scene: Scene);
  78027. protected _buildUniformLayout(): void;
  78028. /**
  78029. * Returns the string "HemisphericLight".
  78030. * @return The class name
  78031. */
  78032. getClassName(): string;
  78033. /**
  78034. * Sets the HemisphericLight direction towards the passed target (Vector3).
  78035. * Returns the updated direction.
  78036. * @param target The target the direction should point to
  78037. * @return The computed direction
  78038. */
  78039. setDirectionToTarget(target: Vector3): Vector3;
  78040. /**
  78041. * Returns the shadow generator associated to the light.
  78042. * @returns Always null for hemispheric lights because it does not support shadows.
  78043. */
  78044. getShadowGenerator(): Nullable<IShadowGenerator>;
  78045. /**
  78046. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  78047. * @param effect The effect to update
  78048. * @param lightIndex The index of the light in the effect to update
  78049. * @returns The hemispheric light
  78050. */
  78051. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  78052. /**
  78053. * Computes the world matrix of the node
  78054. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78055. * @param useWasUpdatedFlag defines a reserved property
  78056. * @returns the world matrix
  78057. */
  78058. computeWorldMatrix(): Matrix;
  78059. /**
  78060. * Returns the integer 3.
  78061. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78062. */
  78063. getTypeID(): number;
  78064. /**
  78065. * Prepares the list of defines specific to the light type.
  78066. * @param defines the list of defines
  78067. * @param lightIndex defines the index of the light for the effect
  78068. */
  78069. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78070. }
  78071. }
  78072. declare module BABYLON {
  78073. /** @hidden */
  78074. export var vrMultiviewToSingleviewPixelShader: {
  78075. name: string;
  78076. shader: string;
  78077. };
  78078. }
  78079. declare module BABYLON {
  78080. /**
  78081. * Renders to multiple views with a single draw call
  78082. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  78083. */
  78084. export class MultiviewRenderTarget extends RenderTargetTexture {
  78085. /**
  78086. * Creates a multiview render target
  78087. * @param scene scene used with the render target
  78088. * @param size the size of the render target (used for each view)
  78089. */
  78090. constructor(scene: Scene, size?: number | {
  78091. width: number;
  78092. height: number;
  78093. } | {
  78094. ratio: number;
  78095. });
  78096. /**
  78097. * @hidden
  78098. * @param faceIndex the face index, if its a cube texture
  78099. */
  78100. _bindFrameBuffer(faceIndex?: number): void;
  78101. /**
  78102. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  78103. * @returns the view count
  78104. */
  78105. getViewCount(): number;
  78106. }
  78107. }
  78108. declare module BABYLON {
  78109. /**
  78110. * Reprasents a camera frustum
  78111. */
  78112. export class Frustum {
  78113. /**
  78114. * Gets the planes representing the frustum
  78115. * @param transform matrix to be applied to the returned planes
  78116. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  78117. */
  78118. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  78119. /**
  78120. * Gets the near frustum plane transformed by the transform matrix
  78121. * @param transform transformation matrix to be applied to the resulting frustum plane
  78122. * @param frustumPlane the resuling frustum plane
  78123. */
  78124. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78125. /**
  78126. * Gets the far frustum plane transformed by the transform matrix
  78127. * @param transform transformation matrix to be applied to the resulting frustum plane
  78128. * @param frustumPlane the resuling frustum plane
  78129. */
  78130. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78131. /**
  78132. * Gets the left frustum plane transformed by the transform matrix
  78133. * @param transform transformation matrix to be applied to the resulting frustum plane
  78134. * @param frustumPlane the resuling frustum plane
  78135. */
  78136. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78137. /**
  78138. * Gets the right frustum plane transformed by the transform matrix
  78139. * @param transform transformation matrix to be applied to the resulting frustum plane
  78140. * @param frustumPlane the resuling frustum plane
  78141. */
  78142. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78143. /**
  78144. * Gets the top frustum plane transformed by the transform matrix
  78145. * @param transform transformation matrix to be applied to the resulting frustum plane
  78146. * @param frustumPlane the resuling frustum plane
  78147. */
  78148. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78149. /**
  78150. * Gets the bottom frustum plane transformed by the transform matrix
  78151. * @param transform transformation matrix to be applied to the resulting frustum plane
  78152. * @param frustumPlane the resuling frustum plane
  78153. */
  78154. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78155. /**
  78156. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  78157. * @param transform transformation matrix to be applied to the resulting frustum planes
  78158. * @param frustumPlanes the resuling frustum planes
  78159. */
  78160. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  78161. }
  78162. }
  78163. declare module BABYLON {
  78164. interface Engine {
  78165. /**
  78166. * Creates a new multiview render target
  78167. * @param width defines the width of the texture
  78168. * @param height defines the height of the texture
  78169. * @returns the created multiview texture
  78170. */
  78171. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  78172. /**
  78173. * Binds a multiview framebuffer to be drawn to
  78174. * @param multiviewTexture texture to bind
  78175. */
  78176. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  78177. }
  78178. interface Camera {
  78179. /**
  78180. * @hidden
  78181. * 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)
  78182. */
  78183. _useMultiviewToSingleView: boolean;
  78184. /**
  78185. * @hidden
  78186. * 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)
  78187. */
  78188. _multiviewTexture: Nullable<RenderTargetTexture>;
  78189. /**
  78190. * @hidden
  78191. * ensures the multiview texture of the camera exists and has the specified width/height
  78192. * @param width height to set on the multiview texture
  78193. * @param height width to set on the multiview texture
  78194. */
  78195. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  78196. }
  78197. interface Scene {
  78198. /** @hidden */
  78199. _transformMatrixR: Matrix;
  78200. /** @hidden */
  78201. _multiviewSceneUbo: Nullable<UniformBuffer>;
  78202. /** @hidden */
  78203. _createMultiviewUbo(): void;
  78204. /** @hidden */
  78205. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  78206. /** @hidden */
  78207. _renderMultiviewToSingleView(camera: Camera): void;
  78208. }
  78209. }
  78210. declare module BABYLON {
  78211. /**
  78212. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  78213. * This will not be used for webXR as it supports displaying texture arrays directly
  78214. */
  78215. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  78216. /**
  78217. * Initializes a VRMultiviewToSingleview
  78218. * @param name name of the post process
  78219. * @param camera camera to be applied to
  78220. * @param scaleFactor scaling factor to the size of the output texture
  78221. */
  78222. constructor(name: string, camera: Camera, scaleFactor: number);
  78223. }
  78224. }
  78225. declare module BABYLON {
  78226. interface Engine {
  78227. /** @hidden */
  78228. _vrDisplay: any;
  78229. /** @hidden */
  78230. _vrSupported: boolean;
  78231. /** @hidden */
  78232. _oldSize: Size;
  78233. /** @hidden */
  78234. _oldHardwareScaleFactor: number;
  78235. /** @hidden */
  78236. _vrExclusivePointerMode: boolean;
  78237. /** @hidden */
  78238. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  78239. /** @hidden */
  78240. _onVRDisplayPointerRestricted: () => void;
  78241. /** @hidden */
  78242. _onVRDisplayPointerUnrestricted: () => void;
  78243. /** @hidden */
  78244. _onVrDisplayConnect: Nullable<(display: any) => void>;
  78245. /** @hidden */
  78246. _onVrDisplayDisconnect: Nullable<() => void>;
  78247. /** @hidden */
  78248. _onVrDisplayPresentChange: Nullable<() => void>;
  78249. /**
  78250. * Observable signaled when VR display mode changes
  78251. */
  78252. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  78253. /**
  78254. * Observable signaled when VR request present is complete
  78255. */
  78256. onVRRequestPresentComplete: Observable<boolean>;
  78257. /**
  78258. * Observable signaled when VR request present starts
  78259. */
  78260. onVRRequestPresentStart: Observable<Engine>;
  78261. /**
  78262. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  78263. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  78264. */
  78265. isInVRExclusivePointerMode: boolean;
  78266. /**
  78267. * Gets a boolean indicating if a webVR device was detected
  78268. * @returns true if a webVR device was detected
  78269. */
  78270. isVRDevicePresent(): boolean;
  78271. /**
  78272. * Gets the current webVR device
  78273. * @returns the current webVR device (or null)
  78274. */
  78275. getVRDevice(): any;
  78276. /**
  78277. * Initializes a webVR display and starts listening to display change events
  78278. * The onVRDisplayChangedObservable will be notified upon these changes
  78279. * @returns A promise containing a VRDisplay and if vr is supported
  78280. */
  78281. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  78282. /** @hidden */
  78283. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  78284. /**
  78285. * Call this function to switch to webVR mode
  78286. * Will do nothing if webVR is not supported or if there is no webVR device
  78287. * @see http://doc.babylonjs.com/how_to/webvr_camera
  78288. */
  78289. enableVR(): void;
  78290. /** @hidden */
  78291. _onVRFullScreenTriggered(): void;
  78292. }
  78293. }
  78294. declare module BABYLON {
  78295. /**
  78296. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  78297. * IMPORTANT!! The data is right-hand data.
  78298. * @export
  78299. * @interface DevicePose
  78300. */
  78301. export interface DevicePose {
  78302. /**
  78303. * The position of the device, values in array are [x,y,z].
  78304. */
  78305. readonly position: Nullable<Float32Array>;
  78306. /**
  78307. * The linearVelocity of the device, values in array are [x,y,z].
  78308. */
  78309. readonly linearVelocity: Nullable<Float32Array>;
  78310. /**
  78311. * The linearAcceleration of the device, values in array are [x,y,z].
  78312. */
  78313. readonly linearAcceleration: Nullable<Float32Array>;
  78314. /**
  78315. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  78316. */
  78317. readonly orientation: Nullable<Float32Array>;
  78318. /**
  78319. * The angularVelocity of the device, values in array are [x,y,z].
  78320. */
  78321. readonly angularVelocity: Nullable<Float32Array>;
  78322. /**
  78323. * The angularAcceleration of the device, values in array are [x,y,z].
  78324. */
  78325. readonly angularAcceleration: Nullable<Float32Array>;
  78326. }
  78327. /**
  78328. * Interface representing a pose controlled object in Babylon.
  78329. * A pose controlled object has both regular pose values as well as pose values
  78330. * from an external device such as a VR head mounted display
  78331. */
  78332. export interface PoseControlled {
  78333. /**
  78334. * The position of the object in babylon space.
  78335. */
  78336. position: Vector3;
  78337. /**
  78338. * The rotation quaternion of the object in babylon space.
  78339. */
  78340. rotationQuaternion: Quaternion;
  78341. /**
  78342. * The position of the device in babylon space.
  78343. */
  78344. devicePosition?: Vector3;
  78345. /**
  78346. * The rotation quaternion of the device in babylon space.
  78347. */
  78348. deviceRotationQuaternion: Quaternion;
  78349. /**
  78350. * The raw pose coming from the device.
  78351. */
  78352. rawPose: Nullable<DevicePose>;
  78353. /**
  78354. * The scale of the device to be used when translating from device space to babylon space.
  78355. */
  78356. deviceScaleFactor: number;
  78357. /**
  78358. * Updates the poseControlled values based on the input device pose.
  78359. * @param poseData the pose data to update the object with
  78360. */
  78361. updateFromDevice(poseData: DevicePose): void;
  78362. }
  78363. /**
  78364. * Set of options to customize the webVRCamera
  78365. */
  78366. export interface WebVROptions {
  78367. /**
  78368. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  78369. */
  78370. trackPosition?: boolean;
  78371. /**
  78372. * Sets the scale of the vrDevice in babylon space. (default: 1)
  78373. */
  78374. positionScale?: number;
  78375. /**
  78376. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  78377. */
  78378. displayName?: string;
  78379. /**
  78380. * Should the native controller meshes be initialized. (default: true)
  78381. */
  78382. controllerMeshes?: boolean;
  78383. /**
  78384. * Creating a default HemiLight only on controllers. (default: true)
  78385. */
  78386. defaultLightingOnControllers?: boolean;
  78387. /**
  78388. * If you don't want to use the default VR button of the helper. (default: false)
  78389. */
  78390. useCustomVRButton?: boolean;
  78391. /**
  78392. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  78393. */
  78394. customVRButton?: HTMLButtonElement;
  78395. /**
  78396. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  78397. */
  78398. rayLength?: number;
  78399. /**
  78400. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  78401. */
  78402. defaultHeight?: number;
  78403. /**
  78404. * If multiview should be used if availible (default: false)
  78405. */
  78406. useMultiview?: boolean;
  78407. }
  78408. /**
  78409. * This represents a WebVR camera.
  78410. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  78411. * @example http://doc.babylonjs.com/how_to/webvr_camera
  78412. */
  78413. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  78414. private webVROptions;
  78415. /**
  78416. * @hidden
  78417. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  78418. */
  78419. _vrDevice: any;
  78420. /**
  78421. * The rawPose of the vrDevice.
  78422. */
  78423. rawPose: Nullable<DevicePose>;
  78424. private _onVREnabled;
  78425. private _specsVersion;
  78426. private _attached;
  78427. private _frameData;
  78428. protected _descendants: Array<Node>;
  78429. private _deviceRoomPosition;
  78430. /** @hidden */
  78431. _deviceRoomRotationQuaternion: Quaternion;
  78432. private _standingMatrix;
  78433. /**
  78434. * Represents device position in babylon space.
  78435. */
  78436. devicePosition: Vector3;
  78437. /**
  78438. * Represents device rotation in babylon space.
  78439. */
  78440. deviceRotationQuaternion: Quaternion;
  78441. /**
  78442. * The scale of the device to be used when translating from device space to babylon space.
  78443. */
  78444. deviceScaleFactor: number;
  78445. private _deviceToWorld;
  78446. private _worldToDevice;
  78447. /**
  78448. * References to the webVR controllers for the vrDevice.
  78449. */
  78450. controllers: Array<WebVRController>;
  78451. /**
  78452. * Emits an event when a controller is attached.
  78453. */
  78454. onControllersAttachedObservable: Observable<WebVRController[]>;
  78455. /**
  78456. * Emits an event when a controller's mesh has been loaded;
  78457. */
  78458. onControllerMeshLoadedObservable: Observable<WebVRController>;
  78459. /**
  78460. * Emits an event when the HMD's pose has been updated.
  78461. */
  78462. onPoseUpdatedFromDeviceObservable: Observable<any>;
  78463. private _poseSet;
  78464. /**
  78465. * If the rig cameras be used as parent instead of this camera.
  78466. */
  78467. rigParenting: boolean;
  78468. private _lightOnControllers;
  78469. private _defaultHeight?;
  78470. /**
  78471. * Instantiates a WebVRFreeCamera.
  78472. * @param name The name of the WebVRFreeCamera
  78473. * @param position The starting anchor position for the camera
  78474. * @param scene The scene the camera belongs to
  78475. * @param webVROptions a set of customizable options for the webVRCamera
  78476. */
  78477. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  78478. /**
  78479. * Gets the device distance from the ground in meters.
  78480. * @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.
  78481. */
  78482. deviceDistanceToRoomGround(): number;
  78483. /**
  78484. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  78485. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  78486. */
  78487. useStandingMatrix(callback?: (bool: boolean) => void): void;
  78488. /**
  78489. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  78490. * @returns A promise with a boolean set to if the standing matrix is supported.
  78491. */
  78492. useStandingMatrixAsync(): Promise<boolean>;
  78493. /**
  78494. * Disposes the camera
  78495. */
  78496. dispose(): void;
  78497. /**
  78498. * Gets a vrController by name.
  78499. * @param name The name of the controller to retreive
  78500. * @returns the controller matching the name specified or null if not found
  78501. */
  78502. getControllerByName(name: string): Nullable<WebVRController>;
  78503. private _leftController;
  78504. /**
  78505. * The controller corresponding to the users left hand.
  78506. */
  78507. readonly leftController: Nullable<WebVRController>;
  78508. private _rightController;
  78509. /**
  78510. * The controller corresponding to the users right hand.
  78511. */
  78512. readonly rightController: Nullable<WebVRController>;
  78513. /**
  78514. * Casts a ray forward from the vrCamera's gaze.
  78515. * @param length Length of the ray (default: 100)
  78516. * @returns the ray corresponding to the gaze
  78517. */
  78518. getForwardRay(length?: number): Ray;
  78519. /**
  78520. * @hidden
  78521. * Updates the camera based on device's frame data
  78522. */
  78523. _checkInputs(): void;
  78524. /**
  78525. * Updates the poseControlled values based on the input device pose.
  78526. * @param poseData Pose coming from the device
  78527. */
  78528. updateFromDevice(poseData: DevicePose): void;
  78529. private _htmlElementAttached;
  78530. private _detachIfAttached;
  78531. /**
  78532. * WebVR's attach control will start broadcasting frames to the device.
  78533. * Note that in certain browsers (chrome for example) this function must be called
  78534. * within a user-interaction callback. Example:
  78535. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  78536. *
  78537. * @param element html element to attach the vrDevice to
  78538. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  78539. */
  78540. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  78541. /**
  78542. * Detaches the camera from the html element and disables VR
  78543. *
  78544. * @param element html element to detach from
  78545. */
  78546. detachControl(element: HTMLElement): void;
  78547. /**
  78548. * @returns the name of this class
  78549. */
  78550. getClassName(): string;
  78551. /**
  78552. * Calls resetPose on the vrDisplay
  78553. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  78554. */
  78555. resetToCurrentRotation(): void;
  78556. /**
  78557. * @hidden
  78558. * Updates the rig cameras (left and right eye)
  78559. */
  78560. _updateRigCameras(): void;
  78561. private _workingVector;
  78562. private _oneVector;
  78563. private _workingMatrix;
  78564. private updateCacheCalled;
  78565. private _correctPositionIfNotTrackPosition;
  78566. /**
  78567. * @hidden
  78568. * Updates the cached values of the camera
  78569. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  78570. */
  78571. _updateCache(ignoreParentClass?: boolean): void;
  78572. /**
  78573. * @hidden
  78574. * Get current device position in babylon world
  78575. */
  78576. _computeDevicePosition(): void;
  78577. /**
  78578. * Updates the current device position and rotation in the babylon world
  78579. */
  78580. update(): void;
  78581. /**
  78582. * @hidden
  78583. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  78584. * @returns an identity matrix
  78585. */
  78586. _getViewMatrix(): Matrix;
  78587. private _tmpMatrix;
  78588. /**
  78589. * This function is called by the two RIG cameras.
  78590. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  78591. * @hidden
  78592. */
  78593. _getWebVRViewMatrix(): Matrix;
  78594. /** @hidden */
  78595. _getWebVRProjectionMatrix(): Matrix;
  78596. private _onGamepadConnectedObserver;
  78597. private _onGamepadDisconnectedObserver;
  78598. private _updateCacheWhenTrackingDisabledObserver;
  78599. /**
  78600. * Initializes the controllers and their meshes
  78601. */
  78602. initControllers(): void;
  78603. }
  78604. }
  78605. declare module BABYLON {
  78606. /**
  78607. * Size options for a post process
  78608. */
  78609. export type PostProcessOptions = {
  78610. width: number;
  78611. height: number;
  78612. };
  78613. /**
  78614. * PostProcess can be used to apply a shader to a texture after it has been rendered
  78615. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  78616. */
  78617. export class PostProcess {
  78618. /** Name of the PostProcess. */
  78619. name: string;
  78620. /**
  78621. * Gets or sets the unique id of the post process
  78622. */
  78623. uniqueId: number;
  78624. /**
  78625. * Width of the texture to apply the post process on
  78626. */
  78627. width: number;
  78628. /**
  78629. * Height of the texture to apply the post process on
  78630. */
  78631. height: number;
  78632. /**
  78633. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  78634. * @hidden
  78635. */
  78636. _outputTexture: Nullable<InternalTexture>;
  78637. /**
  78638. * Sampling mode used by the shader
  78639. * See https://doc.babylonjs.com/classes/3.1/texture
  78640. */
  78641. renderTargetSamplingMode: number;
  78642. /**
  78643. * Clear color to use when screen clearing
  78644. */
  78645. clearColor: Color4;
  78646. /**
  78647. * If the buffer needs to be cleared before applying the post process. (default: true)
  78648. * Should be set to false if shader will overwrite all previous pixels.
  78649. */
  78650. autoClear: boolean;
  78651. /**
  78652. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  78653. */
  78654. alphaMode: number;
  78655. /**
  78656. * Sets the setAlphaBlendConstants of the babylon engine
  78657. */
  78658. alphaConstants: Color4;
  78659. /**
  78660. * Animations to be used for the post processing
  78661. */
  78662. animations: Animation[];
  78663. /**
  78664. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  78665. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  78666. */
  78667. enablePixelPerfectMode: boolean;
  78668. /**
  78669. * Force the postprocess to be applied without taking in account viewport
  78670. */
  78671. forceFullscreenViewport: boolean;
  78672. /**
  78673. * List of inspectable custom properties (used by the Inspector)
  78674. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78675. */
  78676. inspectableCustomProperties: IInspectable[];
  78677. /**
  78678. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  78679. *
  78680. * | Value | Type | Description |
  78681. * | ----- | ----------------------------------- | ----------- |
  78682. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  78683. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  78684. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  78685. *
  78686. */
  78687. scaleMode: number;
  78688. /**
  78689. * Force textures to be a power of two (default: false)
  78690. */
  78691. alwaysForcePOT: boolean;
  78692. private _samples;
  78693. /**
  78694. * Number of sample textures (default: 1)
  78695. */
  78696. samples: number;
  78697. /**
  78698. * Modify the scale of the post process to be the same as the viewport (default: false)
  78699. */
  78700. adaptScaleToCurrentViewport: boolean;
  78701. private _camera;
  78702. private _scene;
  78703. private _engine;
  78704. private _options;
  78705. private _reusable;
  78706. private _textureType;
  78707. /**
  78708. * Smart array of input and output textures for the post process.
  78709. * @hidden
  78710. */
  78711. _textures: SmartArray<InternalTexture>;
  78712. /**
  78713. * The index in _textures that corresponds to the output texture.
  78714. * @hidden
  78715. */
  78716. _currentRenderTextureInd: number;
  78717. private _effect;
  78718. private _samplers;
  78719. private _fragmentUrl;
  78720. private _vertexUrl;
  78721. private _parameters;
  78722. private _scaleRatio;
  78723. protected _indexParameters: any;
  78724. private _shareOutputWithPostProcess;
  78725. private _texelSize;
  78726. private _forcedOutputTexture;
  78727. /**
  78728. * Returns the fragment url or shader name used in the post process.
  78729. * @returns the fragment url or name in the shader store.
  78730. */
  78731. getEffectName(): string;
  78732. /**
  78733. * An event triggered when the postprocess is activated.
  78734. */
  78735. onActivateObservable: Observable<Camera>;
  78736. private _onActivateObserver;
  78737. /**
  78738. * A function that is added to the onActivateObservable
  78739. */
  78740. onActivate: Nullable<(camera: Camera) => void>;
  78741. /**
  78742. * An event triggered when the postprocess changes its size.
  78743. */
  78744. onSizeChangedObservable: Observable<PostProcess>;
  78745. private _onSizeChangedObserver;
  78746. /**
  78747. * A function that is added to the onSizeChangedObservable
  78748. */
  78749. onSizeChanged: (postProcess: PostProcess) => void;
  78750. /**
  78751. * An event triggered when the postprocess applies its effect.
  78752. */
  78753. onApplyObservable: Observable<Effect>;
  78754. private _onApplyObserver;
  78755. /**
  78756. * A function that is added to the onApplyObservable
  78757. */
  78758. onApply: (effect: Effect) => void;
  78759. /**
  78760. * An event triggered before rendering the postprocess
  78761. */
  78762. onBeforeRenderObservable: Observable<Effect>;
  78763. private _onBeforeRenderObserver;
  78764. /**
  78765. * A function that is added to the onBeforeRenderObservable
  78766. */
  78767. onBeforeRender: (effect: Effect) => void;
  78768. /**
  78769. * An event triggered after rendering the postprocess
  78770. */
  78771. onAfterRenderObservable: Observable<Effect>;
  78772. private _onAfterRenderObserver;
  78773. /**
  78774. * A function that is added to the onAfterRenderObservable
  78775. */
  78776. onAfterRender: (efect: Effect) => void;
  78777. /**
  78778. * 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
  78779. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  78780. */
  78781. inputTexture: InternalTexture;
  78782. /**
  78783. * Gets the camera which post process is applied to.
  78784. * @returns The camera the post process is applied to.
  78785. */
  78786. getCamera(): Camera;
  78787. /**
  78788. * Gets the texel size of the postprocess.
  78789. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  78790. */
  78791. readonly texelSize: Vector2;
  78792. /**
  78793. * Creates a new instance PostProcess
  78794. * @param name The name of the PostProcess.
  78795. * @param fragmentUrl The url of the fragment shader to be used.
  78796. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  78797. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  78798. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  78799. * @param camera The camera to apply the render pass to.
  78800. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  78801. * @param engine The engine which the post process will be applied. (default: current engine)
  78802. * @param reusable If the post process can be reused on the same frame. (default: false)
  78803. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  78804. * @param textureType Type of textures used when performing the post process. (default: 0)
  78805. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  78806. * @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
  78807. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  78808. */
  78809. constructor(
  78810. /** Name of the PostProcess. */
  78811. 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);
  78812. /**
  78813. * Gets a string idenfifying the name of the class
  78814. * @returns "PostProcess" string
  78815. */
  78816. getClassName(): string;
  78817. /**
  78818. * Gets the engine which this post process belongs to.
  78819. * @returns The engine the post process was enabled with.
  78820. */
  78821. getEngine(): Engine;
  78822. /**
  78823. * The effect that is created when initializing the post process.
  78824. * @returns The created effect corresponding the the postprocess.
  78825. */
  78826. getEffect(): Effect;
  78827. /**
  78828. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  78829. * @param postProcess The post process to share the output with.
  78830. * @returns This post process.
  78831. */
  78832. shareOutputWith(postProcess: PostProcess): PostProcess;
  78833. /**
  78834. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  78835. * This should be called if the post process that shares output with this post process is disabled/disposed.
  78836. */
  78837. useOwnOutput(): void;
  78838. /**
  78839. * Updates the effect with the current post process compile time values and recompiles the shader.
  78840. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  78841. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  78842. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  78843. * @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
  78844. * @param onCompiled Called when the shader has been compiled.
  78845. * @param onError Called if there is an error when compiling a shader.
  78846. */
  78847. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  78848. /**
  78849. * The post process is reusable if it can be used multiple times within one frame.
  78850. * @returns If the post process is reusable
  78851. */
  78852. isReusable(): boolean;
  78853. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  78854. markTextureDirty(): void;
  78855. /**
  78856. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  78857. * 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.
  78858. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  78859. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  78860. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  78861. * @returns The target texture that was bound to be written to.
  78862. */
  78863. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  78864. /**
  78865. * If the post process is supported.
  78866. */
  78867. readonly isSupported: boolean;
  78868. /**
  78869. * The aspect ratio of the output texture.
  78870. */
  78871. readonly aspectRatio: number;
  78872. /**
  78873. * Get a value indicating if the post-process is ready to be used
  78874. * @returns true if the post-process is ready (shader is compiled)
  78875. */
  78876. isReady(): boolean;
  78877. /**
  78878. * Binds all textures and uniforms to the shader, this will be run on every pass.
  78879. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  78880. */
  78881. apply(): Nullable<Effect>;
  78882. private _disposeTextures;
  78883. /**
  78884. * Disposes the post process.
  78885. * @param camera The camera to dispose the post process on.
  78886. */
  78887. dispose(camera?: Camera): void;
  78888. }
  78889. }
  78890. declare module BABYLON {
  78891. /** @hidden */
  78892. export var kernelBlurVaryingDeclaration: {
  78893. name: string;
  78894. shader: string;
  78895. };
  78896. }
  78897. declare module BABYLON {
  78898. /** @hidden */
  78899. export var kernelBlurFragment: {
  78900. name: string;
  78901. shader: string;
  78902. };
  78903. }
  78904. declare module BABYLON {
  78905. /** @hidden */
  78906. export var kernelBlurFragment2: {
  78907. name: string;
  78908. shader: string;
  78909. };
  78910. }
  78911. declare module BABYLON {
  78912. /** @hidden */
  78913. export var kernelBlurPixelShader: {
  78914. name: string;
  78915. shader: string;
  78916. };
  78917. }
  78918. declare module BABYLON {
  78919. /** @hidden */
  78920. export var kernelBlurVertex: {
  78921. name: string;
  78922. shader: string;
  78923. };
  78924. }
  78925. declare module BABYLON {
  78926. /** @hidden */
  78927. export var kernelBlurVertexShader: {
  78928. name: string;
  78929. shader: string;
  78930. };
  78931. }
  78932. declare module BABYLON {
  78933. /**
  78934. * The Blur Post Process which blurs an image based on a kernel and direction.
  78935. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  78936. */
  78937. export class BlurPostProcess extends PostProcess {
  78938. /** The direction in which to blur the image. */
  78939. direction: Vector2;
  78940. private blockCompilation;
  78941. protected _kernel: number;
  78942. protected _idealKernel: number;
  78943. protected _packedFloat: boolean;
  78944. private _staticDefines;
  78945. /**
  78946. * Sets the length in pixels of the blur sample region
  78947. */
  78948. /**
  78949. * Gets the length in pixels of the blur sample region
  78950. */
  78951. kernel: number;
  78952. /**
  78953. * Sets wether or not the blur needs to unpack/repack floats
  78954. */
  78955. /**
  78956. * Gets wether or not the blur is unpacking/repacking floats
  78957. */
  78958. packedFloat: boolean;
  78959. /**
  78960. * Creates a new instance BlurPostProcess
  78961. * @param name The name of the effect.
  78962. * @param direction The direction in which to blur the image.
  78963. * @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.
  78964. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  78965. * @param camera The camera to apply the render pass to.
  78966. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  78967. * @param engine The engine which the post process will be applied. (default: current engine)
  78968. * @param reusable If the post process can be reused on the same frame. (default: false)
  78969. * @param textureType Type of textures used when performing the post process. (default: 0)
  78970. * @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)
  78971. */
  78972. constructor(name: string,
  78973. /** The direction in which to blur the image. */
  78974. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  78975. /**
  78976. * Updates the effect with the current post process compile time values and recompiles the shader.
  78977. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  78978. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  78979. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  78980. * @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
  78981. * @param onCompiled Called when the shader has been compiled.
  78982. * @param onError Called if there is an error when compiling a shader.
  78983. */
  78984. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  78985. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  78986. /**
  78987. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  78988. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  78989. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  78990. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  78991. * The gaps between physical kernels are compensated for in the weighting of the samples
  78992. * @param idealKernel Ideal blur kernel.
  78993. * @return Nearest best kernel.
  78994. */
  78995. protected _nearestBestKernel(idealKernel: number): number;
  78996. /**
  78997. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  78998. * @param x The point on the Gaussian distribution to sample.
  78999. * @return the value of the Gaussian function at x.
  79000. */
  79001. protected _gaussianWeight(x: number): number;
  79002. /**
  79003. * Generates a string that can be used as a floating point number in GLSL.
  79004. * @param x Value to print.
  79005. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  79006. * @return GLSL float string.
  79007. */
  79008. protected _glslFloat(x: number, decimalFigures?: number): string;
  79009. }
  79010. }
  79011. declare module BABYLON {
  79012. /**
  79013. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79014. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79015. * You can then easily use it as a reflectionTexture on a flat surface.
  79016. * In case the surface is not a plane, please consider relying on reflection probes.
  79017. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79018. */
  79019. export class MirrorTexture extends RenderTargetTexture {
  79020. private scene;
  79021. /**
  79022. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  79023. * 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.
  79024. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79025. */
  79026. mirrorPlane: Plane;
  79027. /**
  79028. * Define the blur ratio used to blur the reflection if needed.
  79029. */
  79030. blurRatio: number;
  79031. /**
  79032. * Define the adaptive blur kernel used to blur the reflection if needed.
  79033. * This will autocompute the closest best match for the `blurKernel`
  79034. */
  79035. adaptiveBlurKernel: number;
  79036. /**
  79037. * Define the blur kernel used to blur the reflection if needed.
  79038. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79039. */
  79040. blurKernel: number;
  79041. /**
  79042. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  79043. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79044. */
  79045. blurKernelX: number;
  79046. /**
  79047. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  79048. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79049. */
  79050. blurKernelY: number;
  79051. private _autoComputeBlurKernel;
  79052. protected _onRatioRescale(): void;
  79053. private _updateGammaSpace;
  79054. private _imageProcessingConfigChangeObserver;
  79055. private _transformMatrix;
  79056. private _mirrorMatrix;
  79057. private _savedViewMatrix;
  79058. private _blurX;
  79059. private _blurY;
  79060. private _adaptiveBlurKernel;
  79061. private _blurKernelX;
  79062. private _blurKernelY;
  79063. private _blurRatio;
  79064. /**
  79065. * Instantiates a Mirror Texture.
  79066. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79067. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79068. * You can then easily use it as a reflectionTexture on a flat surface.
  79069. * In case the surface is not a plane, please consider relying on reflection probes.
  79070. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79071. * @param name
  79072. * @param size
  79073. * @param scene
  79074. * @param generateMipMaps
  79075. * @param type
  79076. * @param samplingMode
  79077. * @param generateDepthBuffer
  79078. */
  79079. constructor(name: string, size: number | {
  79080. width: number;
  79081. height: number;
  79082. } | {
  79083. ratio: number;
  79084. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  79085. private _preparePostProcesses;
  79086. /**
  79087. * Clone the mirror texture.
  79088. * @returns the cloned texture
  79089. */
  79090. clone(): MirrorTexture;
  79091. /**
  79092. * Serialize the texture to a JSON representation you could use in Parse later on
  79093. * @returns the serialized JSON representation
  79094. */
  79095. serialize(): any;
  79096. /**
  79097. * Dispose the texture and release its associated resources.
  79098. */
  79099. dispose(): void;
  79100. }
  79101. }
  79102. declare module BABYLON {
  79103. /**
  79104. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  79105. * @see http://doc.babylonjs.com/babylon101/materials#texture
  79106. */
  79107. export class Texture extends BaseTexture {
  79108. /** @hidden */
  79109. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  79110. /** @hidden */
  79111. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  79112. /** @hidden */
  79113. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  79114. /** nearest is mag = nearest and min = nearest and mip = linear */
  79115. static readonly NEAREST_SAMPLINGMODE: number;
  79116. /** nearest is mag = nearest and min = nearest and mip = linear */
  79117. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  79118. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79119. static readonly BILINEAR_SAMPLINGMODE: number;
  79120. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79121. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  79122. /** Trilinear is mag = linear and min = linear and mip = linear */
  79123. static readonly TRILINEAR_SAMPLINGMODE: number;
  79124. /** Trilinear is mag = linear and min = linear and mip = linear */
  79125. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  79126. /** mag = nearest and min = nearest and mip = nearest */
  79127. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  79128. /** mag = nearest and min = linear and mip = nearest */
  79129. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  79130. /** mag = nearest and min = linear and mip = linear */
  79131. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  79132. /** mag = nearest and min = linear and mip = none */
  79133. static readonly NEAREST_LINEAR: number;
  79134. /** mag = nearest and min = nearest and mip = none */
  79135. static readonly NEAREST_NEAREST: number;
  79136. /** mag = linear and min = nearest and mip = nearest */
  79137. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  79138. /** mag = linear and min = nearest and mip = linear */
  79139. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  79140. /** mag = linear and min = linear and mip = none */
  79141. static readonly LINEAR_LINEAR: number;
  79142. /** mag = linear and min = nearest and mip = none */
  79143. static readonly LINEAR_NEAREST: number;
  79144. /** Explicit coordinates mode */
  79145. static readonly EXPLICIT_MODE: number;
  79146. /** Spherical coordinates mode */
  79147. static readonly SPHERICAL_MODE: number;
  79148. /** Planar coordinates mode */
  79149. static readonly PLANAR_MODE: number;
  79150. /** Cubic coordinates mode */
  79151. static readonly CUBIC_MODE: number;
  79152. /** Projection coordinates mode */
  79153. static readonly PROJECTION_MODE: number;
  79154. /** Inverse Cubic coordinates mode */
  79155. static readonly SKYBOX_MODE: number;
  79156. /** Inverse Cubic coordinates mode */
  79157. static readonly INVCUBIC_MODE: number;
  79158. /** Equirectangular coordinates mode */
  79159. static readonly EQUIRECTANGULAR_MODE: number;
  79160. /** Equirectangular Fixed coordinates mode */
  79161. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  79162. /** Equirectangular Fixed Mirrored coordinates mode */
  79163. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  79164. /** Texture is not repeating outside of 0..1 UVs */
  79165. static readonly CLAMP_ADDRESSMODE: number;
  79166. /** Texture is repeating outside of 0..1 UVs */
  79167. static readonly WRAP_ADDRESSMODE: number;
  79168. /** Texture is repeating and mirrored */
  79169. static readonly MIRROR_ADDRESSMODE: number;
  79170. /**
  79171. * 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
  79172. */
  79173. static UseSerializedUrlIfAny: boolean;
  79174. /**
  79175. * Define the url of the texture.
  79176. */
  79177. url: Nullable<string>;
  79178. /**
  79179. * Define an offset on the texture to offset the u coordinates of the UVs
  79180. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79181. */
  79182. uOffset: number;
  79183. /**
  79184. * Define an offset on the texture to offset the v coordinates of the UVs
  79185. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79186. */
  79187. vOffset: number;
  79188. /**
  79189. * Define an offset on the texture to scale the u coordinates of the UVs
  79190. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79191. */
  79192. uScale: number;
  79193. /**
  79194. * Define an offset on the texture to scale the v coordinates of the UVs
  79195. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79196. */
  79197. vScale: number;
  79198. /**
  79199. * Define an offset on the texture to rotate around the u coordinates of the UVs
  79200. * @see http://doc.babylonjs.com/how_to/more_materials
  79201. */
  79202. uAng: number;
  79203. /**
  79204. * Define an offset on the texture to rotate around the v coordinates of the UVs
  79205. * @see http://doc.babylonjs.com/how_to/more_materials
  79206. */
  79207. vAng: number;
  79208. /**
  79209. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  79210. * @see http://doc.babylonjs.com/how_to/more_materials
  79211. */
  79212. wAng: number;
  79213. /**
  79214. * Defines the center of rotation (U)
  79215. */
  79216. uRotationCenter: number;
  79217. /**
  79218. * Defines the center of rotation (V)
  79219. */
  79220. vRotationCenter: number;
  79221. /**
  79222. * Defines the center of rotation (W)
  79223. */
  79224. wRotationCenter: number;
  79225. /**
  79226. * Are mip maps generated for this texture or not.
  79227. */
  79228. readonly noMipmap: boolean;
  79229. /**
  79230. * List of inspectable custom properties (used by the Inspector)
  79231. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  79232. */
  79233. inspectableCustomProperties: Nullable<IInspectable[]>;
  79234. private _noMipmap;
  79235. /** @hidden */
  79236. _invertY: boolean;
  79237. private _rowGenerationMatrix;
  79238. private _cachedTextureMatrix;
  79239. private _projectionModeMatrix;
  79240. private _t0;
  79241. private _t1;
  79242. private _t2;
  79243. private _cachedUOffset;
  79244. private _cachedVOffset;
  79245. private _cachedUScale;
  79246. private _cachedVScale;
  79247. private _cachedUAng;
  79248. private _cachedVAng;
  79249. private _cachedWAng;
  79250. private _cachedProjectionMatrixId;
  79251. private _cachedCoordinatesMode;
  79252. /** @hidden */
  79253. protected _initialSamplingMode: number;
  79254. /** @hidden */
  79255. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  79256. private _deleteBuffer;
  79257. protected _format: Nullable<number>;
  79258. private _delayedOnLoad;
  79259. private _delayedOnError;
  79260. /**
  79261. * Observable triggered once the texture has been loaded.
  79262. */
  79263. onLoadObservable: Observable<Texture>;
  79264. protected _isBlocking: boolean;
  79265. /**
  79266. * Is the texture preventing material to render while loading.
  79267. * If false, a default texture will be used instead of the loading one during the preparation step.
  79268. */
  79269. isBlocking: boolean;
  79270. /**
  79271. * Get the current sampling mode associated with the texture.
  79272. */
  79273. readonly samplingMode: number;
  79274. /**
  79275. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  79276. */
  79277. readonly invertY: boolean;
  79278. /**
  79279. * Instantiates a new texture.
  79280. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  79281. * @see http://doc.babylonjs.com/babylon101/materials#texture
  79282. * @param url define the url of the picture to load as a texture
  79283. * @param scene define the scene or engine the texture will belong to
  79284. * @param noMipmap define if the texture will require mip maps or not
  79285. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79286. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79287. * @param onLoad define a callback triggered when the texture has been loaded
  79288. * @param onError define a callback triggered when an error occurred during the loading session
  79289. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  79290. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  79291. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79292. */
  79293. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  79294. /**
  79295. * Update the url (and optional buffer) of this texture if url was null during construction.
  79296. * @param url the url of the texture
  79297. * @param buffer the buffer of the texture (defaults to null)
  79298. * @param onLoad callback called when the texture is loaded (defaults to null)
  79299. */
  79300. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  79301. /**
  79302. * Finish the loading sequence of a texture flagged as delayed load.
  79303. * @hidden
  79304. */
  79305. delayLoad(): void;
  79306. private _prepareRowForTextureGeneration;
  79307. /**
  79308. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  79309. * @returns the transform matrix of the texture.
  79310. */
  79311. getTextureMatrix(): Matrix;
  79312. /**
  79313. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  79314. * @returns The reflection texture transform
  79315. */
  79316. getReflectionTextureMatrix(): Matrix;
  79317. /**
  79318. * Clones the texture.
  79319. * @returns the cloned texture
  79320. */
  79321. clone(): Texture;
  79322. /**
  79323. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  79324. * @returns The JSON representation of the texture
  79325. */
  79326. serialize(): any;
  79327. /**
  79328. * Get the current class name of the texture useful for serialization or dynamic coding.
  79329. * @returns "Texture"
  79330. */
  79331. getClassName(): string;
  79332. /**
  79333. * Dispose the texture and release its associated resources.
  79334. */
  79335. dispose(): void;
  79336. /**
  79337. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  79338. * @param parsedTexture Define the JSON representation of the texture
  79339. * @param scene Define the scene the parsed texture should be instantiated in
  79340. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  79341. * @returns The parsed texture if successful
  79342. */
  79343. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  79344. /**
  79345. * Creates a texture from its base 64 representation.
  79346. * @param data Define the base64 payload without the data: prefix
  79347. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  79348. * @param scene Define the scene the texture should belong to
  79349. * @param noMipmap Forces the texture to not create mip map information if true
  79350. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79351. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79352. * @param onLoad define a callback triggered when the texture has been loaded
  79353. * @param onError define a callback triggered when an error occurred during the loading session
  79354. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79355. * @returns the created texture
  79356. */
  79357. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  79358. /**
  79359. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  79360. * @param data Define the base64 payload without the data: prefix
  79361. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  79362. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  79363. * @param scene Define the scene the texture should belong to
  79364. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  79365. * @param noMipmap Forces the texture to not create mip map information if true
  79366. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79367. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79368. * @param onLoad define a callback triggered when the texture has been loaded
  79369. * @param onError define a callback triggered when an error occurred during the loading session
  79370. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79371. * @returns the created texture
  79372. */
  79373. 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;
  79374. }
  79375. }
  79376. declare module BABYLON {
  79377. /**
  79378. * PostProcessManager is used to manage one or more post processes or post process pipelines
  79379. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  79380. */
  79381. export class PostProcessManager {
  79382. private _scene;
  79383. private _indexBuffer;
  79384. private _vertexBuffers;
  79385. /**
  79386. * Creates a new instance PostProcess
  79387. * @param scene The scene that the post process is associated with.
  79388. */
  79389. constructor(scene: Scene);
  79390. private _prepareBuffers;
  79391. private _buildIndexBuffer;
  79392. /**
  79393. * Rebuilds the vertex buffers of the manager.
  79394. * @hidden
  79395. */
  79396. _rebuild(): void;
  79397. /**
  79398. * Prepares a frame to be run through a post process.
  79399. * @param sourceTexture The input texture to the post procesess. (default: null)
  79400. * @param postProcesses An array of post processes to be run. (default: null)
  79401. * @returns True if the post processes were able to be run.
  79402. * @hidden
  79403. */
  79404. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  79405. /**
  79406. * Manually render a set of post processes to a texture.
  79407. * @param postProcesses An array of post processes to be run.
  79408. * @param targetTexture The target texture to render to.
  79409. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  79410. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  79411. * @param lodLevel defines which lod of the texture to render to
  79412. */
  79413. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  79414. /**
  79415. * Finalize the result of the output of the postprocesses.
  79416. * @param doNotPresent If true the result will not be displayed to the screen.
  79417. * @param targetTexture The target texture to render to.
  79418. * @param faceIndex The index of the face to bind the target texture to.
  79419. * @param postProcesses The array of post processes to render.
  79420. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  79421. * @hidden
  79422. */
  79423. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  79424. /**
  79425. * Disposes of the post process manager.
  79426. */
  79427. dispose(): void;
  79428. }
  79429. }
  79430. declare module BABYLON {
  79431. /** Interface used by value gradients (color, factor, ...) */
  79432. export interface IValueGradient {
  79433. /**
  79434. * Gets or sets the gradient value (between 0 and 1)
  79435. */
  79436. gradient: number;
  79437. }
  79438. /** Class used to store color4 gradient */
  79439. export class ColorGradient implements IValueGradient {
  79440. /**
  79441. * Gets or sets the gradient value (between 0 and 1)
  79442. */
  79443. gradient: number;
  79444. /**
  79445. * Gets or sets first associated color
  79446. */
  79447. color1: Color4;
  79448. /**
  79449. * Gets or sets second associated color
  79450. */
  79451. color2?: Color4;
  79452. /**
  79453. * Will get a color picked randomly between color1 and color2.
  79454. * If color2 is undefined then color1 will be used
  79455. * @param result defines the target Color4 to store the result in
  79456. */
  79457. getColorToRef(result: Color4): void;
  79458. }
  79459. /** Class used to store color 3 gradient */
  79460. export class Color3Gradient implements IValueGradient {
  79461. /**
  79462. * Gets or sets the gradient value (between 0 and 1)
  79463. */
  79464. gradient: number;
  79465. /**
  79466. * Gets or sets the associated color
  79467. */
  79468. color: Color3;
  79469. }
  79470. /** Class used to store factor gradient */
  79471. export class FactorGradient implements IValueGradient {
  79472. /**
  79473. * Gets or sets the gradient value (between 0 and 1)
  79474. */
  79475. gradient: number;
  79476. /**
  79477. * Gets or sets first associated factor
  79478. */
  79479. factor1: number;
  79480. /**
  79481. * Gets or sets second associated factor
  79482. */
  79483. factor2?: number;
  79484. /**
  79485. * Will get a number picked randomly between factor1 and factor2.
  79486. * If factor2 is undefined then factor1 will be used
  79487. * @returns the picked number
  79488. */
  79489. getFactor(): number;
  79490. }
  79491. /**
  79492. * Helper used to simplify some generic gradient tasks
  79493. */
  79494. export class GradientHelper {
  79495. /**
  79496. * Gets the current gradient from an array of IValueGradient
  79497. * @param ratio defines the current ratio to get
  79498. * @param gradients defines the array of IValueGradient
  79499. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  79500. */
  79501. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  79502. }
  79503. }
  79504. declare module BABYLON {
  79505. interface AbstractScene {
  79506. /**
  79507. * The list of procedural textures added to the scene
  79508. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79509. */
  79510. proceduralTextures: Array<ProceduralTexture>;
  79511. }
  79512. /**
  79513. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  79514. * in a given scene.
  79515. */
  79516. export class ProceduralTextureSceneComponent implements ISceneComponent {
  79517. /**
  79518. * The component name helpfull to identify the component in the list of scene components.
  79519. */
  79520. readonly name: string;
  79521. /**
  79522. * The scene the component belongs to.
  79523. */
  79524. scene: Scene;
  79525. /**
  79526. * Creates a new instance of the component for the given scene
  79527. * @param scene Defines the scene to register the component in
  79528. */
  79529. constructor(scene: Scene);
  79530. /**
  79531. * Registers the component in a given scene
  79532. */
  79533. register(): void;
  79534. /**
  79535. * Rebuilds the elements related to this component in case of
  79536. * context lost for instance.
  79537. */
  79538. rebuild(): void;
  79539. /**
  79540. * Disposes the component and the associated ressources.
  79541. */
  79542. dispose(): void;
  79543. private _beforeClear;
  79544. }
  79545. }
  79546. declare module BABYLON {
  79547. interface Engine {
  79548. /**
  79549. * Creates a new render target cube texture
  79550. * @param size defines the size of the texture
  79551. * @param options defines the options used to create the texture
  79552. * @returns a new render target cube texture stored in an InternalTexture
  79553. */
  79554. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  79555. }
  79556. }
  79557. declare module BABYLON {
  79558. /** @hidden */
  79559. export var proceduralVertexShader: {
  79560. name: string;
  79561. shader: string;
  79562. };
  79563. }
  79564. declare module BABYLON {
  79565. /**
  79566. * 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.
  79567. * This is the base class of any Procedural texture and contains most of the shareable code.
  79568. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79569. */
  79570. export class ProceduralTexture extends Texture {
  79571. isCube: boolean;
  79572. /**
  79573. * Define if the texture is enabled or not (disabled texture will not render)
  79574. */
  79575. isEnabled: boolean;
  79576. /**
  79577. * Define if the texture must be cleared before rendering (default is true)
  79578. */
  79579. autoClear: boolean;
  79580. /**
  79581. * Callback called when the texture is generated
  79582. */
  79583. onGenerated: () => void;
  79584. /**
  79585. * Event raised when the texture is generated
  79586. */
  79587. onGeneratedObservable: Observable<ProceduralTexture>;
  79588. /** @hidden */
  79589. _generateMipMaps: boolean;
  79590. /** @hidden **/
  79591. _effect: Effect;
  79592. /** @hidden */
  79593. _textures: {
  79594. [key: string]: Texture;
  79595. };
  79596. private _size;
  79597. private _currentRefreshId;
  79598. private _refreshRate;
  79599. private _vertexBuffers;
  79600. private _indexBuffer;
  79601. private _uniforms;
  79602. private _samplers;
  79603. private _fragment;
  79604. private _floats;
  79605. private _ints;
  79606. private _floatsArrays;
  79607. private _colors3;
  79608. private _colors4;
  79609. private _vectors2;
  79610. private _vectors3;
  79611. private _matrices;
  79612. private _fallbackTexture;
  79613. private _fallbackTextureUsed;
  79614. private _engine;
  79615. private _cachedDefines;
  79616. private _contentUpdateId;
  79617. private _contentData;
  79618. /**
  79619. * Instantiates a new procedural texture.
  79620. * 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.
  79621. * This is the base class of any Procedural texture and contains most of the shareable code.
  79622. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79623. * @param name Define the name of the texture
  79624. * @param size Define the size of the texture to create
  79625. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  79626. * @param scene Define the scene the texture belongs to
  79627. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  79628. * @param generateMipMaps Define if the texture should creates mip maps or not
  79629. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  79630. */
  79631. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  79632. /**
  79633. * The effect that is created when initializing the post process.
  79634. * @returns The created effect corresponding the the postprocess.
  79635. */
  79636. getEffect(): Effect;
  79637. /**
  79638. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  79639. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  79640. */
  79641. getContent(): Nullable<ArrayBufferView>;
  79642. private _createIndexBuffer;
  79643. /** @hidden */
  79644. _rebuild(): void;
  79645. /**
  79646. * Resets the texture in order to recreate its associated resources.
  79647. * This can be called in case of context loss
  79648. */
  79649. reset(): void;
  79650. protected _getDefines(): string;
  79651. /**
  79652. * Is the texture ready to be used ? (rendered at least once)
  79653. * @returns true if ready, otherwise, false.
  79654. */
  79655. isReady(): boolean;
  79656. /**
  79657. * Resets the refresh counter of the texture and start bak from scratch.
  79658. * Could be useful to regenerate the texture if it is setup to render only once.
  79659. */
  79660. resetRefreshCounter(): void;
  79661. /**
  79662. * Set the fragment shader to use in order to render the texture.
  79663. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  79664. */
  79665. setFragment(fragment: any): void;
  79666. /**
  79667. * Define the refresh rate of the texture or the rendering frequency.
  79668. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  79669. */
  79670. refreshRate: number;
  79671. /** @hidden */
  79672. _shouldRender(): boolean;
  79673. /**
  79674. * Get the size the texture is rendering at.
  79675. * @returns the size (texture is always squared)
  79676. */
  79677. getRenderSize(): number;
  79678. /**
  79679. * Resize the texture to new value.
  79680. * @param size Define the new size the texture should have
  79681. * @param generateMipMaps Define whether the new texture should create mip maps
  79682. */
  79683. resize(size: number, generateMipMaps: boolean): void;
  79684. private _checkUniform;
  79685. /**
  79686. * Set a texture in the shader program used to render.
  79687. * @param name Define the name of the uniform samplers as defined in the shader
  79688. * @param texture Define the texture to bind to this sampler
  79689. * @return the texture itself allowing "fluent" like uniform updates
  79690. */
  79691. setTexture(name: string, texture: Texture): ProceduralTexture;
  79692. /**
  79693. * Set a float in the shader.
  79694. * @param name Define the name of the uniform as defined in the shader
  79695. * @param value Define the value to give to the uniform
  79696. * @return the texture itself allowing "fluent" like uniform updates
  79697. */
  79698. setFloat(name: string, value: number): ProceduralTexture;
  79699. /**
  79700. * Set a int in the shader.
  79701. * @param name Define the name of the uniform as defined in the shader
  79702. * @param value Define the value to give to the uniform
  79703. * @return the texture itself allowing "fluent" like uniform updates
  79704. */
  79705. setInt(name: string, value: number): ProceduralTexture;
  79706. /**
  79707. * Set an array of floats in the shader.
  79708. * @param name Define the name of the uniform as defined in the shader
  79709. * @param value Define the value to give to the uniform
  79710. * @return the texture itself allowing "fluent" like uniform updates
  79711. */
  79712. setFloats(name: string, value: number[]): ProceduralTexture;
  79713. /**
  79714. * Set a vec3 in the shader from a Color3.
  79715. * @param name Define the name of the uniform as defined in the shader
  79716. * @param value Define the value to give to the uniform
  79717. * @return the texture itself allowing "fluent" like uniform updates
  79718. */
  79719. setColor3(name: string, value: Color3): ProceduralTexture;
  79720. /**
  79721. * Set a vec4 in the shader from a Color4.
  79722. * @param name Define the name of the uniform as defined in the shader
  79723. * @param value Define the value to give to the uniform
  79724. * @return the texture itself allowing "fluent" like uniform updates
  79725. */
  79726. setColor4(name: string, value: Color4): ProceduralTexture;
  79727. /**
  79728. * Set a vec2 in the shader from a Vector2.
  79729. * @param name Define the name of the uniform as defined in the shader
  79730. * @param value Define the value to give to the uniform
  79731. * @return the texture itself allowing "fluent" like uniform updates
  79732. */
  79733. setVector2(name: string, value: Vector2): ProceduralTexture;
  79734. /**
  79735. * Set a vec3 in the shader from a Vector3.
  79736. * @param name Define the name of the uniform as defined in the shader
  79737. * @param value Define the value to give to the uniform
  79738. * @return the texture itself allowing "fluent" like uniform updates
  79739. */
  79740. setVector3(name: string, value: Vector3): ProceduralTexture;
  79741. /**
  79742. * Set a mat4 in the shader from a MAtrix.
  79743. * @param name Define the name of the uniform as defined in the shader
  79744. * @param value Define the value to give to the uniform
  79745. * @return the texture itself allowing "fluent" like uniform updates
  79746. */
  79747. setMatrix(name: string, value: Matrix): ProceduralTexture;
  79748. /**
  79749. * Render the texture to its associated render target.
  79750. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  79751. */
  79752. render(useCameraPostProcess?: boolean): void;
  79753. /**
  79754. * Clone the texture.
  79755. * @returns the cloned texture
  79756. */
  79757. clone(): ProceduralTexture;
  79758. /**
  79759. * Dispose the texture and release its asoociated resources.
  79760. */
  79761. dispose(): void;
  79762. }
  79763. }
  79764. declare module BABYLON {
  79765. /**
  79766. * This represents the base class for particle system in Babylon.
  79767. * 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.
  79768. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  79769. * @example https://doc.babylonjs.com/babylon101/particles
  79770. */
  79771. export class BaseParticleSystem {
  79772. /**
  79773. * Source color is added to the destination color without alpha affecting the result
  79774. */
  79775. static BLENDMODE_ONEONE: number;
  79776. /**
  79777. * Blend current color and particle color using particle’s alpha
  79778. */
  79779. static BLENDMODE_STANDARD: number;
  79780. /**
  79781. * Add current color and particle color multiplied by particle’s alpha
  79782. */
  79783. static BLENDMODE_ADD: number;
  79784. /**
  79785. * Multiply current color with particle color
  79786. */
  79787. static BLENDMODE_MULTIPLY: number;
  79788. /**
  79789. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  79790. */
  79791. static BLENDMODE_MULTIPLYADD: number;
  79792. /**
  79793. * List of animations used by the particle system.
  79794. */
  79795. animations: Animation[];
  79796. /**
  79797. * The id of the Particle system.
  79798. */
  79799. id: string;
  79800. /**
  79801. * The friendly name of the Particle system.
  79802. */
  79803. name: string;
  79804. /**
  79805. * The rendering group used by the Particle system to chose when to render.
  79806. */
  79807. renderingGroupId: number;
  79808. /**
  79809. * The emitter represents the Mesh or position we are attaching the particle system to.
  79810. */
  79811. emitter: Nullable<AbstractMesh | Vector3>;
  79812. /**
  79813. * The maximum number of particles to emit per frame
  79814. */
  79815. emitRate: number;
  79816. /**
  79817. * If you want to launch only a few particles at once, that can be done, as well.
  79818. */
  79819. manualEmitCount: number;
  79820. /**
  79821. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  79822. */
  79823. updateSpeed: number;
  79824. /**
  79825. * The amount of time the particle system is running (depends of the overall update speed).
  79826. */
  79827. targetStopDuration: number;
  79828. /**
  79829. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  79830. */
  79831. disposeOnStop: boolean;
  79832. /**
  79833. * Minimum power of emitting particles.
  79834. */
  79835. minEmitPower: number;
  79836. /**
  79837. * Maximum power of emitting particles.
  79838. */
  79839. maxEmitPower: number;
  79840. /**
  79841. * Minimum life time of emitting particles.
  79842. */
  79843. minLifeTime: number;
  79844. /**
  79845. * Maximum life time of emitting particles.
  79846. */
  79847. maxLifeTime: number;
  79848. /**
  79849. * Minimum Size of emitting particles.
  79850. */
  79851. minSize: number;
  79852. /**
  79853. * Maximum Size of emitting particles.
  79854. */
  79855. maxSize: number;
  79856. /**
  79857. * Minimum scale of emitting particles on X axis.
  79858. */
  79859. minScaleX: number;
  79860. /**
  79861. * Maximum scale of emitting particles on X axis.
  79862. */
  79863. maxScaleX: number;
  79864. /**
  79865. * Minimum scale of emitting particles on Y axis.
  79866. */
  79867. minScaleY: number;
  79868. /**
  79869. * Maximum scale of emitting particles on Y axis.
  79870. */
  79871. maxScaleY: number;
  79872. /**
  79873. * Gets or sets the minimal initial rotation in radians.
  79874. */
  79875. minInitialRotation: number;
  79876. /**
  79877. * Gets or sets the maximal initial rotation in radians.
  79878. */
  79879. maxInitialRotation: number;
  79880. /**
  79881. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  79882. */
  79883. minAngularSpeed: number;
  79884. /**
  79885. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  79886. */
  79887. maxAngularSpeed: number;
  79888. /**
  79889. * The texture used to render each particle. (this can be a spritesheet)
  79890. */
  79891. particleTexture: Nullable<Texture>;
  79892. /**
  79893. * The layer mask we are rendering the particles through.
  79894. */
  79895. layerMask: number;
  79896. /**
  79897. * This can help using your own shader to render the particle system.
  79898. * The according effect will be created
  79899. */
  79900. customShader: any;
  79901. /**
  79902. * By default particle system starts as soon as they are created. This prevents the
  79903. * automatic start to happen and let you decide when to start emitting particles.
  79904. */
  79905. preventAutoStart: boolean;
  79906. private _noiseTexture;
  79907. /**
  79908. * Gets or sets a texture used to add random noise to particle positions
  79909. */
  79910. noiseTexture: Nullable<ProceduralTexture>;
  79911. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  79912. noiseStrength: Vector3;
  79913. /**
  79914. * Callback triggered when the particle animation is ending.
  79915. */
  79916. onAnimationEnd: Nullable<() => void>;
  79917. /**
  79918. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  79919. */
  79920. blendMode: number;
  79921. /**
  79922. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  79923. * to override the particles.
  79924. */
  79925. forceDepthWrite: boolean;
  79926. /** 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 */
  79927. preWarmCycles: number;
  79928. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  79929. preWarmStepOffset: number;
  79930. /**
  79931. * 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)
  79932. */
  79933. spriteCellChangeSpeed: number;
  79934. /**
  79935. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  79936. */
  79937. startSpriteCellID: number;
  79938. /**
  79939. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  79940. */
  79941. endSpriteCellID: number;
  79942. /**
  79943. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  79944. */
  79945. spriteCellWidth: number;
  79946. /**
  79947. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  79948. */
  79949. spriteCellHeight: number;
  79950. /**
  79951. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  79952. */
  79953. spriteRandomStartCell: boolean;
  79954. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  79955. translationPivot: Vector2;
  79956. /** @hidden */
  79957. protected _isAnimationSheetEnabled: boolean;
  79958. /**
  79959. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  79960. */
  79961. beginAnimationOnStart: boolean;
  79962. /**
  79963. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  79964. */
  79965. beginAnimationFrom: number;
  79966. /**
  79967. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  79968. */
  79969. beginAnimationTo: number;
  79970. /**
  79971. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  79972. */
  79973. beginAnimationLoop: boolean;
  79974. /**
  79975. * Gets or sets a world offset applied to all particles
  79976. */
  79977. worldOffset: Vector3;
  79978. /**
  79979. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  79980. */
  79981. isAnimationSheetEnabled: boolean;
  79982. /**
  79983. * Get hosting scene
  79984. * @returns the scene
  79985. */
  79986. getScene(): Scene;
  79987. /**
  79988. * You can use gravity if you want to give an orientation to your particles.
  79989. */
  79990. gravity: Vector3;
  79991. protected _colorGradients: Nullable<Array<ColorGradient>>;
  79992. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  79993. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  79994. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  79995. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  79996. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  79997. protected _dragGradients: Nullable<Array<FactorGradient>>;
  79998. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  79999. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  80000. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  80001. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  80002. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  80003. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  80004. /**
  80005. * Defines the delay in milliseconds before starting the system (0 by default)
  80006. */
  80007. startDelay: number;
  80008. /**
  80009. * Gets the current list of drag gradients.
  80010. * You must use addDragGradient and removeDragGradient to udpate this list
  80011. * @returns the list of drag gradients
  80012. */
  80013. getDragGradients(): Nullable<Array<FactorGradient>>;
  80014. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  80015. limitVelocityDamping: number;
  80016. /**
  80017. * Gets the current list of limit velocity gradients.
  80018. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  80019. * @returns the list of limit velocity gradients
  80020. */
  80021. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  80022. /**
  80023. * Gets the current list of color gradients.
  80024. * You must use addColorGradient and removeColorGradient to udpate this list
  80025. * @returns the list of color gradients
  80026. */
  80027. getColorGradients(): Nullable<Array<ColorGradient>>;
  80028. /**
  80029. * Gets the current list of size gradients.
  80030. * You must use addSizeGradient and removeSizeGradient to udpate this list
  80031. * @returns the list of size gradients
  80032. */
  80033. getSizeGradients(): Nullable<Array<FactorGradient>>;
  80034. /**
  80035. * Gets the current list of color remap gradients.
  80036. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  80037. * @returns the list of color remap gradients
  80038. */
  80039. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  80040. /**
  80041. * Gets the current list of alpha remap gradients.
  80042. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  80043. * @returns the list of alpha remap gradients
  80044. */
  80045. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  80046. /**
  80047. * Gets the current list of life time gradients.
  80048. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  80049. * @returns the list of life time gradients
  80050. */
  80051. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  80052. /**
  80053. * Gets the current list of angular speed gradients.
  80054. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  80055. * @returns the list of angular speed gradients
  80056. */
  80057. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  80058. /**
  80059. * Gets the current list of velocity gradients.
  80060. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  80061. * @returns the list of velocity gradients
  80062. */
  80063. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  80064. /**
  80065. * Gets the current list of start size gradients.
  80066. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  80067. * @returns the list of start size gradients
  80068. */
  80069. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  80070. /**
  80071. * Gets the current list of emit rate gradients.
  80072. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  80073. * @returns the list of emit rate gradients
  80074. */
  80075. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  80076. /**
  80077. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80078. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80079. */
  80080. direction1: Vector3;
  80081. /**
  80082. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80083. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80084. */
  80085. direction2: Vector3;
  80086. /**
  80087. * 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.
  80088. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80089. */
  80090. minEmitBox: Vector3;
  80091. /**
  80092. * 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.
  80093. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80094. */
  80095. maxEmitBox: Vector3;
  80096. /**
  80097. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80098. */
  80099. color1: Color4;
  80100. /**
  80101. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80102. */
  80103. color2: Color4;
  80104. /**
  80105. * Color the particle will have at the end of its lifetime
  80106. */
  80107. colorDead: Color4;
  80108. /**
  80109. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  80110. */
  80111. textureMask: Color4;
  80112. /**
  80113. * The particle emitter type defines the emitter used by the particle system.
  80114. * It can be for example box, sphere, or cone...
  80115. */
  80116. particleEmitterType: IParticleEmitterType;
  80117. /** @hidden */
  80118. _isSubEmitter: boolean;
  80119. /**
  80120. * Gets or sets the billboard mode to use when isBillboardBased = true.
  80121. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  80122. */
  80123. billboardMode: number;
  80124. protected _isBillboardBased: boolean;
  80125. /**
  80126. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  80127. */
  80128. isBillboardBased: boolean;
  80129. /**
  80130. * The scene the particle system belongs to.
  80131. */
  80132. protected _scene: Scene;
  80133. /**
  80134. * Local cache of defines for image processing.
  80135. */
  80136. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  80137. /**
  80138. * Default configuration related to image processing available in the standard Material.
  80139. */
  80140. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  80141. /**
  80142. * Gets the image processing configuration used either in this material.
  80143. */
  80144. /**
  80145. * Sets the Default image processing configuration used either in the this material.
  80146. *
  80147. * If sets to null, the scene one is in use.
  80148. */
  80149. imageProcessingConfiguration: ImageProcessingConfiguration;
  80150. /**
  80151. * Attaches a new image processing configuration to the Standard Material.
  80152. * @param configuration
  80153. */
  80154. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  80155. /** @hidden */
  80156. protected _reset(): void;
  80157. /** @hidden */
  80158. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  80159. /**
  80160. * Instantiates a particle system.
  80161. * 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.
  80162. * @param name The name of the particle system
  80163. */
  80164. constructor(name: string);
  80165. /**
  80166. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  80167. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80168. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80169. * @returns the emitter
  80170. */
  80171. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  80172. /**
  80173. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  80174. * @param radius The radius of the hemisphere to emit from
  80175. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80176. * @returns the emitter
  80177. */
  80178. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  80179. /**
  80180. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  80181. * @param radius The radius of the sphere to emit from
  80182. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80183. * @returns the emitter
  80184. */
  80185. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  80186. /**
  80187. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  80188. * @param radius The radius of the sphere to emit from
  80189. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  80190. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  80191. * @returns the emitter
  80192. */
  80193. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  80194. /**
  80195. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  80196. * @param radius The radius of the emission cylinder
  80197. * @param height The height of the emission cylinder
  80198. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  80199. * @param directionRandomizer How much to randomize the particle direction [0-1]
  80200. * @returns the emitter
  80201. */
  80202. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  80203. /**
  80204. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  80205. * @param radius The radius of the cylinder to emit from
  80206. * @param height The height of the emission cylinder
  80207. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  80208. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  80209. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  80210. * @returns the emitter
  80211. */
  80212. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  80213. /**
  80214. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  80215. * @param radius The radius of the cone to emit from
  80216. * @param angle The base angle of the cone
  80217. * @returns the emitter
  80218. */
  80219. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  80220. /**
  80221. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  80222. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80223. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80224. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80225. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80226. * @returns the emitter
  80227. */
  80228. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  80229. }
  80230. }
  80231. declare module BABYLON {
  80232. /**
  80233. * Type of sub emitter
  80234. */
  80235. export enum SubEmitterType {
  80236. /**
  80237. * Attached to the particle over it's lifetime
  80238. */
  80239. ATTACHED = 0,
  80240. /**
  80241. * Created when the particle dies
  80242. */
  80243. END = 1
  80244. }
  80245. /**
  80246. * Sub emitter class used to emit particles from an existing particle
  80247. */
  80248. export class SubEmitter {
  80249. /**
  80250. * the particle system to be used by the sub emitter
  80251. */
  80252. particleSystem: ParticleSystem;
  80253. /**
  80254. * Type of the submitter (Default: END)
  80255. */
  80256. type: SubEmitterType;
  80257. /**
  80258. * 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)
  80259. * Note: This only is supported when using an emitter of type Mesh
  80260. */
  80261. inheritDirection: boolean;
  80262. /**
  80263. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  80264. */
  80265. inheritedVelocityAmount: number;
  80266. /**
  80267. * Creates a sub emitter
  80268. * @param particleSystem the particle system to be used by the sub emitter
  80269. */
  80270. constructor(
  80271. /**
  80272. * the particle system to be used by the sub emitter
  80273. */
  80274. particleSystem: ParticleSystem);
  80275. /**
  80276. * Clones the sub emitter
  80277. * @returns the cloned sub emitter
  80278. */
  80279. clone(): SubEmitter;
  80280. /**
  80281. * Serialize current object to a JSON object
  80282. * @returns the serialized object
  80283. */
  80284. serialize(): any;
  80285. /** @hidden */
  80286. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  80287. /**
  80288. * Creates a new SubEmitter from a serialized JSON version
  80289. * @param serializationObject defines the JSON object to read from
  80290. * @param scene defines the hosting scene
  80291. * @param rootUrl defines the rootUrl for data loading
  80292. * @returns a new SubEmitter
  80293. */
  80294. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  80295. /** Release associated resources */
  80296. dispose(): void;
  80297. }
  80298. }
  80299. declare module BABYLON {
  80300. /** @hidden */
  80301. export var clipPlaneFragmentDeclaration: {
  80302. name: string;
  80303. shader: string;
  80304. };
  80305. }
  80306. declare module BABYLON {
  80307. /** @hidden */
  80308. export var imageProcessingDeclaration: {
  80309. name: string;
  80310. shader: string;
  80311. };
  80312. }
  80313. declare module BABYLON {
  80314. /** @hidden */
  80315. export var imageProcessingFunctions: {
  80316. name: string;
  80317. shader: string;
  80318. };
  80319. }
  80320. declare module BABYLON {
  80321. /** @hidden */
  80322. export var clipPlaneFragment: {
  80323. name: string;
  80324. shader: string;
  80325. };
  80326. }
  80327. declare module BABYLON {
  80328. /** @hidden */
  80329. export var particlesPixelShader: {
  80330. name: string;
  80331. shader: string;
  80332. };
  80333. }
  80334. declare module BABYLON {
  80335. /** @hidden */
  80336. export var clipPlaneVertexDeclaration: {
  80337. name: string;
  80338. shader: string;
  80339. };
  80340. }
  80341. declare module BABYLON {
  80342. /** @hidden */
  80343. export var clipPlaneVertex: {
  80344. name: string;
  80345. shader: string;
  80346. };
  80347. }
  80348. declare module BABYLON {
  80349. /** @hidden */
  80350. export var particlesVertexShader: {
  80351. name: string;
  80352. shader: string;
  80353. };
  80354. }
  80355. declare module BABYLON {
  80356. /**
  80357. * This represents a particle system in Babylon.
  80358. * 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.
  80359. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  80360. * @example https://doc.babylonjs.com/babylon101/particles
  80361. */
  80362. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  80363. /**
  80364. * Billboard mode will only apply to Y axis
  80365. */
  80366. static readonly BILLBOARDMODE_Y: number;
  80367. /**
  80368. * Billboard mode will apply to all axes
  80369. */
  80370. static readonly BILLBOARDMODE_ALL: number;
  80371. /**
  80372. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  80373. */
  80374. static readonly BILLBOARDMODE_STRETCHED: number;
  80375. /**
  80376. * This function can be defined to provide custom update for active particles.
  80377. * This function will be called instead of regular update (age, position, color, etc.).
  80378. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  80379. */
  80380. updateFunction: (particles: Particle[]) => void;
  80381. private _emitterWorldMatrix;
  80382. /**
  80383. * This function can be defined to specify initial direction for every new particle.
  80384. * It by default use the emitterType defined function
  80385. */
  80386. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  80387. /**
  80388. * This function can be defined to specify initial position for every new particle.
  80389. * It by default use the emitterType defined function
  80390. */
  80391. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  80392. /**
  80393. * @hidden
  80394. */
  80395. _inheritedVelocityOffset: Vector3;
  80396. /**
  80397. * An event triggered when the system is disposed
  80398. */
  80399. onDisposeObservable: Observable<ParticleSystem>;
  80400. private _onDisposeObserver;
  80401. /**
  80402. * Sets a callback that will be triggered when the system is disposed
  80403. */
  80404. onDispose: () => void;
  80405. private _particles;
  80406. private _epsilon;
  80407. private _capacity;
  80408. private _stockParticles;
  80409. private _newPartsExcess;
  80410. private _vertexData;
  80411. private _vertexBuffer;
  80412. private _vertexBuffers;
  80413. private _spriteBuffer;
  80414. private _indexBuffer;
  80415. private _effect;
  80416. private _customEffect;
  80417. private _cachedDefines;
  80418. private _scaledColorStep;
  80419. private _colorDiff;
  80420. private _scaledDirection;
  80421. private _scaledGravity;
  80422. private _currentRenderId;
  80423. private _alive;
  80424. private _useInstancing;
  80425. private _started;
  80426. private _stopped;
  80427. private _actualFrame;
  80428. private _scaledUpdateSpeed;
  80429. private _vertexBufferSize;
  80430. /** @hidden */
  80431. _currentEmitRateGradient: Nullable<FactorGradient>;
  80432. /** @hidden */
  80433. _currentEmitRate1: number;
  80434. /** @hidden */
  80435. _currentEmitRate2: number;
  80436. /** @hidden */
  80437. _currentStartSizeGradient: Nullable<FactorGradient>;
  80438. /** @hidden */
  80439. _currentStartSize1: number;
  80440. /** @hidden */
  80441. _currentStartSize2: number;
  80442. private readonly _rawTextureWidth;
  80443. private _rampGradientsTexture;
  80444. private _useRampGradients;
  80445. /** Gets or sets a boolean indicating that ramp gradients must be used
  80446. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  80447. */
  80448. useRampGradients: boolean;
  80449. /**
  80450. * 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.
  80451. * 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: [])
  80452. */
  80453. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  80454. private _subEmitters;
  80455. /**
  80456. * @hidden
  80457. * If the particle systems emitter should be disposed when the particle system is disposed
  80458. */
  80459. _disposeEmitterOnDispose: boolean;
  80460. /**
  80461. * The current active Sub-systems, this property is used by the root particle system only.
  80462. */
  80463. activeSubSystems: Array<ParticleSystem>;
  80464. private _rootParticleSystem;
  80465. /**
  80466. * Gets the current list of active particles
  80467. */
  80468. readonly particles: Particle[];
  80469. /**
  80470. * Returns the string "ParticleSystem"
  80471. * @returns a string containing the class name
  80472. */
  80473. getClassName(): string;
  80474. /**
  80475. * Instantiates a particle system.
  80476. * 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.
  80477. * @param name The name of the particle system
  80478. * @param capacity The max number of particles alive at the same time
  80479. * @param scene The scene the particle system belongs to
  80480. * @param customEffect a custom effect used to change the way particles are rendered by default
  80481. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  80482. * @param epsilon Offset used to render the particles
  80483. */
  80484. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  80485. private _addFactorGradient;
  80486. private _removeFactorGradient;
  80487. /**
  80488. * Adds a new life time gradient
  80489. * @param gradient defines the gradient to use (between 0 and 1)
  80490. * @param factor defines the life time factor to affect to the specified gradient
  80491. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80492. * @returns the current particle system
  80493. */
  80494. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80495. /**
  80496. * Remove a specific life time gradient
  80497. * @param gradient defines the gradient to remove
  80498. * @returns the current particle system
  80499. */
  80500. removeLifeTimeGradient(gradient: number): IParticleSystem;
  80501. /**
  80502. * Adds a new size gradient
  80503. * @param gradient defines the gradient to use (between 0 and 1)
  80504. * @param factor defines the size factor to affect to the specified gradient
  80505. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80506. * @returns the current particle system
  80507. */
  80508. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80509. /**
  80510. * Remove a specific size gradient
  80511. * @param gradient defines the gradient to remove
  80512. * @returns the current particle system
  80513. */
  80514. removeSizeGradient(gradient: number): IParticleSystem;
  80515. /**
  80516. * Adds a new color remap gradient
  80517. * @param gradient defines the gradient to use (between 0 and 1)
  80518. * @param min defines the color remap minimal range
  80519. * @param max defines the color remap maximal range
  80520. * @returns the current particle system
  80521. */
  80522. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  80523. /**
  80524. * Remove a specific color remap gradient
  80525. * @param gradient defines the gradient to remove
  80526. * @returns the current particle system
  80527. */
  80528. removeColorRemapGradient(gradient: number): IParticleSystem;
  80529. /**
  80530. * Adds a new alpha remap gradient
  80531. * @param gradient defines the gradient to use (between 0 and 1)
  80532. * @param min defines the alpha remap minimal range
  80533. * @param max defines the alpha remap maximal range
  80534. * @returns the current particle system
  80535. */
  80536. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  80537. /**
  80538. * Remove a specific alpha remap gradient
  80539. * @param gradient defines the gradient to remove
  80540. * @returns the current particle system
  80541. */
  80542. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  80543. /**
  80544. * Adds a new angular speed gradient
  80545. * @param gradient defines the gradient to use (between 0 and 1)
  80546. * @param factor defines the angular speed to affect to the specified gradient
  80547. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80548. * @returns the current particle system
  80549. */
  80550. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80551. /**
  80552. * Remove a specific angular speed gradient
  80553. * @param gradient defines the gradient to remove
  80554. * @returns the current particle system
  80555. */
  80556. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  80557. /**
  80558. * Adds a new velocity gradient
  80559. * @param gradient defines the gradient to use (between 0 and 1)
  80560. * @param factor defines the velocity to affect to the specified gradient
  80561. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80562. * @returns the current particle system
  80563. */
  80564. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80565. /**
  80566. * Remove a specific velocity gradient
  80567. * @param gradient defines the gradient to remove
  80568. * @returns the current particle system
  80569. */
  80570. removeVelocityGradient(gradient: number): IParticleSystem;
  80571. /**
  80572. * Adds a new limit velocity gradient
  80573. * @param gradient defines the gradient to use (between 0 and 1)
  80574. * @param factor defines the limit velocity value to affect to the specified gradient
  80575. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80576. * @returns the current particle system
  80577. */
  80578. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80579. /**
  80580. * Remove a specific limit velocity gradient
  80581. * @param gradient defines the gradient to remove
  80582. * @returns the current particle system
  80583. */
  80584. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  80585. /**
  80586. * Adds a new drag gradient
  80587. * @param gradient defines the gradient to use (between 0 and 1)
  80588. * @param factor defines the drag value to affect to the specified gradient
  80589. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80590. * @returns the current particle system
  80591. */
  80592. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80593. /**
  80594. * Remove a specific drag gradient
  80595. * @param gradient defines the gradient to remove
  80596. * @returns the current particle system
  80597. */
  80598. removeDragGradient(gradient: number): IParticleSystem;
  80599. /**
  80600. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  80601. * @param gradient defines the gradient to use (between 0 and 1)
  80602. * @param factor defines the emit rate value to affect to the specified gradient
  80603. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80604. * @returns the current particle system
  80605. */
  80606. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80607. /**
  80608. * Remove a specific emit rate gradient
  80609. * @param gradient defines the gradient to remove
  80610. * @returns the current particle system
  80611. */
  80612. removeEmitRateGradient(gradient: number): IParticleSystem;
  80613. /**
  80614. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  80615. * @param gradient defines the gradient to use (between 0 and 1)
  80616. * @param factor defines the start size value to affect to the specified gradient
  80617. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80618. * @returns the current particle system
  80619. */
  80620. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80621. /**
  80622. * Remove a specific start size gradient
  80623. * @param gradient defines the gradient to remove
  80624. * @returns the current particle system
  80625. */
  80626. removeStartSizeGradient(gradient: number): IParticleSystem;
  80627. private _createRampGradientTexture;
  80628. /**
  80629. * Gets the current list of ramp gradients.
  80630. * You must use addRampGradient and removeRampGradient to udpate this list
  80631. * @returns the list of ramp gradients
  80632. */
  80633. getRampGradients(): Nullable<Array<Color3Gradient>>;
  80634. /**
  80635. * Adds a new ramp gradient used to remap particle colors
  80636. * @param gradient defines the gradient to use (between 0 and 1)
  80637. * @param color defines the color to affect to the specified gradient
  80638. * @returns the current particle system
  80639. */
  80640. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  80641. /**
  80642. * Remove a specific ramp gradient
  80643. * @param gradient defines the gradient to remove
  80644. * @returns the current particle system
  80645. */
  80646. removeRampGradient(gradient: number): ParticleSystem;
  80647. /**
  80648. * Adds a new color gradient
  80649. * @param gradient defines the gradient to use (between 0 and 1)
  80650. * @param color1 defines the color to affect to the specified gradient
  80651. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  80652. * @returns this particle system
  80653. */
  80654. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  80655. /**
  80656. * Remove a specific color gradient
  80657. * @param gradient defines the gradient to remove
  80658. * @returns this particle system
  80659. */
  80660. removeColorGradient(gradient: number): IParticleSystem;
  80661. private _fetchR;
  80662. protected _reset(): void;
  80663. private _resetEffect;
  80664. private _createVertexBuffers;
  80665. private _createIndexBuffer;
  80666. /**
  80667. * Gets the maximum number of particles active at the same time.
  80668. * @returns The max number of active particles.
  80669. */
  80670. getCapacity(): number;
  80671. /**
  80672. * Gets whether there are still active particles in the system.
  80673. * @returns True if it is alive, otherwise false.
  80674. */
  80675. isAlive(): boolean;
  80676. /**
  80677. * Gets if the system has been started. (Note: this will still be true after stop is called)
  80678. * @returns True if it has been started, otherwise false.
  80679. */
  80680. isStarted(): boolean;
  80681. private _prepareSubEmitterInternalArray;
  80682. /**
  80683. * Starts the particle system and begins to emit
  80684. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  80685. */
  80686. start(delay?: number): void;
  80687. /**
  80688. * Stops the particle system.
  80689. * @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.
  80690. */
  80691. stop(stopSubEmitters?: boolean): void;
  80692. /**
  80693. * Remove all active particles
  80694. */
  80695. reset(): void;
  80696. /**
  80697. * @hidden (for internal use only)
  80698. */
  80699. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  80700. /**
  80701. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  80702. * Its lifetime will start back at 0.
  80703. */
  80704. recycleParticle: (particle: Particle) => void;
  80705. private _stopSubEmitters;
  80706. private _createParticle;
  80707. private _removeFromRoot;
  80708. private _emitFromParticle;
  80709. private _update;
  80710. /** @hidden */
  80711. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  80712. /** @hidden */
  80713. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  80714. /** @hidden */
  80715. private _getEffect;
  80716. /**
  80717. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  80718. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  80719. */
  80720. animate(preWarmOnly?: boolean): void;
  80721. private _appendParticleVertices;
  80722. /**
  80723. * Rebuilds the particle system.
  80724. */
  80725. rebuild(): void;
  80726. /**
  80727. * Is this system ready to be used/rendered
  80728. * @return true if the system is ready
  80729. */
  80730. isReady(): boolean;
  80731. private _render;
  80732. /**
  80733. * Renders the particle system in its current state.
  80734. * @returns the current number of particles
  80735. */
  80736. render(): number;
  80737. /**
  80738. * Disposes the particle system and free the associated resources
  80739. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  80740. */
  80741. dispose(disposeTexture?: boolean): void;
  80742. /**
  80743. * Clones the particle system.
  80744. * @param name The name of the cloned object
  80745. * @param newEmitter The new emitter to use
  80746. * @returns the cloned particle system
  80747. */
  80748. clone(name: string, newEmitter: any): ParticleSystem;
  80749. /**
  80750. * Serializes the particle system to a JSON object.
  80751. * @returns the JSON object
  80752. */
  80753. serialize(): any;
  80754. /** @hidden */
  80755. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  80756. /** @hidden */
  80757. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  80758. /**
  80759. * Parses a JSON object to create a particle system.
  80760. * @param parsedParticleSystem The JSON object to parse
  80761. * @param scene The scene to create the particle system in
  80762. * @param rootUrl The root url to use to load external dependencies like texture
  80763. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  80764. * @returns the Parsed particle system
  80765. */
  80766. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  80767. }
  80768. }
  80769. declare module BABYLON {
  80770. /**
  80771. * A particle represents one of the element emitted by a particle system.
  80772. * This is mainly define by its coordinates, direction, velocity and age.
  80773. */
  80774. export class Particle {
  80775. /**
  80776. * The particle system the particle belongs to.
  80777. */
  80778. particleSystem: ParticleSystem;
  80779. private static _Count;
  80780. /**
  80781. * Unique ID of the particle
  80782. */
  80783. id: number;
  80784. /**
  80785. * The world position of the particle in the scene.
  80786. */
  80787. position: Vector3;
  80788. /**
  80789. * The world direction of the particle in the scene.
  80790. */
  80791. direction: Vector3;
  80792. /**
  80793. * The color of the particle.
  80794. */
  80795. color: Color4;
  80796. /**
  80797. * The color change of the particle per step.
  80798. */
  80799. colorStep: Color4;
  80800. /**
  80801. * Defines how long will the life of the particle be.
  80802. */
  80803. lifeTime: number;
  80804. /**
  80805. * The current age of the particle.
  80806. */
  80807. age: number;
  80808. /**
  80809. * The current size of the particle.
  80810. */
  80811. size: number;
  80812. /**
  80813. * The current scale of the particle.
  80814. */
  80815. scale: Vector2;
  80816. /**
  80817. * The current angle of the particle.
  80818. */
  80819. angle: number;
  80820. /**
  80821. * Defines how fast is the angle changing.
  80822. */
  80823. angularSpeed: number;
  80824. /**
  80825. * Defines the cell index used by the particle to be rendered from a sprite.
  80826. */
  80827. cellIndex: number;
  80828. /**
  80829. * The information required to support color remapping
  80830. */
  80831. remapData: Vector4;
  80832. /** @hidden */
  80833. _randomCellOffset?: number;
  80834. /** @hidden */
  80835. _initialDirection: Nullable<Vector3>;
  80836. /** @hidden */
  80837. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  80838. /** @hidden */
  80839. _initialStartSpriteCellID: number;
  80840. /** @hidden */
  80841. _initialEndSpriteCellID: number;
  80842. /** @hidden */
  80843. _currentColorGradient: Nullable<ColorGradient>;
  80844. /** @hidden */
  80845. _currentColor1: Color4;
  80846. /** @hidden */
  80847. _currentColor2: Color4;
  80848. /** @hidden */
  80849. _currentSizeGradient: Nullable<FactorGradient>;
  80850. /** @hidden */
  80851. _currentSize1: number;
  80852. /** @hidden */
  80853. _currentSize2: number;
  80854. /** @hidden */
  80855. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  80856. /** @hidden */
  80857. _currentAngularSpeed1: number;
  80858. /** @hidden */
  80859. _currentAngularSpeed2: number;
  80860. /** @hidden */
  80861. _currentVelocityGradient: Nullable<FactorGradient>;
  80862. /** @hidden */
  80863. _currentVelocity1: number;
  80864. /** @hidden */
  80865. _currentVelocity2: number;
  80866. /** @hidden */
  80867. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  80868. /** @hidden */
  80869. _currentLimitVelocity1: number;
  80870. /** @hidden */
  80871. _currentLimitVelocity2: number;
  80872. /** @hidden */
  80873. _currentDragGradient: Nullable<FactorGradient>;
  80874. /** @hidden */
  80875. _currentDrag1: number;
  80876. /** @hidden */
  80877. _currentDrag2: number;
  80878. /** @hidden */
  80879. _randomNoiseCoordinates1: Vector3;
  80880. /** @hidden */
  80881. _randomNoiseCoordinates2: Vector3;
  80882. /**
  80883. * Creates a new instance Particle
  80884. * @param particleSystem the particle system the particle belongs to
  80885. */
  80886. constructor(
  80887. /**
  80888. * The particle system the particle belongs to.
  80889. */
  80890. particleSystem: ParticleSystem);
  80891. private updateCellInfoFromSystem;
  80892. /**
  80893. * Defines how the sprite cell index is updated for the particle
  80894. */
  80895. updateCellIndex(): void;
  80896. /** @hidden */
  80897. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  80898. /** @hidden */
  80899. _inheritParticleInfoToSubEmitters(): void;
  80900. /** @hidden */
  80901. _reset(): void;
  80902. /**
  80903. * Copy the properties of particle to another one.
  80904. * @param other the particle to copy the information to.
  80905. */
  80906. copyTo(other: Particle): void;
  80907. }
  80908. }
  80909. declare module BABYLON {
  80910. /**
  80911. * Particle emitter represents a volume emitting particles.
  80912. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  80913. */
  80914. export interface IParticleEmitterType {
  80915. /**
  80916. * Called by the particle System when the direction is computed for the created particle.
  80917. * @param worldMatrix is the world matrix of the particle system
  80918. * @param directionToUpdate is the direction vector to update with the result
  80919. * @param particle is the particle we are computed the direction for
  80920. */
  80921. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  80922. /**
  80923. * Called by the particle System when the position is computed for the created particle.
  80924. * @param worldMatrix is the world matrix of the particle system
  80925. * @param positionToUpdate is the position vector to update with the result
  80926. * @param particle is the particle we are computed the position for
  80927. */
  80928. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  80929. /**
  80930. * Clones the current emitter and returns a copy of it
  80931. * @returns the new emitter
  80932. */
  80933. clone(): IParticleEmitterType;
  80934. /**
  80935. * Called by the GPUParticleSystem to setup the update shader
  80936. * @param effect defines the update shader
  80937. */
  80938. applyToShader(effect: Effect): void;
  80939. /**
  80940. * Returns a string to use to update the GPU particles update shader
  80941. * @returns the effect defines string
  80942. */
  80943. getEffectDefines(): string;
  80944. /**
  80945. * Returns a string representing the class name
  80946. * @returns a string containing the class name
  80947. */
  80948. getClassName(): string;
  80949. /**
  80950. * Serializes the particle system to a JSON object.
  80951. * @returns the JSON object
  80952. */
  80953. serialize(): any;
  80954. /**
  80955. * Parse properties from a JSON object
  80956. * @param serializationObject defines the JSON object
  80957. */
  80958. parse(serializationObject: any): void;
  80959. }
  80960. }
  80961. declare module BABYLON {
  80962. /**
  80963. * Particle emitter emitting particles from the inside of a box.
  80964. * It emits the particles randomly between 2 given directions.
  80965. */
  80966. export class BoxParticleEmitter implements IParticleEmitterType {
  80967. /**
  80968. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80969. */
  80970. direction1: Vector3;
  80971. /**
  80972. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80973. */
  80974. direction2: Vector3;
  80975. /**
  80976. * 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.
  80977. */
  80978. minEmitBox: Vector3;
  80979. /**
  80980. * 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.
  80981. */
  80982. maxEmitBox: Vector3;
  80983. /**
  80984. * Creates a new instance BoxParticleEmitter
  80985. */
  80986. constructor();
  80987. /**
  80988. * Called by the particle System when the direction is computed for the created particle.
  80989. * @param worldMatrix is the world matrix of the particle system
  80990. * @param directionToUpdate is the direction vector to update with the result
  80991. * @param particle is the particle we are computed the direction for
  80992. */
  80993. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  80994. /**
  80995. * Called by the particle System when the position is computed for the created particle.
  80996. * @param worldMatrix is the world matrix of the particle system
  80997. * @param positionToUpdate is the position vector to update with the result
  80998. * @param particle is the particle we are computed the position for
  80999. */
  81000. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81001. /**
  81002. * Clones the current emitter and returns a copy of it
  81003. * @returns the new emitter
  81004. */
  81005. clone(): BoxParticleEmitter;
  81006. /**
  81007. * Called by the GPUParticleSystem to setup the update shader
  81008. * @param effect defines the update shader
  81009. */
  81010. applyToShader(effect: Effect): void;
  81011. /**
  81012. * Returns a string to use to update the GPU particles update shader
  81013. * @returns a string containng the defines string
  81014. */
  81015. getEffectDefines(): string;
  81016. /**
  81017. * Returns the string "BoxParticleEmitter"
  81018. * @returns a string containing the class name
  81019. */
  81020. getClassName(): string;
  81021. /**
  81022. * Serializes the particle system to a JSON object.
  81023. * @returns the JSON object
  81024. */
  81025. serialize(): any;
  81026. /**
  81027. * Parse properties from a JSON object
  81028. * @param serializationObject defines the JSON object
  81029. */
  81030. parse(serializationObject: any): void;
  81031. }
  81032. }
  81033. declare module BABYLON {
  81034. /**
  81035. * Particle emitter emitting particles from the inside of a cone.
  81036. * It emits the particles alongside the cone volume from the base to the particle.
  81037. * The emission direction might be randomized.
  81038. */
  81039. export class ConeParticleEmitter implements IParticleEmitterType {
  81040. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81041. directionRandomizer: number;
  81042. private _radius;
  81043. private _angle;
  81044. private _height;
  81045. /**
  81046. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  81047. */
  81048. radiusRange: number;
  81049. /**
  81050. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  81051. */
  81052. heightRange: number;
  81053. /**
  81054. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  81055. */
  81056. emitFromSpawnPointOnly: boolean;
  81057. /**
  81058. * Gets or sets the radius of the emission cone
  81059. */
  81060. radius: number;
  81061. /**
  81062. * Gets or sets the angle of the emission cone
  81063. */
  81064. angle: number;
  81065. private _buildHeight;
  81066. /**
  81067. * Creates a new instance ConeParticleEmitter
  81068. * @param radius the radius of the emission cone (1 by default)
  81069. * @param angle the cone base angle (PI by default)
  81070. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  81071. */
  81072. constructor(radius?: number, angle?: number,
  81073. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81074. directionRandomizer?: number);
  81075. /**
  81076. * Called by the particle System when the direction is computed for the created particle.
  81077. * @param worldMatrix is the world matrix of the particle system
  81078. * @param directionToUpdate is the direction vector to update with the result
  81079. * @param particle is the particle we are computed the direction for
  81080. */
  81081. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81082. /**
  81083. * Called by the particle System when the position is computed for the created particle.
  81084. * @param worldMatrix is the world matrix of the particle system
  81085. * @param positionToUpdate is the position vector to update with the result
  81086. * @param particle is the particle we are computed the position for
  81087. */
  81088. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81089. /**
  81090. * Clones the current emitter and returns a copy of it
  81091. * @returns the new emitter
  81092. */
  81093. clone(): ConeParticleEmitter;
  81094. /**
  81095. * Called by the GPUParticleSystem to setup the update shader
  81096. * @param effect defines the update shader
  81097. */
  81098. applyToShader(effect: Effect): void;
  81099. /**
  81100. * Returns a string to use to update the GPU particles update shader
  81101. * @returns a string containng the defines string
  81102. */
  81103. getEffectDefines(): string;
  81104. /**
  81105. * Returns the string "ConeParticleEmitter"
  81106. * @returns a string containing the class name
  81107. */
  81108. getClassName(): string;
  81109. /**
  81110. * Serializes the particle system to a JSON object.
  81111. * @returns the JSON object
  81112. */
  81113. serialize(): any;
  81114. /**
  81115. * Parse properties from a JSON object
  81116. * @param serializationObject defines the JSON object
  81117. */
  81118. parse(serializationObject: any): void;
  81119. }
  81120. }
  81121. declare module BABYLON {
  81122. /**
  81123. * Particle emitter emitting particles from the inside of a cylinder.
  81124. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  81125. */
  81126. export class CylinderParticleEmitter implements IParticleEmitterType {
  81127. /**
  81128. * The radius of the emission cylinder.
  81129. */
  81130. radius: number;
  81131. /**
  81132. * The height of the emission cylinder.
  81133. */
  81134. height: number;
  81135. /**
  81136. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81137. */
  81138. radiusRange: number;
  81139. /**
  81140. * How much to randomize the particle direction [0-1].
  81141. */
  81142. directionRandomizer: number;
  81143. /**
  81144. * Creates a new instance CylinderParticleEmitter
  81145. * @param radius the radius of the emission cylinder (1 by default)
  81146. * @param height the height of the emission cylinder (1 by default)
  81147. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81148. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81149. */
  81150. constructor(
  81151. /**
  81152. * The radius of the emission cylinder.
  81153. */
  81154. radius?: number,
  81155. /**
  81156. * The height of the emission cylinder.
  81157. */
  81158. height?: number,
  81159. /**
  81160. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81161. */
  81162. radiusRange?: number,
  81163. /**
  81164. * How much to randomize the particle direction [0-1].
  81165. */
  81166. directionRandomizer?: number);
  81167. /**
  81168. * Called by the particle System when the direction is computed for the created particle.
  81169. * @param worldMatrix is the world matrix of the particle system
  81170. * @param directionToUpdate is the direction vector to update with the result
  81171. * @param particle is the particle we are computed the direction for
  81172. */
  81173. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81174. /**
  81175. * Called by the particle System when the position is computed for the created particle.
  81176. * @param worldMatrix is the world matrix of the particle system
  81177. * @param positionToUpdate is the position vector to update with the result
  81178. * @param particle is the particle we are computed the position for
  81179. */
  81180. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81181. /**
  81182. * Clones the current emitter and returns a copy of it
  81183. * @returns the new emitter
  81184. */
  81185. clone(): CylinderParticleEmitter;
  81186. /**
  81187. * Called by the GPUParticleSystem to setup the update shader
  81188. * @param effect defines the update shader
  81189. */
  81190. applyToShader(effect: Effect): void;
  81191. /**
  81192. * Returns a string to use to update the GPU particles update shader
  81193. * @returns a string containng the defines string
  81194. */
  81195. getEffectDefines(): string;
  81196. /**
  81197. * Returns the string "CylinderParticleEmitter"
  81198. * @returns a string containing the class name
  81199. */
  81200. getClassName(): string;
  81201. /**
  81202. * Serializes the particle system to a JSON object.
  81203. * @returns the JSON object
  81204. */
  81205. serialize(): any;
  81206. /**
  81207. * Parse properties from a JSON object
  81208. * @param serializationObject defines the JSON object
  81209. */
  81210. parse(serializationObject: any): void;
  81211. }
  81212. /**
  81213. * Particle emitter emitting particles from the inside of a cylinder.
  81214. * It emits the particles randomly between two vectors.
  81215. */
  81216. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  81217. /**
  81218. * The min limit of the emission direction.
  81219. */
  81220. direction1: Vector3;
  81221. /**
  81222. * The max limit of the emission direction.
  81223. */
  81224. direction2: Vector3;
  81225. /**
  81226. * Creates a new instance CylinderDirectedParticleEmitter
  81227. * @param radius the radius of the emission cylinder (1 by default)
  81228. * @param height the height of the emission cylinder (1 by default)
  81229. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81230. * @param direction1 the min limit of the emission direction (up vector by default)
  81231. * @param direction2 the max limit of the emission direction (up vector by default)
  81232. */
  81233. constructor(radius?: number, height?: number, radiusRange?: number,
  81234. /**
  81235. * The min limit of the emission direction.
  81236. */
  81237. direction1?: Vector3,
  81238. /**
  81239. * The max limit of the emission direction.
  81240. */
  81241. direction2?: Vector3);
  81242. /**
  81243. * Called by the particle System when the direction is computed for the created particle.
  81244. * @param worldMatrix is the world matrix of the particle system
  81245. * @param directionToUpdate is the direction vector to update with the result
  81246. * @param particle is the particle we are computed the direction for
  81247. */
  81248. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81249. /**
  81250. * Clones the current emitter and returns a copy of it
  81251. * @returns the new emitter
  81252. */
  81253. clone(): CylinderDirectedParticleEmitter;
  81254. /**
  81255. * Called by the GPUParticleSystem to setup the update shader
  81256. * @param effect defines the update shader
  81257. */
  81258. applyToShader(effect: Effect): void;
  81259. /**
  81260. * Returns a string to use to update the GPU particles update shader
  81261. * @returns a string containng the defines string
  81262. */
  81263. getEffectDefines(): string;
  81264. /**
  81265. * Returns the string "CylinderDirectedParticleEmitter"
  81266. * @returns a string containing the class name
  81267. */
  81268. getClassName(): string;
  81269. /**
  81270. * Serializes the particle system to a JSON object.
  81271. * @returns the JSON object
  81272. */
  81273. serialize(): any;
  81274. /**
  81275. * Parse properties from a JSON object
  81276. * @param serializationObject defines the JSON object
  81277. */
  81278. parse(serializationObject: any): void;
  81279. }
  81280. }
  81281. declare module BABYLON {
  81282. /**
  81283. * Particle emitter emitting particles from the inside of a hemisphere.
  81284. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  81285. */
  81286. export class HemisphericParticleEmitter implements IParticleEmitterType {
  81287. /**
  81288. * The radius of the emission hemisphere.
  81289. */
  81290. radius: number;
  81291. /**
  81292. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81293. */
  81294. radiusRange: number;
  81295. /**
  81296. * How much to randomize the particle direction [0-1].
  81297. */
  81298. directionRandomizer: number;
  81299. /**
  81300. * Creates a new instance HemisphericParticleEmitter
  81301. * @param radius the radius of the emission hemisphere (1 by default)
  81302. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81303. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81304. */
  81305. constructor(
  81306. /**
  81307. * The radius of the emission hemisphere.
  81308. */
  81309. radius?: number,
  81310. /**
  81311. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81312. */
  81313. radiusRange?: number,
  81314. /**
  81315. * How much to randomize the particle direction [0-1].
  81316. */
  81317. directionRandomizer?: number);
  81318. /**
  81319. * Called by the particle System when the direction is computed for the created particle.
  81320. * @param worldMatrix is the world matrix of the particle system
  81321. * @param directionToUpdate is the direction vector to update with the result
  81322. * @param particle is the particle we are computed the direction for
  81323. */
  81324. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81325. /**
  81326. * Called by the particle System when the position is computed for the created particle.
  81327. * @param worldMatrix is the world matrix of the particle system
  81328. * @param positionToUpdate is the position vector to update with the result
  81329. * @param particle is the particle we are computed the position for
  81330. */
  81331. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81332. /**
  81333. * Clones the current emitter and returns a copy of it
  81334. * @returns the new emitter
  81335. */
  81336. clone(): HemisphericParticleEmitter;
  81337. /**
  81338. * Called by the GPUParticleSystem to setup the update shader
  81339. * @param effect defines the update shader
  81340. */
  81341. applyToShader(effect: Effect): void;
  81342. /**
  81343. * Returns a string to use to update the GPU particles update shader
  81344. * @returns a string containng the defines string
  81345. */
  81346. getEffectDefines(): string;
  81347. /**
  81348. * Returns the string "HemisphericParticleEmitter"
  81349. * @returns a string containing the class name
  81350. */
  81351. getClassName(): string;
  81352. /**
  81353. * Serializes the particle system to a JSON object.
  81354. * @returns the JSON object
  81355. */
  81356. serialize(): any;
  81357. /**
  81358. * Parse properties from a JSON object
  81359. * @param serializationObject defines the JSON object
  81360. */
  81361. parse(serializationObject: any): void;
  81362. }
  81363. }
  81364. declare module BABYLON {
  81365. /**
  81366. * Particle emitter emitting particles from a point.
  81367. * It emits the particles randomly between 2 given directions.
  81368. */
  81369. export class PointParticleEmitter implements IParticleEmitterType {
  81370. /**
  81371. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81372. */
  81373. direction1: Vector3;
  81374. /**
  81375. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81376. */
  81377. direction2: Vector3;
  81378. /**
  81379. * Creates a new instance PointParticleEmitter
  81380. */
  81381. constructor();
  81382. /**
  81383. * Called by the particle System when the direction is computed for the created particle.
  81384. * @param worldMatrix is the world matrix of the particle system
  81385. * @param directionToUpdate is the direction vector to update with the result
  81386. * @param particle is the particle we are computed the direction for
  81387. */
  81388. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81389. /**
  81390. * Called by the particle System when the position is computed for the created particle.
  81391. * @param worldMatrix is the world matrix of the particle system
  81392. * @param positionToUpdate is the position vector to update with the result
  81393. * @param particle is the particle we are computed the position for
  81394. */
  81395. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81396. /**
  81397. * Clones the current emitter and returns a copy of it
  81398. * @returns the new emitter
  81399. */
  81400. clone(): PointParticleEmitter;
  81401. /**
  81402. * Called by the GPUParticleSystem to setup the update shader
  81403. * @param effect defines the update shader
  81404. */
  81405. applyToShader(effect: Effect): void;
  81406. /**
  81407. * Returns a string to use to update the GPU particles update shader
  81408. * @returns a string containng the defines string
  81409. */
  81410. getEffectDefines(): string;
  81411. /**
  81412. * Returns the string "PointParticleEmitter"
  81413. * @returns a string containing the class name
  81414. */
  81415. getClassName(): string;
  81416. /**
  81417. * Serializes the particle system to a JSON object.
  81418. * @returns the JSON object
  81419. */
  81420. serialize(): any;
  81421. /**
  81422. * Parse properties from a JSON object
  81423. * @param serializationObject defines the JSON object
  81424. */
  81425. parse(serializationObject: any): void;
  81426. }
  81427. }
  81428. declare module BABYLON {
  81429. /**
  81430. * Particle emitter emitting particles from the inside of a sphere.
  81431. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  81432. */
  81433. export class SphereParticleEmitter implements IParticleEmitterType {
  81434. /**
  81435. * The radius of the emission sphere.
  81436. */
  81437. radius: number;
  81438. /**
  81439. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81440. */
  81441. radiusRange: number;
  81442. /**
  81443. * How much to randomize the particle direction [0-1].
  81444. */
  81445. directionRandomizer: number;
  81446. /**
  81447. * Creates a new instance SphereParticleEmitter
  81448. * @param radius the radius of the emission sphere (1 by default)
  81449. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81450. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81451. */
  81452. constructor(
  81453. /**
  81454. * The radius of the emission sphere.
  81455. */
  81456. radius?: number,
  81457. /**
  81458. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81459. */
  81460. radiusRange?: number,
  81461. /**
  81462. * How much to randomize the particle direction [0-1].
  81463. */
  81464. directionRandomizer?: number);
  81465. /**
  81466. * Called by the particle System when the direction is computed for the created particle.
  81467. * @param worldMatrix is the world matrix of the particle system
  81468. * @param directionToUpdate is the direction vector to update with the result
  81469. * @param particle is the particle we are computed the direction for
  81470. */
  81471. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81472. /**
  81473. * Called by the particle System when the position is computed for the created particle.
  81474. * @param worldMatrix is the world matrix of the particle system
  81475. * @param positionToUpdate is the position vector to update with the result
  81476. * @param particle is the particle we are computed the position for
  81477. */
  81478. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81479. /**
  81480. * Clones the current emitter and returns a copy of it
  81481. * @returns the new emitter
  81482. */
  81483. clone(): SphereParticleEmitter;
  81484. /**
  81485. * Called by the GPUParticleSystem to setup the update shader
  81486. * @param effect defines the update shader
  81487. */
  81488. applyToShader(effect: Effect): void;
  81489. /**
  81490. * Returns a string to use to update the GPU particles update shader
  81491. * @returns a string containng the defines string
  81492. */
  81493. getEffectDefines(): string;
  81494. /**
  81495. * Returns the string "SphereParticleEmitter"
  81496. * @returns a string containing the class name
  81497. */
  81498. getClassName(): string;
  81499. /**
  81500. * Serializes the particle system to a JSON object.
  81501. * @returns the JSON object
  81502. */
  81503. serialize(): any;
  81504. /**
  81505. * Parse properties from a JSON object
  81506. * @param serializationObject defines the JSON object
  81507. */
  81508. parse(serializationObject: any): void;
  81509. }
  81510. /**
  81511. * Particle emitter emitting particles from the inside of a sphere.
  81512. * It emits the particles randomly between two vectors.
  81513. */
  81514. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  81515. /**
  81516. * The min limit of the emission direction.
  81517. */
  81518. direction1: Vector3;
  81519. /**
  81520. * The max limit of the emission direction.
  81521. */
  81522. direction2: Vector3;
  81523. /**
  81524. * Creates a new instance SphereDirectedParticleEmitter
  81525. * @param radius the radius of the emission sphere (1 by default)
  81526. * @param direction1 the min limit of the emission direction (up vector by default)
  81527. * @param direction2 the max limit of the emission direction (up vector by default)
  81528. */
  81529. constructor(radius?: number,
  81530. /**
  81531. * The min limit of the emission direction.
  81532. */
  81533. direction1?: Vector3,
  81534. /**
  81535. * The max limit of the emission direction.
  81536. */
  81537. direction2?: Vector3);
  81538. /**
  81539. * Called by the particle System when the direction is computed for the created particle.
  81540. * @param worldMatrix is the world matrix of the particle system
  81541. * @param directionToUpdate is the direction vector to update with the result
  81542. * @param particle is the particle we are computed the direction for
  81543. */
  81544. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81545. /**
  81546. * Clones the current emitter and returns a copy of it
  81547. * @returns the new emitter
  81548. */
  81549. clone(): SphereDirectedParticleEmitter;
  81550. /**
  81551. * Called by the GPUParticleSystem to setup the update shader
  81552. * @param effect defines the update shader
  81553. */
  81554. applyToShader(effect: Effect): void;
  81555. /**
  81556. * Returns a string to use to update the GPU particles update shader
  81557. * @returns a string containng the defines string
  81558. */
  81559. getEffectDefines(): string;
  81560. /**
  81561. * Returns the string "SphereDirectedParticleEmitter"
  81562. * @returns a string containing the class name
  81563. */
  81564. getClassName(): string;
  81565. /**
  81566. * Serializes the particle system to a JSON object.
  81567. * @returns the JSON object
  81568. */
  81569. serialize(): any;
  81570. /**
  81571. * Parse properties from a JSON object
  81572. * @param serializationObject defines the JSON object
  81573. */
  81574. parse(serializationObject: any): void;
  81575. }
  81576. }
  81577. declare module BABYLON {
  81578. /**
  81579. * Interface representing a particle system in Babylon.js.
  81580. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  81581. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  81582. */
  81583. export interface IParticleSystem {
  81584. /**
  81585. * List of animations used by the particle system.
  81586. */
  81587. animations: Animation[];
  81588. /**
  81589. * The id of the Particle system.
  81590. */
  81591. id: string;
  81592. /**
  81593. * The name of the Particle system.
  81594. */
  81595. name: string;
  81596. /**
  81597. * The emitter represents the Mesh or position we are attaching the particle system to.
  81598. */
  81599. emitter: Nullable<AbstractMesh | Vector3>;
  81600. /**
  81601. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  81602. */
  81603. isBillboardBased: boolean;
  81604. /**
  81605. * The rendering group used by the Particle system to chose when to render.
  81606. */
  81607. renderingGroupId: number;
  81608. /**
  81609. * The layer mask we are rendering the particles through.
  81610. */
  81611. layerMask: number;
  81612. /**
  81613. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  81614. */
  81615. updateSpeed: number;
  81616. /**
  81617. * The amount of time the particle system is running (depends of the overall update speed).
  81618. */
  81619. targetStopDuration: number;
  81620. /**
  81621. * The texture used to render each particle. (this can be a spritesheet)
  81622. */
  81623. particleTexture: Nullable<Texture>;
  81624. /**
  81625. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  81626. */
  81627. blendMode: number;
  81628. /**
  81629. * Minimum life time of emitting particles.
  81630. */
  81631. minLifeTime: number;
  81632. /**
  81633. * Maximum life time of emitting particles.
  81634. */
  81635. maxLifeTime: number;
  81636. /**
  81637. * Minimum Size of emitting particles.
  81638. */
  81639. minSize: number;
  81640. /**
  81641. * Maximum Size of emitting particles.
  81642. */
  81643. maxSize: number;
  81644. /**
  81645. * Minimum scale of emitting particles on X axis.
  81646. */
  81647. minScaleX: number;
  81648. /**
  81649. * Maximum scale of emitting particles on X axis.
  81650. */
  81651. maxScaleX: number;
  81652. /**
  81653. * Minimum scale of emitting particles on Y axis.
  81654. */
  81655. minScaleY: number;
  81656. /**
  81657. * Maximum scale of emitting particles on Y axis.
  81658. */
  81659. maxScaleY: number;
  81660. /**
  81661. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  81662. */
  81663. color1: Color4;
  81664. /**
  81665. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  81666. */
  81667. color2: Color4;
  81668. /**
  81669. * Color the particle will have at the end of its lifetime.
  81670. */
  81671. colorDead: Color4;
  81672. /**
  81673. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  81674. */
  81675. emitRate: number;
  81676. /**
  81677. * You can use gravity if you want to give an orientation to your particles.
  81678. */
  81679. gravity: Vector3;
  81680. /**
  81681. * Minimum power of emitting particles.
  81682. */
  81683. minEmitPower: number;
  81684. /**
  81685. * Maximum power of emitting particles.
  81686. */
  81687. maxEmitPower: number;
  81688. /**
  81689. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  81690. */
  81691. minAngularSpeed: number;
  81692. /**
  81693. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  81694. */
  81695. maxAngularSpeed: number;
  81696. /**
  81697. * Gets or sets the minimal initial rotation in radians.
  81698. */
  81699. minInitialRotation: number;
  81700. /**
  81701. * Gets or sets the maximal initial rotation in radians.
  81702. */
  81703. maxInitialRotation: number;
  81704. /**
  81705. * The particle emitter type defines the emitter used by the particle system.
  81706. * It can be for example box, sphere, or cone...
  81707. */
  81708. particleEmitterType: Nullable<IParticleEmitterType>;
  81709. /**
  81710. * Defines the delay in milliseconds before starting the system (0 by default)
  81711. */
  81712. startDelay: number;
  81713. /**
  81714. * 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
  81715. */
  81716. preWarmCycles: number;
  81717. /**
  81718. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  81719. */
  81720. preWarmStepOffset: number;
  81721. /**
  81722. * 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)
  81723. */
  81724. spriteCellChangeSpeed: number;
  81725. /**
  81726. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  81727. */
  81728. startSpriteCellID: number;
  81729. /**
  81730. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  81731. */
  81732. endSpriteCellID: number;
  81733. /**
  81734. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  81735. */
  81736. spriteCellWidth: number;
  81737. /**
  81738. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  81739. */
  81740. spriteCellHeight: number;
  81741. /**
  81742. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  81743. */
  81744. spriteRandomStartCell: boolean;
  81745. /**
  81746. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  81747. */
  81748. isAnimationSheetEnabled: boolean;
  81749. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  81750. translationPivot: Vector2;
  81751. /**
  81752. * Gets or sets a texture used to add random noise to particle positions
  81753. */
  81754. noiseTexture: Nullable<BaseTexture>;
  81755. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  81756. noiseStrength: Vector3;
  81757. /**
  81758. * Gets or sets the billboard mode to use when isBillboardBased = true.
  81759. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  81760. */
  81761. billboardMode: number;
  81762. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  81763. limitVelocityDamping: number;
  81764. /**
  81765. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  81766. */
  81767. beginAnimationOnStart: boolean;
  81768. /**
  81769. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  81770. */
  81771. beginAnimationFrom: number;
  81772. /**
  81773. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  81774. */
  81775. beginAnimationTo: number;
  81776. /**
  81777. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  81778. */
  81779. beginAnimationLoop: boolean;
  81780. /**
  81781. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  81782. */
  81783. disposeOnStop: boolean;
  81784. /**
  81785. * Gets the maximum number of particles active at the same time.
  81786. * @returns The max number of active particles.
  81787. */
  81788. getCapacity(): number;
  81789. /**
  81790. * Gets if the system has been started. (Note: this will still be true after stop is called)
  81791. * @returns True if it has been started, otherwise false.
  81792. */
  81793. isStarted(): boolean;
  81794. /**
  81795. * Animates the particle system for this frame.
  81796. */
  81797. animate(): void;
  81798. /**
  81799. * Renders the particle system in its current state.
  81800. * @returns the current number of particles
  81801. */
  81802. render(): number;
  81803. /**
  81804. * Dispose the particle system and frees its associated resources.
  81805. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  81806. */
  81807. dispose(disposeTexture?: boolean): void;
  81808. /**
  81809. * Clones the particle system.
  81810. * @param name The name of the cloned object
  81811. * @param newEmitter The new emitter to use
  81812. * @returns the cloned particle system
  81813. */
  81814. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  81815. /**
  81816. * Serializes the particle system to a JSON object.
  81817. * @returns the JSON object
  81818. */
  81819. serialize(): any;
  81820. /**
  81821. * Rebuild the particle system
  81822. */
  81823. rebuild(): void;
  81824. /**
  81825. * Starts the particle system and begins to emit
  81826. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  81827. */
  81828. start(delay?: number): void;
  81829. /**
  81830. * Stops the particle system.
  81831. */
  81832. stop(): void;
  81833. /**
  81834. * Remove all active particles
  81835. */
  81836. reset(): void;
  81837. /**
  81838. * Is this system ready to be used/rendered
  81839. * @return true if the system is ready
  81840. */
  81841. isReady(): boolean;
  81842. /**
  81843. * Adds a new color gradient
  81844. * @param gradient defines the gradient to use (between 0 and 1)
  81845. * @param color1 defines the color to affect to the specified gradient
  81846. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  81847. * @returns the current particle system
  81848. */
  81849. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  81850. /**
  81851. * Remove a specific color gradient
  81852. * @param gradient defines the gradient to remove
  81853. * @returns the current particle system
  81854. */
  81855. removeColorGradient(gradient: number): IParticleSystem;
  81856. /**
  81857. * Adds a new size gradient
  81858. * @param gradient defines the gradient to use (between 0 and 1)
  81859. * @param factor defines the size factor to affect to the specified gradient
  81860. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81861. * @returns the current particle system
  81862. */
  81863. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81864. /**
  81865. * Remove a specific size gradient
  81866. * @param gradient defines the gradient to remove
  81867. * @returns the current particle system
  81868. */
  81869. removeSizeGradient(gradient: number): IParticleSystem;
  81870. /**
  81871. * Gets the current list of color gradients.
  81872. * You must use addColorGradient and removeColorGradient to udpate this list
  81873. * @returns the list of color gradients
  81874. */
  81875. getColorGradients(): Nullable<Array<ColorGradient>>;
  81876. /**
  81877. * Gets the current list of size gradients.
  81878. * You must use addSizeGradient and removeSizeGradient to udpate this list
  81879. * @returns the list of size gradients
  81880. */
  81881. getSizeGradients(): Nullable<Array<FactorGradient>>;
  81882. /**
  81883. * Gets the current list of angular speed gradients.
  81884. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  81885. * @returns the list of angular speed gradients
  81886. */
  81887. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  81888. /**
  81889. * Adds a new angular speed gradient
  81890. * @param gradient defines the gradient to use (between 0 and 1)
  81891. * @param factor defines the angular speed to affect to the specified gradient
  81892. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81893. * @returns the current particle system
  81894. */
  81895. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81896. /**
  81897. * Remove a specific angular speed gradient
  81898. * @param gradient defines the gradient to remove
  81899. * @returns the current particle system
  81900. */
  81901. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  81902. /**
  81903. * Gets the current list of velocity gradients.
  81904. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  81905. * @returns the list of velocity gradients
  81906. */
  81907. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  81908. /**
  81909. * Adds a new velocity gradient
  81910. * @param gradient defines the gradient to use (between 0 and 1)
  81911. * @param factor defines the velocity to affect to the specified gradient
  81912. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81913. * @returns the current particle system
  81914. */
  81915. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81916. /**
  81917. * Remove a specific velocity gradient
  81918. * @param gradient defines the gradient to remove
  81919. * @returns the current particle system
  81920. */
  81921. removeVelocityGradient(gradient: number): IParticleSystem;
  81922. /**
  81923. * Gets the current list of limit velocity gradients.
  81924. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  81925. * @returns the list of limit velocity gradients
  81926. */
  81927. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  81928. /**
  81929. * Adds a new limit velocity gradient
  81930. * @param gradient defines the gradient to use (between 0 and 1)
  81931. * @param factor defines the limit velocity to affect to the specified gradient
  81932. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81933. * @returns the current particle system
  81934. */
  81935. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81936. /**
  81937. * Remove a specific limit velocity gradient
  81938. * @param gradient defines the gradient to remove
  81939. * @returns the current particle system
  81940. */
  81941. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  81942. /**
  81943. * Adds a new drag gradient
  81944. * @param gradient defines the gradient to use (between 0 and 1)
  81945. * @param factor defines the drag to affect to the specified gradient
  81946. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81947. * @returns the current particle system
  81948. */
  81949. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81950. /**
  81951. * Remove a specific drag gradient
  81952. * @param gradient defines the gradient to remove
  81953. * @returns the current particle system
  81954. */
  81955. removeDragGradient(gradient: number): IParticleSystem;
  81956. /**
  81957. * Gets the current list of drag gradients.
  81958. * You must use addDragGradient and removeDragGradient to udpate this list
  81959. * @returns the list of drag gradients
  81960. */
  81961. getDragGradients(): Nullable<Array<FactorGradient>>;
  81962. /**
  81963. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  81964. * @param gradient defines the gradient to use (between 0 and 1)
  81965. * @param factor defines the emit rate to affect to the specified gradient
  81966. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81967. * @returns the current particle system
  81968. */
  81969. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81970. /**
  81971. * Remove a specific emit rate gradient
  81972. * @param gradient defines the gradient to remove
  81973. * @returns the current particle system
  81974. */
  81975. removeEmitRateGradient(gradient: number): IParticleSystem;
  81976. /**
  81977. * Gets the current list of emit rate gradients.
  81978. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  81979. * @returns the list of emit rate gradients
  81980. */
  81981. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  81982. /**
  81983. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  81984. * @param gradient defines the gradient to use (between 0 and 1)
  81985. * @param factor defines the start size to affect to the specified gradient
  81986. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81987. * @returns the current particle system
  81988. */
  81989. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81990. /**
  81991. * Remove a specific start size gradient
  81992. * @param gradient defines the gradient to remove
  81993. * @returns the current particle system
  81994. */
  81995. removeStartSizeGradient(gradient: number): IParticleSystem;
  81996. /**
  81997. * Gets the current list of start size gradients.
  81998. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  81999. * @returns the list of start size gradients
  82000. */
  82001. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82002. /**
  82003. * Adds a new life time gradient
  82004. * @param gradient defines the gradient to use (between 0 and 1)
  82005. * @param factor defines the life time factor to affect to the specified gradient
  82006. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82007. * @returns the current particle system
  82008. */
  82009. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82010. /**
  82011. * Remove a specific life time gradient
  82012. * @param gradient defines the gradient to remove
  82013. * @returns the current particle system
  82014. */
  82015. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82016. /**
  82017. * Gets the current list of life time gradients.
  82018. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  82019. * @returns the list of life time gradients
  82020. */
  82021. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  82022. /**
  82023. * Gets the current list of color gradients.
  82024. * You must use addColorGradient and removeColorGradient to udpate this list
  82025. * @returns the list of color gradients
  82026. */
  82027. getColorGradients(): Nullable<Array<ColorGradient>>;
  82028. /**
  82029. * Adds a new ramp gradient used to remap particle colors
  82030. * @param gradient defines the gradient to use (between 0 and 1)
  82031. * @param color defines the color to affect to the specified gradient
  82032. * @returns the current particle system
  82033. */
  82034. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  82035. /**
  82036. * Gets the current list of ramp gradients.
  82037. * You must use addRampGradient and removeRampGradient to udpate this list
  82038. * @returns the list of ramp gradients
  82039. */
  82040. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82041. /** Gets or sets a boolean indicating that ramp gradients must be used
  82042. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82043. */
  82044. useRampGradients: boolean;
  82045. /**
  82046. * Adds a new color remap gradient
  82047. * @param gradient defines the gradient to use (between 0 and 1)
  82048. * @param min defines the color remap minimal range
  82049. * @param max defines the color remap maximal range
  82050. * @returns the current particle system
  82051. */
  82052. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82053. /**
  82054. * Gets the current list of color remap gradients.
  82055. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  82056. * @returns the list of color remap gradients
  82057. */
  82058. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  82059. /**
  82060. * Adds a new alpha remap gradient
  82061. * @param gradient defines the gradient to use (between 0 and 1)
  82062. * @param min defines the alpha remap minimal range
  82063. * @param max defines the alpha remap maximal range
  82064. * @returns the current particle system
  82065. */
  82066. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82067. /**
  82068. * Gets the current list of alpha remap gradients.
  82069. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  82070. * @returns the list of alpha remap gradients
  82071. */
  82072. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  82073. /**
  82074. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  82075. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82076. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82077. * @returns the emitter
  82078. */
  82079. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  82080. /**
  82081. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  82082. * @param radius The radius of the hemisphere to emit from
  82083. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82084. * @returns the emitter
  82085. */
  82086. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  82087. /**
  82088. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  82089. * @param radius The radius of the sphere to emit from
  82090. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82091. * @returns the emitter
  82092. */
  82093. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  82094. /**
  82095. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  82096. * @param radius The radius of the sphere to emit from
  82097. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  82098. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  82099. * @returns the emitter
  82100. */
  82101. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82102. /**
  82103. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  82104. * @param radius The radius of the emission cylinder
  82105. * @param height The height of the emission cylinder
  82106. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  82107. * @param directionRandomizer How much to randomize the particle direction [0-1]
  82108. * @returns the emitter
  82109. */
  82110. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  82111. /**
  82112. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  82113. * @param radius The radius of the cylinder to emit from
  82114. * @param height The height of the emission cylinder
  82115. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82116. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  82117. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  82118. * @returns the emitter
  82119. */
  82120. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82121. /**
  82122. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  82123. * @param radius The radius of the cone to emit from
  82124. * @param angle The base angle of the cone
  82125. * @returns the emitter
  82126. */
  82127. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  82128. /**
  82129. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  82130. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82131. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82132. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82133. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82134. * @returns the emitter
  82135. */
  82136. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  82137. /**
  82138. * Get hosting scene
  82139. * @returns the scene
  82140. */
  82141. getScene(): Scene;
  82142. }
  82143. }
  82144. declare module BABYLON {
  82145. /**
  82146. * Creates an instance based on a source mesh.
  82147. */
  82148. export class InstancedMesh extends AbstractMesh {
  82149. private _sourceMesh;
  82150. private _currentLOD;
  82151. /** @hidden */
  82152. _indexInSourceMeshInstanceArray: number;
  82153. constructor(name: string, source: Mesh);
  82154. /**
  82155. * Returns the string "InstancedMesh".
  82156. */
  82157. getClassName(): string;
  82158. /** Gets the list of lights affecting that mesh */
  82159. readonly lightSources: Light[];
  82160. _resyncLightSources(): void;
  82161. _resyncLighSource(light: Light): void;
  82162. _removeLightSource(light: Light): void;
  82163. /**
  82164. * If the source mesh receives shadows
  82165. */
  82166. readonly receiveShadows: boolean;
  82167. /**
  82168. * The material of the source mesh
  82169. */
  82170. readonly material: Nullable<Material>;
  82171. /**
  82172. * Visibility of the source mesh
  82173. */
  82174. readonly visibility: number;
  82175. /**
  82176. * Skeleton of the source mesh
  82177. */
  82178. readonly skeleton: Nullable<Skeleton>;
  82179. /**
  82180. * Rendering ground id of the source mesh
  82181. */
  82182. renderingGroupId: number;
  82183. /**
  82184. * Returns the total number of vertices (integer).
  82185. */
  82186. getTotalVertices(): number;
  82187. /**
  82188. * Returns a positive integer : the total number of indices in this mesh geometry.
  82189. * @returns the numner of indices or zero if the mesh has no geometry.
  82190. */
  82191. getTotalIndices(): number;
  82192. /**
  82193. * The source mesh of the instance
  82194. */
  82195. readonly sourceMesh: Mesh;
  82196. /**
  82197. * Is this node ready to be used/rendered
  82198. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  82199. * @return {boolean} is it ready
  82200. */
  82201. isReady(completeCheck?: boolean): boolean;
  82202. /**
  82203. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  82204. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  82205. * @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.
  82206. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  82207. */
  82208. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  82209. /**
  82210. * Sets the vertex data of the mesh geometry for the requested `kind`.
  82211. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  82212. * The `data` are either a numeric array either a Float32Array.
  82213. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  82214. * 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).
  82215. * Note that a new underlying VertexBuffer object is created each call.
  82216. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  82217. *
  82218. * Possible `kind` values :
  82219. * - VertexBuffer.PositionKind
  82220. * - VertexBuffer.UVKind
  82221. * - VertexBuffer.UV2Kind
  82222. * - VertexBuffer.UV3Kind
  82223. * - VertexBuffer.UV4Kind
  82224. * - VertexBuffer.UV5Kind
  82225. * - VertexBuffer.UV6Kind
  82226. * - VertexBuffer.ColorKind
  82227. * - VertexBuffer.MatricesIndicesKind
  82228. * - VertexBuffer.MatricesIndicesExtraKind
  82229. * - VertexBuffer.MatricesWeightsKind
  82230. * - VertexBuffer.MatricesWeightsExtraKind
  82231. *
  82232. * Returns the Mesh.
  82233. */
  82234. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  82235. /**
  82236. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  82237. * If the mesh has no geometry, it is simply returned as it is.
  82238. * The `data` are either a numeric array either a Float32Array.
  82239. * No new underlying VertexBuffer object is created.
  82240. * 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.
  82241. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  82242. *
  82243. * Possible `kind` values :
  82244. * - VertexBuffer.PositionKind
  82245. * - VertexBuffer.UVKind
  82246. * - VertexBuffer.UV2Kind
  82247. * - VertexBuffer.UV3Kind
  82248. * - VertexBuffer.UV4Kind
  82249. * - VertexBuffer.UV5Kind
  82250. * - VertexBuffer.UV6Kind
  82251. * - VertexBuffer.ColorKind
  82252. * - VertexBuffer.MatricesIndicesKind
  82253. * - VertexBuffer.MatricesIndicesExtraKind
  82254. * - VertexBuffer.MatricesWeightsKind
  82255. * - VertexBuffer.MatricesWeightsExtraKind
  82256. *
  82257. * Returns the Mesh.
  82258. */
  82259. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  82260. /**
  82261. * Sets the mesh indices.
  82262. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  82263. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  82264. * This method creates a new index buffer each call.
  82265. * Returns the Mesh.
  82266. */
  82267. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  82268. /**
  82269. * Boolean : True if the mesh owns the requested kind of data.
  82270. */
  82271. isVerticesDataPresent(kind: string): boolean;
  82272. /**
  82273. * Returns an array of indices (IndicesArray).
  82274. */
  82275. getIndices(): Nullable<IndicesArray>;
  82276. readonly _positions: Nullable<Vector3[]>;
  82277. /**
  82278. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  82279. * This means the mesh underlying bounding box and sphere are recomputed.
  82280. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  82281. * @returns the current mesh
  82282. */
  82283. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  82284. /** @hidden */
  82285. _preActivate(): InstancedMesh;
  82286. /** @hidden */
  82287. _activate(renderId: number, intermediateRendering: boolean): boolean;
  82288. /** @hidden */
  82289. _postActivate(): void;
  82290. getWorldMatrix(): Matrix;
  82291. readonly isAnInstance: boolean;
  82292. /**
  82293. * Returns the current associated LOD AbstractMesh.
  82294. */
  82295. getLOD(camera: Camera): AbstractMesh;
  82296. /** @hidden */
  82297. _syncSubMeshes(): InstancedMesh;
  82298. /** @hidden */
  82299. _generatePointsArray(): boolean;
  82300. /**
  82301. * Creates a new InstancedMesh from the current mesh.
  82302. * - name (string) : the cloned mesh name
  82303. * - newParent (optional Node) : the optional Node to parent the clone to.
  82304. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  82305. *
  82306. * Returns the clone.
  82307. */
  82308. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  82309. /**
  82310. * Disposes the InstancedMesh.
  82311. * Returns nothing.
  82312. */
  82313. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82314. }
  82315. }
  82316. declare module BABYLON {
  82317. /**
  82318. * Defines the options associated with the creation of a shader material.
  82319. */
  82320. export interface IShaderMaterialOptions {
  82321. /**
  82322. * Does the material work in alpha blend mode
  82323. */
  82324. needAlphaBlending: boolean;
  82325. /**
  82326. * Does the material work in alpha test mode
  82327. */
  82328. needAlphaTesting: boolean;
  82329. /**
  82330. * The list of attribute names used in the shader
  82331. */
  82332. attributes: string[];
  82333. /**
  82334. * The list of unifrom names used in the shader
  82335. */
  82336. uniforms: string[];
  82337. /**
  82338. * The list of UBO names used in the shader
  82339. */
  82340. uniformBuffers: string[];
  82341. /**
  82342. * The list of sampler names used in the shader
  82343. */
  82344. samplers: string[];
  82345. /**
  82346. * The list of defines used in the shader
  82347. */
  82348. defines: string[];
  82349. }
  82350. /**
  82351. * 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.
  82352. *
  82353. * This returned material effects how the mesh will look based on the code in the shaders.
  82354. *
  82355. * @see http://doc.babylonjs.com/how_to/shader_material
  82356. */
  82357. export class ShaderMaterial extends Material {
  82358. private _shaderPath;
  82359. private _options;
  82360. private _textures;
  82361. private _textureArrays;
  82362. private _floats;
  82363. private _ints;
  82364. private _floatsArrays;
  82365. private _colors3;
  82366. private _colors3Arrays;
  82367. private _colors4;
  82368. private _colors4Arrays;
  82369. private _vectors2;
  82370. private _vectors3;
  82371. private _vectors4;
  82372. private _matrices;
  82373. private _matrices3x3;
  82374. private _matrices2x2;
  82375. private _vectors2Arrays;
  82376. private _vectors3Arrays;
  82377. private _vectors4Arrays;
  82378. private _cachedWorldViewMatrix;
  82379. private _cachedWorldViewProjectionMatrix;
  82380. private _renderId;
  82381. /**
  82382. * Instantiate a new shader material.
  82383. * 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.
  82384. * This returned material effects how the mesh will look based on the code in the shaders.
  82385. * @see http://doc.babylonjs.com/how_to/shader_material
  82386. * @param name Define the name of the material in the scene
  82387. * @param scene Define the scene the material belongs to
  82388. * @param shaderPath Defines the route to the shader code in one of three ways:
  82389. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  82390. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  82391. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  82392. * @param options Define the options used to create the shader
  82393. */
  82394. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  82395. /**
  82396. * Gets the options used to compile the shader.
  82397. * They can be modified to trigger a new compilation
  82398. */
  82399. readonly options: IShaderMaterialOptions;
  82400. /**
  82401. * Gets the current class name of the material e.g. "ShaderMaterial"
  82402. * Mainly use in serialization.
  82403. * @returns the class name
  82404. */
  82405. getClassName(): string;
  82406. /**
  82407. * Specifies if the material will require alpha blending
  82408. * @returns a boolean specifying if alpha blending is needed
  82409. */
  82410. needAlphaBlending(): boolean;
  82411. /**
  82412. * Specifies if this material should be rendered in alpha test mode
  82413. * @returns a boolean specifying if an alpha test is needed.
  82414. */
  82415. needAlphaTesting(): boolean;
  82416. private _checkUniform;
  82417. /**
  82418. * Set a texture in the shader.
  82419. * @param name Define the name of the uniform samplers as defined in the shader
  82420. * @param texture Define the texture to bind to this sampler
  82421. * @return the material itself allowing "fluent" like uniform updates
  82422. */
  82423. setTexture(name: string, texture: Texture): ShaderMaterial;
  82424. /**
  82425. * Set a texture array in the shader.
  82426. * @param name Define the name of the uniform sampler array as defined in the shader
  82427. * @param textures Define the list of textures to bind to this sampler
  82428. * @return the material itself allowing "fluent" like uniform updates
  82429. */
  82430. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  82431. /**
  82432. * Set a float in the shader.
  82433. * @param name Define the name of the uniform as defined in the shader
  82434. * @param value Define the value to give to the uniform
  82435. * @return the material itself allowing "fluent" like uniform updates
  82436. */
  82437. setFloat(name: string, value: number): ShaderMaterial;
  82438. /**
  82439. * Set a int in the shader.
  82440. * @param name Define the name of the uniform as defined in the shader
  82441. * @param value Define the value to give to the uniform
  82442. * @return the material itself allowing "fluent" like uniform updates
  82443. */
  82444. setInt(name: string, value: number): ShaderMaterial;
  82445. /**
  82446. * Set an array of floats in the shader.
  82447. * @param name Define the name of the uniform as defined in the shader
  82448. * @param value Define the value to give to the uniform
  82449. * @return the material itself allowing "fluent" like uniform updates
  82450. */
  82451. setFloats(name: string, value: number[]): ShaderMaterial;
  82452. /**
  82453. * Set a vec3 in the shader from a Color3.
  82454. * @param name Define the name of the uniform as defined in the shader
  82455. * @param value Define the value to give to the uniform
  82456. * @return the material itself allowing "fluent" like uniform updates
  82457. */
  82458. setColor3(name: string, value: Color3): ShaderMaterial;
  82459. /**
  82460. * Set a vec3 array in the shader from a Color3 array.
  82461. * @param name Define the name of the uniform as defined in the shader
  82462. * @param value Define the value to give to the uniform
  82463. * @return the material itself allowing "fluent" like uniform updates
  82464. */
  82465. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  82466. /**
  82467. * Set a vec4 in the shader from a Color4.
  82468. * @param name Define the name of the uniform as defined in the shader
  82469. * @param value Define the value to give to the uniform
  82470. * @return the material itself allowing "fluent" like uniform updates
  82471. */
  82472. setColor4(name: string, value: Color4): ShaderMaterial;
  82473. /**
  82474. * Set a vec4 array in the shader from a Color4 array.
  82475. * @param name Define the name of the uniform as defined in the shader
  82476. * @param value Define the value to give to the uniform
  82477. * @return the material itself allowing "fluent" like uniform updates
  82478. */
  82479. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  82480. /**
  82481. * Set a vec2 in the shader from a Vector2.
  82482. * @param name Define the name of the uniform as defined in the shader
  82483. * @param value Define the value to give to the uniform
  82484. * @return the material itself allowing "fluent" like uniform updates
  82485. */
  82486. setVector2(name: string, value: Vector2): ShaderMaterial;
  82487. /**
  82488. * Set a vec3 in the shader from a Vector3.
  82489. * @param name Define the name of the uniform as defined in the shader
  82490. * @param value Define the value to give to the uniform
  82491. * @return the material itself allowing "fluent" like uniform updates
  82492. */
  82493. setVector3(name: string, value: Vector3): ShaderMaterial;
  82494. /**
  82495. * Set a vec4 in the shader from a Vector4.
  82496. * @param name Define the name of the uniform as defined in the shader
  82497. * @param value Define the value to give to the uniform
  82498. * @return the material itself allowing "fluent" like uniform updates
  82499. */
  82500. setVector4(name: string, value: Vector4): ShaderMaterial;
  82501. /**
  82502. * Set a mat4 in the shader from a Matrix.
  82503. * @param name Define the name of the uniform as defined in the shader
  82504. * @param value Define the value to give to the uniform
  82505. * @return the material itself allowing "fluent" like uniform updates
  82506. */
  82507. setMatrix(name: string, value: Matrix): ShaderMaterial;
  82508. /**
  82509. * Set a mat3 in the shader from a Float32Array.
  82510. * @param name Define the name of the uniform as defined in the shader
  82511. * @param value Define the value to give to the uniform
  82512. * @return the material itself allowing "fluent" like uniform updates
  82513. */
  82514. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  82515. /**
  82516. * Set a mat2 in the shader from a Float32Array.
  82517. * @param name Define the name of the uniform as defined in the shader
  82518. * @param value Define the value to give to the uniform
  82519. * @return the material itself allowing "fluent" like uniform updates
  82520. */
  82521. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  82522. /**
  82523. * Set a vec2 array in the shader from a number array.
  82524. * @param name Define the name of the uniform as defined in the shader
  82525. * @param value Define the value to give to the uniform
  82526. * @return the material itself allowing "fluent" like uniform updates
  82527. */
  82528. setArray2(name: string, value: number[]): ShaderMaterial;
  82529. /**
  82530. * Set a vec3 array in the shader from a number array.
  82531. * @param name Define the name of the uniform as defined in the shader
  82532. * @param value Define the value to give to the uniform
  82533. * @return the material itself allowing "fluent" like uniform updates
  82534. */
  82535. setArray3(name: string, value: number[]): ShaderMaterial;
  82536. /**
  82537. * Set a vec4 array in the shader from a number array.
  82538. * @param name Define the name of the uniform as defined in the shader
  82539. * @param value Define the value to give to the uniform
  82540. * @return the material itself allowing "fluent" like uniform updates
  82541. */
  82542. setArray4(name: string, value: number[]): ShaderMaterial;
  82543. private _checkCache;
  82544. /**
  82545. * Specifies that the submesh is ready to be used
  82546. * @param mesh defines the mesh to check
  82547. * @param subMesh defines which submesh to check
  82548. * @param useInstances specifies that instances should be used
  82549. * @returns a boolean indicating that the submesh is ready or not
  82550. */
  82551. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  82552. /**
  82553. * Checks if the material is ready to render the requested mesh
  82554. * @param mesh Define the mesh to render
  82555. * @param useInstances Define whether or not the material is used with instances
  82556. * @returns true if ready, otherwise false
  82557. */
  82558. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  82559. /**
  82560. * Binds the world matrix to the material
  82561. * @param world defines the world transformation matrix
  82562. */
  82563. bindOnlyWorldMatrix(world: Matrix): void;
  82564. /**
  82565. * Binds the material to the mesh
  82566. * @param world defines the world transformation matrix
  82567. * @param mesh defines the mesh to bind the material to
  82568. */
  82569. bind(world: Matrix, mesh?: Mesh): void;
  82570. /**
  82571. * Gets the active textures from the material
  82572. * @returns an array of textures
  82573. */
  82574. getActiveTextures(): BaseTexture[];
  82575. /**
  82576. * Specifies if the material uses a texture
  82577. * @param texture defines the texture to check against the material
  82578. * @returns a boolean specifying if the material uses the texture
  82579. */
  82580. hasTexture(texture: BaseTexture): boolean;
  82581. /**
  82582. * Makes a duplicate of the material, and gives it a new name
  82583. * @param name defines the new name for the duplicated material
  82584. * @returns the cloned material
  82585. */
  82586. clone(name: string): ShaderMaterial;
  82587. /**
  82588. * Disposes the material
  82589. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  82590. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  82591. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  82592. */
  82593. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  82594. /**
  82595. * Serializes this material in a JSON representation
  82596. * @returns the serialized material object
  82597. */
  82598. serialize(): any;
  82599. /**
  82600. * Creates a shader material from parsed shader material data
  82601. * @param source defines the JSON represnetation of the material
  82602. * @param scene defines the hosting scene
  82603. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  82604. * @returns a new material
  82605. */
  82606. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  82607. }
  82608. }
  82609. declare module BABYLON {
  82610. /** @hidden */
  82611. export var colorPixelShader: {
  82612. name: string;
  82613. shader: string;
  82614. };
  82615. }
  82616. declare module BABYLON {
  82617. /** @hidden */
  82618. export var colorVertexShader: {
  82619. name: string;
  82620. shader: string;
  82621. };
  82622. }
  82623. declare module BABYLON {
  82624. /**
  82625. * Line mesh
  82626. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  82627. */
  82628. export class LinesMesh extends Mesh {
  82629. /**
  82630. * If vertex color should be applied to the mesh
  82631. */
  82632. readonly useVertexColor?: boolean | undefined;
  82633. /**
  82634. * If vertex alpha should be applied to the mesh
  82635. */
  82636. readonly useVertexAlpha?: boolean | undefined;
  82637. /**
  82638. * Color of the line (Default: White)
  82639. */
  82640. color: Color3;
  82641. /**
  82642. * Alpha of the line (Default: 1)
  82643. */
  82644. alpha: number;
  82645. /**
  82646. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  82647. * This margin is expressed in world space coordinates, so its value may vary.
  82648. * Default value is 0.1
  82649. */
  82650. intersectionThreshold: number;
  82651. private _colorShader;
  82652. private color4;
  82653. /**
  82654. * Creates a new LinesMesh
  82655. * @param name defines the name
  82656. * @param scene defines the hosting scene
  82657. * @param parent defines the parent mesh if any
  82658. * @param source defines the optional source LinesMesh used to clone data from
  82659. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  82660. * When false, achieved by calling a clone(), also passing False.
  82661. * This will make creation of children, recursive.
  82662. * @param useVertexColor defines if this LinesMesh supports vertex color
  82663. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  82664. */
  82665. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  82666. /**
  82667. * If vertex color should be applied to the mesh
  82668. */
  82669. useVertexColor?: boolean | undefined,
  82670. /**
  82671. * If vertex alpha should be applied to the mesh
  82672. */
  82673. useVertexAlpha?: boolean | undefined);
  82674. private _addClipPlaneDefine;
  82675. private _removeClipPlaneDefine;
  82676. isReady(): boolean;
  82677. /**
  82678. * Returns the string "LineMesh"
  82679. */
  82680. getClassName(): string;
  82681. /**
  82682. * @hidden
  82683. */
  82684. /**
  82685. * @hidden
  82686. */
  82687. material: Material;
  82688. /**
  82689. * @hidden
  82690. */
  82691. readonly checkCollisions: boolean;
  82692. /** @hidden */
  82693. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  82694. /** @hidden */
  82695. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  82696. /**
  82697. * Disposes of the line mesh
  82698. * @param doNotRecurse If children should be disposed
  82699. */
  82700. dispose(doNotRecurse?: boolean): void;
  82701. /**
  82702. * Returns a new LineMesh object cloned from the current one.
  82703. */
  82704. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  82705. /**
  82706. * Creates a new InstancedLinesMesh object from the mesh model.
  82707. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  82708. * @param name defines the name of the new instance
  82709. * @returns a new InstancedLinesMesh
  82710. */
  82711. createInstance(name: string): InstancedLinesMesh;
  82712. }
  82713. /**
  82714. * Creates an instance based on a source LinesMesh
  82715. */
  82716. export class InstancedLinesMesh extends InstancedMesh {
  82717. /**
  82718. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  82719. * This margin is expressed in world space coordinates, so its value may vary.
  82720. * Initilized with the intersectionThreshold value of the source LinesMesh
  82721. */
  82722. intersectionThreshold: number;
  82723. constructor(name: string, source: LinesMesh);
  82724. /**
  82725. * Returns the string "InstancedLinesMesh".
  82726. */
  82727. getClassName(): string;
  82728. }
  82729. }
  82730. declare module BABYLON {
  82731. /** @hidden */
  82732. export var linePixelShader: {
  82733. name: string;
  82734. shader: string;
  82735. };
  82736. }
  82737. declare module BABYLON {
  82738. /** @hidden */
  82739. export var lineVertexShader: {
  82740. name: string;
  82741. shader: string;
  82742. };
  82743. }
  82744. declare module BABYLON {
  82745. interface AbstractMesh {
  82746. /**
  82747. * Gets the edgesRenderer associated with the mesh
  82748. */
  82749. edgesRenderer: Nullable<EdgesRenderer>;
  82750. }
  82751. interface LinesMesh {
  82752. /**
  82753. * Enables the edge rendering mode on the mesh.
  82754. * This mode makes the mesh edges visible
  82755. * @param epsilon defines the maximal distance between two angles to detect a face
  82756. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  82757. * @returns the currentAbstractMesh
  82758. * @see https://www.babylonjs-playground.com/#19O9TU#0
  82759. */
  82760. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  82761. }
  82762. interface InstancedLinesMesh {
  82763. /**
  82764. * Enables the edge rendering mode on the mesh.
  82765. * This mode makes the mesh edges visible
  82766. * @param epsilon defines the maximal distance between two angles to detect a face
  82767. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  82768. * @returns the current InstancedLinesMesh
  82769. * @see https://www.babylonjs-playground.com/#19O9TU#0
  82770. */
  82771. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  82772. }
  82773. /**
  82774. * Defines the minimum contract an Edges renderer should follow.
  82775. */
  82776. export interface IEdgesRenderer extends IDisposable {
  82777. /**
  82778. * Gets or sets a boolean indicating if the edgesRenderer is active
  82779. */
  82780. isEnabled: boolean;
  82781. /**
  82782. * Renders the edges of the attached mesh,
  82783. */
  82784. render(): void;
  82785. /**
  82786. * Checks wether or not the edges renderer is ready to render.
  82787. * @return true if ready, otherwise false.
  82788. */
  82789. isReady(): boolean;
  82790. }
  82791. /**
  82792. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  82793. */
  82794. export class EdgesRenderer implements IEdgesRenderer {
  82795. /**
  82796. * Define the size of the edges with an orthographic camera
  82797. */
  82798. edgesWidthScalerForOrthographic: number;
  82799. /**
  82800. * Define the size of the edges with a perspective camera
  82801. */
  82802. edgesWidthScalerForPerspective: number;
  82803. protected _source: AbstractMesh;
  82804. protected _linesPositions: number[];
  82805. protected _linesNormals: number[];
  82806. protected _linesIndices: number[];
  82807. protected _epsilon: number;
  82808. protected _indicesCount: number;
  82809. protected _lineShader: ShaderMaterial;
  82810. protected _ib: DataBuffer;
  82811. protected _buffers: {
  82812. [key: string]: Nullable<VertexBuffer>;
  82813. };
  82814. protected _checkVerticesInsteadOfIndices: boolean;
  82815. private _meshRebuildObserver;
  82816. private _meshDisposeObserver;
  82817. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  82818. isEnabled: boolean;
  82819. /**
  82820. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  82821. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  82822. * @param source Mesh used to create edges
  82823. * @param epsilon sum of angles in adjacency to check for edge
  82824. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  82825. * @param generateEdgesLines - should generate Lines or only prepare resources.
  82826. */
  82827. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  82828. protected _prepareRessources(): void;
  82829. /** @hidden */
  82830. _rebuild(): void;
  82831. /**
  82832. * Releases the required resources for the edges renderer
  82833. */
  82834. dispose(): void;
  82835. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  82836. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  82837. /**
  82838. * Checks if the pair of p0 and p1 is en edge
  82839. * @param faceIndex
  82840. * @param edge
  82841. * @param faceNormals
  82842. * @param p0
  82843. * @param p1
  82844. * @private
  82845. */
  82846. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  82847. /**
  82848. * push line into the position, normal and index buffer
  82849. * @protected
  82850. */
  82851. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  82852. /**
  82853. * Generates lines edges from adjacencjes
  82854. * @private
  82855. */
  82856. _generateEdgesLines(): void;
  82857. /**
  82858. * Checks wether or not the edges renderer is ready to render.
  82859. * @return true if ready, otherwise false.
  82860. */
  82861. isReady(): boolean;
  82862. /**
  82863. * Renders the edges of the attached mesh,
  82864. */
  82865. render(): void;
  82866. }
  82867. /**
  82868. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  82869. */
  82870. export class LineEdgesRenderer extends EdgesRenderer {
  82871. /**
  82872. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  82873. * @param source LineMesh used to generate edges
  82874. * @param epsilon not important (specified angle for edge detection)
  82875. * @param checkVerticesInsteadOfIndices not important for LineMesh
  82876. */
  82877. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  82878. /**
  82879. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  82880. */
  82881. _generateEdgesLines(): void;
  82882. }
  82883. }
  82884. declare module BABYLON {
  82885. /**
  82886. * This represents the object necessary to create a rendering group.
  82887. * This is exclusively used and created by the rendering manager.
  82888. * To modify the behavior, you use the available helpers in your scene or meshes.
  82889. * @hidden
  82890. */
  82891. export class RenderingGroup {
  82892. index: number;
  82893. private static _zeroVector;
  82894. private _scene;
  82895. private _opaqueSubMeshes;
  82896. private _transparentSubMeshes;
  82897. private _alphaTestSubMeshes;
  82898. private _depthOnlySubMeshes;
  82899. private _particleSystems;
  82900. private _spriteManagers;
  82901. private _opaqueSortCompareFn;
  82902. private _alphaTestSortCompareFn;
  82903. private _transparentSortCompareFn;
  82904. private _renderOpaque;
  82905. private _renderAlphaTest;
  82906. private _renderTransparent;
  82907. /** @hidden */
  82908. _edgesRenderers: SmartArray<IEdgesRenderer>;
  82909. onBeforeTransparentRendering: () => void;
  82910. /**
  82911. * Set the opaque sort comparison function.
  82912. * If null the sub meshes will be render in the order they were created
  82913. */
  82914. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  82915. /**
  82916. * Set the alpha test sort comparison function.
  82917. * If null the sub meshes will be render in the order they were created
  82918. */
  82919. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  82920. /**
  82921. * Set the transparent sort comparison function.
  82922. * If null the sub meshes will be render in the order they were created
  82923. */
  82924. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  82925. /**
  82926. * Creates a new rendering group.
  82927. * @param index The rendering group index
  82928. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  82929. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  82930. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  82931. */
  82932. 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>);
  82933. /**
  82934. * Render all the sub meshes contained in the group.
  82935. * @param customRenderFunction Used to override the default render behaviour of the group.
  82936. * @returns true if rendered some submeshes.
  82937. */
  82938. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  82939. /**
  82940. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  82941. * @param subMeshes The submeshes to render
  82942. */
  82943. private renderOpaqueSorted;
  82944. /**
  82945. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  82946. * @param subMeshes The submeshes to render
  82947. */
  82948. private renderAlphaTestSorted;
  82949. /**
  82950. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  82951. * @param subMeshes The submeshes to render
  82952. */
  82953. private renderTransparentSorted;
  82954. /**
  82955. * Renders the submeshes in a specified order.
  82956. * @param subMeshes The submeshes to sort before render
  82957. * @param sortCompareFn The comparison function use to sort
  82958. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  82959. * @param transparent Specifies to activate blending if true
  82960. */
  82961. private static renderSorted;
  82962. /**
  82963. * Renders the submeshes in the order they were dispatched (no sort applied).
  82964. * @param subMeshes The submeshes to render
  82965. */
  82966. private static renderUnsorted;
  82967. /**
  82968. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  82969. * are rendered back to front if in the same alpha index.
  82970. *
  82971. * @param a The first submesh
  82972. * @param b The second submesh
  82973. * @returns The result of the comparison
  82974. */
  82975. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  82976. /**
  82977. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  82978. * are rendered back to front.
  82979. *
  82980. * @param a The first submesh
  82981. * @param b The second submesh
  82982. * @returns The result of the comparison
  82983. */
  82984. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  82985. /**
  82986. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  82987. * are rendered front to back (prevent overdraw).
  82988. *
  82989. * @param a The first submesh
  82990. * @param b The second submesh
  82991. * @returns The result of the comparison
  82992. */
  82993. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  82994. /**
  82995. * Resets the different lists of submeshes to prepare a new frame.
  82996. */
  82997. prepare(): void;
  82998. dispose(): void;
  82999. /**
  83000. * Inserts the submesh in its correct queue depending on its material.
  83001. * @param subMesh The submesh to dispatch
  83002. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83003. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83004. */
  83005. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83006. dispatchSprites(spriteManager: ISpriteManager): void;
  83007. dispatchParticles(particleSystem: IParticleSystem): void;
  83008. private _renderParticles;
  83009. private _renderSprites;
  83010. }
  83011. }
  83012. declare module BABYLON {
  83013. /**
  83014. * Interface describing the different options available in the rendering manager
  83015. * regarding Auto Clear between groups.
  83016. */
  83017. export interface IRenderingManagerAutoClearSetup {
  83018. /**
  83019. * Defines whether or not autoclear is enable.
  83020. */
  83021. autoClear: boolean;
  83022. /**
  83023. * Defines whether or not to autoclear the depth buffer.
  83024. */
  83025. depth: boolean;
  83026. /**
  83027. * Defines whether or not to autoclear the stencil buffer.
  83028. */
  83029. stencil: boolean;
  83030. }
  83031. /**
  83032. * This class is used by the onRenderingGroupObservable
  83033. */
  83034. export class RenderingGroupInfo {
  83035. /**
  83036. * The Scene that being rendered
  83037. */
  83038. scene: Scene;
  83039. /**
  83040. * The camera currently used for the rendering pass
  83041. */
  83042. camera: Nullable<Camera>;
  83043. /**
  83044. * The ID of the renderingGroup being processed
  83045. */
  83046. renderingGroupId: number;
  83047. }
  83048. /**
  83049. * This is the manager responsible of all the rendering for meshes sprites and particles.
  83050. * It is enable to manage the different groups as well as the different necessary sort functions.
  83051. * This should not be used directly aside of the few static configurations
  83052. */
  83053. export class RenderingManager {
  83054. /**
  83055. * The max id used for rendering groups (not included)
  83056. */
  83057. static MAX_RENDERINGGROUPS: number;
  83058. /**
  83059. * The min id used for rendering groups (included)
  83060. */
  83061. static MIN_RENDERINGGROUPS: number;
  83062. /**
  83063. * Used to globally prevent autoclearing scenes.
  83064. */
  83065. static AUTOCLEAR: boolean;
  83066. /**
  83067. * @hidden
  83068. */
  83069. _useSceneAutoClearSetup: boolean;
  83070. private _scene;
  83071. private _renderingGroups;
  83072. private _depthStencilBufferAlreadyCleaned;
  83073. private _autoClearDepthStencil;
  83074. private _customOpaqueSortCompareFn;
  83075. private _customAlphaTestSortCompareFn;
  83076. private _customTransparentSortCompareFn;
  83077. private _renderingGroupInfo;
  83078. /**
  83079. * Instantiates a new rendering group for a particular scene
  83080. * @param scene Defines the scene the groups belongs to
  83081. */
  83082. constructor(scene: Scene);
  83083. private _clearDepthStencilBuffer;
  83084. /**
  83085. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  83086. * @hidden
  83087. */
  83088. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  83089. /**
  83090. * Resets the different information of the group to prepare a new frame
  83091. * @hidden
  83092. */
  83093. reset(): void;
  83094. /**
  83095. * Dispose and release the group and its associated resources.
  83096. * @hidden
  83097. */
  83098. dispose(): void;
  83099. /**
  83100. * Clear the info related to rendering groups preventing retention points during dispose.
  83101. */
  83102. freeRenderingGroups(): void;
  83103. private _prepareRenderingGroup;
  83104. /**
  83105. * Add a sprite manager to the rendering manager in order to render it this frame.
  83106. * @param spriteManager Define the sprite manager to render
  83107. */
  83108. dispatchSprites(spriteManager: ISpriteManager): void;
  83109. /**
  83110. * Add a particle system to the rendering manager in order to render it this frame.
  83111. * @param particleSystem Define the particle system to render
  83112. */
  83113. dispatchParticles(particleSystem: IParticleSystem): void;
  83114. /**
  83115. * Add a submesh to the manager in order to render it this frame
  83116. * @param subMesh The submesh to dispatch
  83117. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83118. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83119. */
  83120. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83121. /**
  83122. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  83123. * This allowed control for front to back rendering or reversly depending of the special needs.
  83124. *
  83125. * @param renderingGroupId The rendering group id corresponding to its index
  83126. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  83127. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  83128. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  83129. */
  83130. 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;
  83131. /**
  83132. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  83133. *
  83134. * @param renderingGroupId The rendering group id corresponding to its index
  83135. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  83136. * @param depth Automatically clears depth between groups if true and autoClear is true.
  83137. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  83138. */
  83139. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  83140. /**
  83141. * Gets the current auto clear configuration for one rendering group of the rendering
  83142. * manager.
  83143. * @param index the rendering group index to get the information for
  83144. * @returns The auto clear setup for the requested rendering group
  83145. */
  83146. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  83147. }
  83148. }
  83149. declare module BABYLON {
  83150. /**
  83151. * This Helps creating a texture that will be created from a camera in your scene.
  83152. * It is basically a dynamic texture that could be used to create special effects for instance.
  83153. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  83154. */
  83155. export class RenderTargetTexture extends Texture {
  83156. isCube: boolean;
  83157. /**
  83158. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  83159. */
  83160. static readonly REFRESHRATE_RENDER_ONCE: number;
  83161. /**
  83162. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  83163. */
  83164. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  83165. /**
  83166. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  83167. * the central point of your effect and can save a lot of performances.
  83168. */
  83169. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  83170. /**
  83171. * Use this predicate to dynamically define the list of mesh you want to render.
  83172. * If set, the renderList property will be overwritten.
  83173. */
  83174. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  83175. private _renderList;
  83176. /**
  83177. * Use this list to define the list of mesh you want to render.
  83178. */
  83179. renderList: Nullable<Array<AbstractMesh>>;
  83180. private _hookArray;
  83181. /**
  83182. * Define if particles should be rendered in your texture.
  83183. */
  83184. renderParticles: boolean;
  83185. /**
  83186. * Define if sprites should be rendered in your texture.
  83187. */
  83188. renderSprites: boolean;
  83189. /**
  83190. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  83191. */
  83192. coordinatesMode: number;
  83193. /**
  83194. * Define the camera used to render the texture.
  83195. */
  83196. activeCamera: Nullable<Camera>;
  83197. /**
  83198. * Override the render function of the texture with your own one.
  83199. */
  83200. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  83201. /**
  83202. * Define if camera post processes should be use while rendering the texture.
  83203. */
  83204. useCameraPostProcesses: boolean;
  83205. /**
  83206. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  83207. */
  83208. ignoreCameraViewport: boolean;
  83209. private _postProcessManager;
  83210. private _postProcesses;
  83211. private _resizeObserver;
  83212. /**
  83213. * An event triggered when the texture is unbind.
  83214. */
  83215. onBeforeBindObservable: Observable<RenderTargetTexture>;
  83216. /**
  83217. * An event triggered when the texture is unbind.
  83218. */
  83219. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  83220. private _onAfterUnbindObserver;
  83221. /**
  83222. * Set a after unbind callback in the texture.
  83223. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  83224. */
  83225. onAfterUnbind: () => void;
  83226. /**
  83227. * An event triggered before rendering the texture
  83228. */
  83229. onBeforeRenderObservable: Observable<number>;
  83230. private _onBeforeRenderObserver;
  83231. /**
  83232. * Set a before render callback in the texture.
  83233. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  83234. */
  83235. onBeforeRender: (faceIndex: number) => void;
  83236. /**
  83237. * An event triggered after rendering the texture
  83238. */
  83239. onAfterRenderObservable: Observable<number>;
  83240. private _onAfterRenderObserver;
  83241. /**
  83242. * Set a after render callback in the texture.
  83243. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  83244. */
  83245. onAfterRender: (faceIndex: number) => void;
  83246. /**
  83247. * An event triggered after the texture clear
  83248. */
  83249. onClearObservable: Observable<Engine>;
  83250. private _onClearObserver;
  83251. /**
  83252. * Set a clear callback in the texture.
  83253. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  83254. */
  83255. onClear: (Engine: Engine) => void;
  83256. /**
  83257. * Define the clear color of the Render Target if it should be different from the scene.
  83258. */
  83259. clearColor: Color4;
  83260. protected _size: number | {
  83261. width: number;
  83262. height: number;
  83263. };
  83264. protected _initialSizeParameter: number | {
  83265. width: number;
  83266. height: number;
  83267. } | {
  83268. ratio: number;
  83269. };
  83270. protected _sizeRatio: Nullable<number>;
  83271. /** @hidden */
  83272. _generateMipMaps: boolean;
  83273. protected _renderingManager: RenderingManager;
  83274. /** @hidden */
  83275. _waitingRenderList: string[];
  83276. protected _doNotChangeAspectRatio: boolean;
  83277. protected _currentRefreshId: number;
  83278. protected _refreshRate: number;
  83279. protected _textureMatrix: Matrix;
  83280. protected _samples: number;
  83281. protected _renderTargetOptions: RenderTargetCreationOptions;
  83282. /**
  83283. * Gets render target creation options that were used.
  83284. */
  83285. readonly renderTargetOptions: RenderTargetCreationOptions;
  83286. protected _engine: Engine;
  83287. protected _onRatioRescale(): void;
  83288. /**
  83289. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  83290. * It must define where the camera used to render the texture is set
  83291. */
  83292. boundingBoxPosition: Vector3;
  83293. private _boundingBoxSize;
  83294. /**
  83295. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  83296. * When defined, the cubemap will switch to local mode
  83297. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  83298. * @example https://www.babylonjs-playground.com/#RNASML
  83299. */
  83300. boundingBoxSize: Vector3;
  83301. /**
  83302. * In case the RTT has been created with a depth texture, get the associated
  83303. * depth texture.
  83304. * Otherwise, return null.
  83305. */
  83306. depthStencilTexture: Nullable<InternalTexture>;
  83307. /**
  83308. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  83309. * or used a shadow, depth texture...
  83310. * @param name The friendly name of the texture
  83311. * @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)
  83312. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  83313. * @param generateMipMaps True if mip maps need to be generated after render.
  83314. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  83315. * @param type The type of the buffer in the RTT (int, half float, float...)
  83316. * @param isCube True if a cube texture needs to be created
  83317. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  83318. * @param generateDepthBuffer True to generate a depth buffer
  83319. * @param generateStencilBuffer True to generate a stencil buffer
  83320. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  83321. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  83322. * @param delayAllocation if the texture allocation should be delayed (default: false)
  83323. */
  83324. constructor(name: string, size: number | {
  83325. width: number;
  83326. height: number;
  83327. } | {
  83328. ratio: number;
  83329. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  83330. /**
  83331. * Creates a depth stencil texture.
  83332. * This is only available in WebGL 2 or with the depth texture extension available.
  83333. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  83334. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  83335. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  83336. */
  83337. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  83338. private _processSizeParameter;
  83339. /**
  83340. * Define the number of samples to use in case of MSAA.
  83341. * It defaults to one meaning no MSAA has been enabled.
  83342. */
  83343. samples: number;
  83344. /**
  83345. * Resets the refresh counter of the texture and start bak from scratch.
  83346. * Could be useful to regenerate the texture if it is setup to render only once.
  83347. */
  83348. resetRefreshCounter(): void;
  83349. /**
  83350. * Define the refresh rate of the texture or the rendering frequency.
  83351. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  83352. */
  83353. refreshRate: number;
  83354. /**
  83355. * Adds a post process to the render target rendering passes.
  83356. * @param postProcess define the post process to add
  83357. */
  83358. addPostProcess(postProcess: PostProcess): void;
  83359. /**
  83360. * Clear all the post processes attached to the render target
  83361. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  83362. */
  83363. clearPostProcesses(dispose?: boolean): void;
  83364. /**
  83365. * Remove one of the post process from the list of attached post processes to the texture
  83366. * @param postProcess define the post process to remove from the list
  83367. */
  83368. removePostProcess(postProcess: PostProcess): void;
  83369. /** @hidden */
  83370. _shouldRender(): boolean;
  83371. /**
  83372. * Gets the actual render size of the texture.
  83373. * @returns the width of the render size
  83374. */
  83375. getRenderSize(): number;
  83376. /**
  83377. * Gets the actual render width of the texture.
  83378. * @returns the width of the render size
  83379. */
  83380. getRenderWidth(): number;
  83381. /**
  83382. * Gets the actual render height of the texture.
  83383. * @returns the height of the render size
  83384. */
  83385. getRenderHeight(): number;
  83386. /**
  83387. * Get if the texture can be rescaled or not.
  83388. */
  83389. readonly canRescale: boolean;
  83390. /**
  83391. * Resize the texture using a ratio.
  83392. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  83393. */
  83394. scale(ratio: number): void;
  83395. /**
  83396. * Get the texture reflection matrix used to rotate/transform the reflection.
  83397. * @returns the reflection matrix
  83398. */
  83399. getReflectionTextureMatrix(): Matrix;
  83400. /**
  83401. * Resize the texture to a new desired size.
  83402. * Be carrefull as it will recreate all the data in the new texture.
  83403. * @param size Define the new size. It can be:
  83404. * - a number for squared texture,
  83405. * - an object containing { width: number, height: number }
  83406. * - or an object containing a ratio { ratio: number }
  83407. */
  83408. resize(size: number | {
  83409. width: number;
  83410. height: number;
  83411. } | {
  83412. ratio: number;
  83413. }): void;
  83414. /**
  83415. * Renders all the objects from the render list into the texture.
  83416. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  83417. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  83418. */
  83419. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  83420. private _bestReflectionRenderTargetDimension;
  83421. /**
  83422. * @hidden
  83423. * @param faceIndex face index to bind to if this is a cubetexture
  83424. */
  83425. _bindFrameBuffer(faceIndex?: number): void;
  83426. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  83427. private renderToTarget;
  83428. /**
  83429. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  83430. * This allowed control for front to back rendering or reversly depending of the special needs.
  83431. *
  83432. * @param renderingGroupId The rendering group id corresponding to its index
  83433. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  83434. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  83435. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  83436. */
  83437. 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;
  83438. /**
  83439. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  83440. *
  83441. * @param renderingGroupId The rendering group id corresponding to its index
  83442. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  83443. */
  83444. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  83445. /**
  83446. * Clones the texture.
  83447. * @returns the cloned texture
  83448. */
  83449. clone(): RenderTargetTexture;
  83450. /**
  83451. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  83452. * @returns The JSON representation of the texture
  83453. */
  83454. serialize(): any;
  83455. /**
  83456. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  83457. */
  83458. disposeFramebufferObjects(): void;
  83459. /**
  83460. * Dispose the texture and release its associated resources.
  83461. */
  83462. dispose(): void;
  83463. /** @hidden */
  83464. _rebuild(): void;
  83465. /**
  83466. * Clear the info related to rendering groups preventing retention point in material dispose.
  83467. */
  83468. freeRenderingGroups(): void;
  83469. /**
  83470. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  83471. * @returns the view count
  83472. */
  83473. getViewCount(): number;
  83474. }
  83475. }
  83476. declare module BABYLON {
  83477. /**
  83478. * Base class for the main features of a material in Babylon.js
  83479. */
  83480. export class Material implements IAnimatable {
  83481. /**
  83482. * Returns the triangle fill mode
  83483. */
  83484. static readonly TriangleFillMode: number;
  83485. /**
  83486. * Returns the wireframe mode
  83487. */
  83488. static readonly WireFrameFillMode: number;
  83489. /**
  83490. * Returns the point fill mode
  83491. */
  83492. static readonly PointFillMode: number;
  83493. /**
  83494. * Returns the point list draw mode
  83495. */
  83496. static readonly PointListDrawMode: number;
  83497. /**
  83498. * Returns the line list draw mode
  83499. */
  83500. static readonly LineListDrawMode: number;
  83501. /**
  83502. * Returns the line loop draw mode
  83503. */
  83504. static readonly LineLoopDrawMode: number;
  83505. /**
  83506. * Returns the line strip draw mode
  83507. */
  83508. static readonly LineStripDrawMode: number;
  83509. /**
  83510. * Returns the triangle strip draw mode
  83511. */
  83512. static readonly TriangleStripDrawMode: number;
  83513. /**
  83514. * Returns the triangle fan draw mode
  83515. */
  83516. static readonly TriangleFanDrawMode: number;
  83517. /**
  83518. * Stores the clock-wise side orientation
  83519. */
  83520. static readonly ClockWiseSideOrientation: number;
  83521. /**
  83522. * Stores the counter clock-wise side orientation
  83523. */
  83524. static readonly CounterClockWiseSideOrientation: number;
  83525. /**
  83526. * The dirty texture flag value
  83527. */
  83528. static readonly TextureDirtyFlag: number;
  83529. /**
  83530. * The dirty light flag value
  83531. */
  83532. static readonly LightDirtyFlag: number;
  83533. /**
  83534. * The dirty fresnel flag value
  83535. */
  83536. static readonly FresnelDirtyFlag: number;
  83537. /**
  83538. * The dirty attribute flag value
  83539. */
  83540. static readonly AttributesDirtyFlag: number;
  83541. /**
  83542. * The dirty misc flag value
  83543. */
  83544. static readonly MiscDirtyFlag: number;
  83545. /**
  83546. * The all dirty flag value
  83547. */
  83548. static readonly AllDirtyFlag: number;
  83549. /**
  83550. * The ID of the material
  83551. */
  83552. id: string;
  83553. /**
  83554. * Gets or sets the unique id of the material
  83555. */
  83556. uniqueId: number;
  83557. /**
  83558. * The name of the material
  83559. */
  83560. name: string;
  83561. /**
  83562. * Gets or sets user defined metadata
  83563. */
  83564. metadata: any;
  83565. /**
  83566. * For internal use only. Please do not use.
  83567. */
  83568. reservedDataStore: any;
  83569. /**
  83570. * Specifies if the ready state should be checked on each call
  83571. */
  83572. checkReadyOnEveryCall: boolean;
  83573. /**
  83574. * Specifies if the ready state should be checked once
  83575. */
  83576. checkReadyOnlyOnce: boolean;
  83577. /**
  83578. * The state of the material
  83579. */
  83580. state: string;
  83581. /**
  83582. * The alpha value of the material
  83583. */
  83584. protected _alpha: number;
  83585. /**
  83586. * List of inspectable custom properties (used by the Inspector)
  83587. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83588. */
  83589. inspectableCustomProperties: IInspectable[];
  83590. /**
  83591. * Sets the alpha value of the material
  83592. */
  83593. /**
  83594. * Gets the alpha value of the material
  83595. */
  83596. alpha: number;
  83597. /**
  83598. * Specifies if back face culling is enabled
  83599. */
  83600. protected _backFaceCulling: boolean;
  83601. /**
  83602. * Sets the back-face culling state
  83603. */
  83604. /**
  83605. * Gets the back-face culling state
  83606. */
  83607. backFaceCulling: boolean;
  83608. /**
  83609. * Stores the value for side orientation
  83610. */
  83611. sideOrientation: number;
  83612. /**
  83613. * Callback triggered when the material is compiled
  83614. */
  83615. onCompiled: Nullable<(effect: Effect) => void>;
  83616. /**
  83617. * Callback triggered when an error occurs
  83618. */
  83619. onError: Nullable<(effect: Effect, errors: string) => void>;
  83620. /**
  83621. * Callback triggered to get the render target textures
  83622. */
  83623. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  83624. /**
  83625. * Gets a boolean indicating that current material needs to register RTT
  83626. */
  83627. readonly hasRenderTargetTextures: boolean;
  83628. /**
  83629. * Specifies if the material should be serialized
  83630. */
  83631. doNotSerialize: boolean;
  83632. /**
  83633. * @hidden
  83634. */
  83635. _storeEffectOnSubMeshes: boolean;
  83636. /**
  83637. * Stores the animations for the material
  83638. */
  83639. animations: Nullable<Array<Animation>>;
  83640. /**
  83641. * An event triggered when the material is disposed
  83642. */
  83643. onDisposeObservable: Observable<Material>;
  83644. /**
  83645. * An observer which watches for dispose events
  83646. */
  83647. private _onDisposeObserver;
  83648. private _onUnBindObservable;
  83649. /**
  83650. * Called during a dispose event
  83651. */
  83652. onDispose: () => void;
  83653. private _onBindObservable;
  83654. /**
  83655. * An event triggered when the material is bound
  83656. */
  83657. readonly onBindObservable: Observable<AbstractMesh>;
  83658. /**
  83659. * An observer which watches for bind events
  83660. */
  83661. private _onBindObserver;
  83662. /**
  83663. * Called during a bind event
  83664. */
  83665. onBind: (Mesh: AbstractMesh) => void;
  83666. /**
  83667. * An event triggered when the material is unbound
  83668. */
  83669. readonly onUnBindObservable: Observable<Material>;
  83670. /**
  83671. * Stores the value of the alpha mode
  83672. */
  83673. private _alphaMode;
  83674. /**
  83675. * Sets the value of the alpha mode.
  83676. *
  83677. * | Value | Type | Description |
  83678. * | --- | --- | --- |
  83679. * | 0 | ALPHA_DISABLE | |
  83680. * | 1 | ALPHA_ADD | |
  83681. * | 2 | ALPHA_COMBINE | |
  83682. * | 3 | ALPHA_SUBTRACT | |
  83683. * | 4 | ALPHA_MULTIPLY | |
  83684. * | 5 | ALPHA_MAXIMIZED | |
  83685. * | 6 | ALPHA_ONEONE | |
  83686. * | 7 | ALPHA_PREMULTIPLIED | |
  83687. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  83688. * | 9 | ALPHA_INTERPOLATE | |
  83689. * | 10 | ALPHA_SCREENMODE | |
  83690. *
  83691. */
  83692. /**
  83693. * Gets the value of the alpha mode
  83694. */
  83695. alphaMode: number;
  83696. /**
  83697. * Stores the state of the need depth pre-pass value
  83698. */
  83699. private _needDepthPrePass;
  83700. /**
  83701. * Sets the need depth pre-pass value
  83702. */
  83703. /**
  83704. * Gets the depth pre-pass value
  83705. */
  83706. needDepthPrePass: boolean;
  83707. /**
  83708. * Specifies if depth writing should be disabled
  83709. */
  83710. disableDepthWrite: boolean;
  83711. /**
  83712. * Specifies if depth writing should be forced
  83713. */
  83714. forceDepthWrite: boolean;
  83715. /**
  83716. * Specifies if there should be a separate pass for culling
  83717. */
  83718. separateCullingPass: boolean;
  83719. /**
  83720. * Stores the state specifing if fog should be enabled
  83721. */
  83722. private _fogEnabled;
  83723. /**
  83724. * Sets the state for enabling fog
  83725. */
  83726. /**
  83727. * Gets the value of the fog enabled state
  83728. */
  83729. fogEnabled: boolean;
  83730. /**
  83731. * Stores the size of points
  83732. */
  83733. pointSize: number;
  83734. /**
  83735. * Stores the z offset value
  83736. */
  83737. zOffset: number;
  83738. /**
  83739. * Gets a value specifying if wireframe mode is enabled
  83740. */
  83741. /**
  83742. * Sets the state of wireframe mode
  83743. */
  83744. wireframe: boolean;
  83745. /**
  83746. * Gets the value specifying if point clouds are enabled
  83747. */
  83748. /**
  83749. * Sets the state of point cloud mode
  83750. */
  83751. pointsCloud: boolean;
  83752. /**
  83753. * Gets the material fill mode
  83754. */
  83755. /**
  83756. * Sets the material fill mode
  83757. */
  83758. fillMode: number;
  83759. /**
  83760. * @hidden
  83761. * Stores the effects for the material
  83762. */
  83763. _effect: Nullable<Effect>;
  83764. /**
  83765. * @hidden
  83766. * Specifies if the material was previously ready
  83767. */
  83768. _wasPreviouslyReady: boolean;
  83769. /**
  83770. * Specifies if uniform buffers should be used
  83771. */
  83772. private _useUBO;
  83773. /**
  83774. * Stores a reference to the scene
  83775. */
  83776. private _scene;
  83777. /**
  83778. * Stores the fill mode state
  83779. */
  83780. private _fillMode;
  83781. /**
  83782. * Specifies if the depth write state should be cached
  83783. */
  83784. private _cachedDepthWriteState;
  83785. /**
  83786. * Stores the uniform buffer
  83787. */
  83788. protected _uniformBuffer: UniformBuffer;
  83789. /** @hidden */
  83790. _indexInSceneMaterialArray: number;
  83791. /** @hidden */
  83792. meshMap: Nullable<{
  83793. [id: string]: AbstractMesh | undefined;
  83794. }>;
  83795. /**
  83796. * Creates a material instance
  83797. * @param name defines the name of the material
  83798. * @param scene defines the scene to reference
  83799. * @param doNotAdd specifies if the material should be added to the scene
  83800. */
  83801. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  83802. /**
  83803. * Returns a string representation of the current material
  83804. * @param fullDetails defines a boolean indicating which levels of logging is desired
  83805. * @returns a string with material information
  83806. */
  83807. toString(fullDetails?: boolean): string;
  83808. /**
  83809. * Gets the class name of the material
  83810. * @returns a string with the class name of the material
  83811. */
  83812. getClassName(): string;
  83813. /**
  83814. * Specifies if updates for the material been locked
  83815. */
  83816. readonly isFrozen: boolean;
  83817. /**
  83818. * Locks updates for the material
  83819. */
  83820. freeze(): void;
  83821. /**
  83822. * Unlocks updates for the material
  83823. */
  83824. unfreeze(): void;
  83825. /**
  83826. * Specifies if the material is ready to be used
  83827. * @param mesh defines the mesh to check
  83828. * @param useInstances specifies if instances should be used
  83829. * @returns a boolean indicating if the material is ready to be used
  83830. */
  83831. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  83832. /**
  83833. * Specifies that the submesh is ready to be used
  83834. * @param mesh defines the mesh to check
  83835. * @param subMesh defines which submesh to check
  83836. * @param useInstances specifies that instances should be used
  83837. * @returns a boolean indicating that the submesh is ready or not
  83838. */
  83839. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  83840. /**
  83841. * Returns the material effect
  83842. * @returns the effect associated with the material
  83843. */
  83844. getEffect(): Nullable<Effect>;
  83845. /**
  83846. * Returns the current scene
  83847. * @returns a Scene
  83848. */
  83849. getScene(): Scene;
  83850. /**
  83851. * Specifies if the material will require alpha blending
  83852. * @returns a boolean specifying if alpha blending is needed
  83853. */
  83854. needAlphaBlending(): boolean;
  83855. /**
  83856. * Specifies if the mesh will require alpha blending
  83857. * @param mesh defines the mesh to check
  83858. * @returns a boolean specifying if alpha blending is needed for the mesh
  83859. */
  83860. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  83861. /**
  83862. * Specifies if this material should be rendered in alpha test mode
  83863. * @returns a boolean specifying if an alpha test is needed.
  83864. */
  83865. needAlphaTesting(): boolean;
  83866. /**
  83867. * Gets the texture used for the alpha test
  83868. * @returns the texture to use for alpha testing
  83869. */
  83870. getAlphaTestTexture(): Nullable<BaseTexture>;
  83871. /**
  83872. * Marks the material to indicate that it needs to be re-calculated
  83873. */
  83874. markDirty(): void;
  83875. /** @hidden */
  83876. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  83877. /**
  83878. * Binds the material to the mesh
  83879. * @param world defines the world transformation matrix
  83880. * @param mesh defines the mesh to bind the material to
  83881. */
  83882. bind(world: Matrix, mesh?: Mesh): void;
  83883. /**
  83884. * Binds the submesh to the material
  83885. * @param world defines the world transformation matrix
  83886. * @param mesh defines the mesh containing the submesh
  83887. * @param subMesh defines the submesh to bind the material to
  83888. */
  83889. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  83890. /**
  83891. * Binds the world matrix to the material
  83892. * @param world defines the world transformation matrix
  83893. */
  83894. bindOnlyWorldMatrix(world: Matrix): void;
  83895. /**
  83896. * Binds the scene's uniform buffer to the effect.
  83897. * @param effect defines the effect to bind to the scene uniform buffer
  83898. * @param sceneUbo defines the uniform buffer storing scene data
  83899. */
  83900. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  83901. /**
  83902. * Binds the view matrix to the effect
  83903. * @param effect defines the effect to bind the view matrix to
  83904. */
  83905. bindView(effect: Effect): void;
  83906. /**
  83907. * Binds the view projection matrix to the effect
  83908. * @param effect defines the effect to bind the view projection matrix to
  83909. */
  83910. bindViewProjection(effect: Effect): void;
  83911. /**
  83912. * Specifies if material alpha testing should be turned on for the mesh
  83913. * @param mesh defines the mesh to check
  83914. */
  83915. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  83916. /**
  83917. * Processes to execute after binding the material to a mesh
  83918. * @param mesh defines the rendered mesh
  83919. */
  83920. protected _afterBind(mesh?: Mesh): void;
  83921. /**
  83922. * Unbinds the material from the mesh
  83923. */
  83924. unbind(): void;
  83925. /**
  83926. * Gets the active textures from the material
  83927. * @returns an array of textures
  83928. */
  83929. getActiveTextures(): BaseTexture[];
  83930. /**
  83931. * Specifies if the material uses a texture
  83932. * @param texture defines the texture to check against the material
  83933. * @returns a boolean specifying if the material uses the texture
  83934. */
  83935. hasTexture(texture: BaseTexture): boolean;
  83936. /**
  83937. * Makes a duplicate of the material, and gives it a new name
  83938. * @param name defines the new name for the duplicated material
  83939. * @returns the cloned material
  83940. */
  83941. clone(name: string): Nullable<Material>;
  83942. /**
  83943. * Gets the meshes bound to the material
  83944. * @returns an array of meshes bound to the material
  83945. */
  83946. getBindedMeshes(): AbstractMesh[];
  83947. /**
  83948. * Force shader compilation
  83949. * @param mesh defines the mesh associated with this material
  83950. * @param onCompiled defines a function to execute once the material is compiled
  83951. * @param options defines the options to configure the compilation
  83952. */
  83953. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  83954. clipPlane: boolean;
  83955. }>): void;
  83956. /**
  83957. * Force shader compilation
  83958. * @param mesh defines the mesh that will use this material
  83959. * @param options defines additional options for compiling the shaders
  83960. * @returns a promise that resolves when the compilation completes
  83961. */
  83962. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  83963. clipPlane: boolean;
  83964. }>): Promise<void>;
  83965. private static readonly _AllDirtyCallBack;
  83966. private static readonly _ImageProcessingDirtyCallBack;
  83967. private static readonly _TextureDirtyCallBack;
  83968. private static readonly _FresnelDirtyCallBack;
  83969. private static readonly _MiscDirtyCallBack;
  83970. private static readonly _LightsDirtyCallBack;
  83971. private static readonly _AttributeDirtyCallBack;
  83972. private static _FresnelAndMiscDirtyCallBack;
  83973. private static _TextureAndMiscDirtyCallBack;
  83974. private static readonly _DirtyCallbackArray;
  83975. private static readonly _RunDirtyCallBacks;
  83976. /**
  83977. * Marks a define in the material to indicate that it needs to be re-computed
  83978. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  83979. */
  83980. markAsDirty(flag: number): void;
  83981. /**
  83982. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  83983. * @param func defines a function which checks material defines against the submeshes
  83984. */
  83985. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  83986. /**
  83987. * Indicates that we need to re-calculated for all submeshes
  83988. */
  83989. protected _markAllSubMeshesAsAllDirty(): void;
  83990. /**
  83991. * Indicates that image processing needs to be re-calculated for all submeshes
  83992. */
  83993. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  83994. /**
  83995. * Indicates that textures need to be re-calculated for all submeshes
  83996. */
  83997. protected _markAllSubMeshesAsTexturesDirty(): void;
  83998. /**
  83999. * Indicates that fresnel needs to be re-calculated for all submeshes
  84000. */
  84001. protected _markAllSubMeshesAsFresnelDirty(): void;
  84002. /**
  84003. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  84004. */
  84005. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  84006. /**
  84007. * Indicates that lights need to be re-calculated for all submeshes
  84008. */
  84009. protected _markAllSubMeshesAsLightsDirty(): void;
  84010. /**
  84011. * Indicates that attributes need to be re-calculated for all submeshes
  84012. */
  84013. protected _markAllSubMeshesAsAttributesDirty(): void;
  84014. /**
  84015. * Indicates that misc needs to be re-calculated for all submeshes
  84016. */
  84017. protected _markAllSubMeshesAsMiscDirty(): void;
  84018. /**
  84019. * Indicates that textures and misc need to be re-calculated for all submeshes
  84020. */
  84021. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  84022. /**
  84023. * Disposes the material
  84024. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84025. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84026. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84027. */
  84028. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84029. /** @hidden */
  84030. private releaseVertexArrayObject;
  84031. /**
  84032. * Serializes this material
  84033. * @returns the serialized material object
  84034. */
  84035. serialize(): any;
  84036. /**
  84037. * Creates a material from parsed material data
  84038. * @param parsedMaterial defines parsed material data
  84039. * @param scene defines the hosting scene
  84040. * @param rootUrl defines the root URL to use to load textures
  84041. * @returns a new material
  84042. */
  84043. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  84044. }
  84045. }
  84046. declare module BABYLON {
  84047. /**
  84048. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84049. * separate meshes. This can be use to improve performances.
  84050. * @see http://doc.babylonjs.com/how_to/multi_materials
  84051. */
  84052. export class MultiMaterial extends Material {
  84053. private _subMaterials;
  84054. /**
  84055. * Gets or Sets the list of Materials used within the multi material.
  84056. * They need to be ordered according to the submeshes order in the associated mesh
  84057. */
  84058. subMaterials: Nullable<Material>[];
  84059. /**
  84060. * Function used to align with Node.getChildren()
  84061. * @returns the list of Materials used within the multi material
  84062. */
  84063. getChildren(): Nullable<Material>[];
  84064. /**
  84065. * Instantiates a new Multi Material
  84066. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84067. * separate meshes. This can be use to improve performances.
  84068. * @see http://doc.babylonjs.com/how_to/multi_materials
  84069. * @param name Define the name in the scene
  84070. * @param scene Define the scene the material belongs to
  84071. */
  84072. constructor(name: string, scene: Scene);
  84073. private _hookArray;
  84074. /**
  84075. * Get one of the submaterial by its index in the submaterials array
  84076. * @param index The index to look the sub material at
  84077. * @returns The Material if the index has been defined
  84078. */
  84079. getSubMaterial(index: number): Nullable<Material>;
  84080. /**
  84081. * Get the list of active textures for the whole sub materials list.
  84082. * @returns All the textures that will be used during the rendering
  84083. */
  84084. getActiveTextures(): BaseTexture[];
  84085. /**
  84086. * Gets the current class name of the material e.g. "MultiMaterial"
  84087. * Mainly use in serialization.
  84088. * @returns the class name
  84089. */
  84090. getClassName(): string;
  84091. /**
  84092. * Checks if the material is ready to render the requested sub mesh
  84093. * @param mesh Define the mesh the submesh belongs to
  84094. * @param subMesh Define the sub mesh to look readyness for
  84095. * @param useInstances Define whether or not the material is used with instances
  84096. * @returns true if ready, otherwise false
  84097. */
  84098. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84099. /**
  84100. * Clones the current material and its related sub materials
  84101. * @param name Define the name of the newly cloned material
  84102. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  84103. * @returns the cloned material
  84104. */
  84105. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  84106. /**
  84107. * Serializes the materials into a JSON representation.
  84108. * @returns the JSON representation
  84109. */
  84110. serialize(): any;
  84111. /**
  84112. * Dispose the material and release its associated resources
  84113. * @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)
  84114. * @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)
  84115. * @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)
  84116. */
  84117. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  84118. /**
  84119. * Creates a MultiMaterial from parsed MultiMaterial data.
  84120. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  84121. * @param scene defines the hosting scene
  84122. * @returns a new MultiMaterial
  84123. */
  84124. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  84125. }
  84126. }
  84127. declare module BABYLON {
  84128. /**
  84129. * Base class for submeshes
  84130. */
  84131. export class BaseSubMesh {
  84132. /** @hidden */
  84133. _materialDefines: Nullable<MaterialDefines>;
  84134. /** @hidden */
  84135. _materialEffect: Nullable<Effect>;
  84136. /**
  84137. * Gets associated effect
  84138. */
  84139. readonly effect: Nullable<Effect>;
  84140. /**
  84141. * Sets associated effect (effect used to render this submesh)
  84142. * @param effect defines the effect to associate with
  84143. * @param defines defines the set of defines used to compile this effect
  84144. */
  84145. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  84146. }
  84147. /**
  84148. * Defines a subdivision inside a mesh
  84149. */
  84150. export class SubMesh extends BaseSubMesh implements ICullable {
  84151. /** the material index to use */
  84152. materialIndex: number;
  84153. /** vertex index start */
  84154. verticesStart: number;
  84155. /** vertices count */
  84156. verticesCount: number;
  84157. /** index start */
  84158. indexStart: number;
  84159. /** indices count */
  84160. indexCount: number;
  84161. /** @hidden */
  84162. _linesIndexCount: number;
  84163. private _mesh;
  84164. private _renderingMesh;
  84165. private _boundingInfo;
  84166. private _linesIndexBuffer;
  84167. /** @hidden */
  84168. _lastColliderWorldVertices: Nullable<Vector3[]>;
  84169. /** @hidden */
  84170. _trianglePlanes: Plane[];
  84171. /** @hidden */
  84172. _lastColliderTransformMatrix: Nullable<Matrix>;
  84173. /** @hidden */
  84174. _renderId: number;
  84175. /** @hidden */
  84176. _alphaIndex: number;
  84177. /** @hidden */
  84178. _distanceToCamera: number;
  84179. /** @hidden */
  84180. _id: number;
  84181. private _currentMaterial;
  84182. /**
  84183. * Add a new submesh to a mesh
  84184. * @param materialIndex defines the material index to use
  84185. * @param verticesStart defines vertex index start
  84186. * @param verticesCount defines vertices count
  84187. * @param indexStart defines index start
  84188. * @param indexCount defines indices count
  84189. * @param mesh defines the parent mesh
  84190. * @param renderingMesh defines an optional rendering mesh
  84191. * @param createBoundingBox defines if bounding box should be created for this submesh
  84192. * @returns the new submesh
  84193. */
  84194. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  84195. /**
  84196. * Creates a new submesh
  84197. * @param materialIndex defines the material index to use
  84198. * @param verticesStart defines vertex index start
  84199. * @param verticesCount defines vertices count
  84200. * @param indexStart defines index start
  84201. * @param indexCount defines indices count
  84202. * @param mesh defines the parent mesh
  84203. * @param renderingMesh defines an optional rendering mesh
  84204. * @param createBoundingBox defines if bounding box should be created for this submesh
  84205. */
  84206. constructor(
  84207. /** the material index to use */
  84208. materialIndex: number,
  84209. /** vertex index start */
  84210. verticesStart: number,
  84211. /** vertices count */
  84212. verticesCount: number,
  84213. /** index start */
  84214. indexStart: number,
  84215. /** indices count */
  84216. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  84217. /**
  84218. * Returns true if this submesh covers the entire parent mesh
  84219. * @ignorenaming
  84220. */
  84221. readonly IsGlobal: boolean;
  84222. /**
  84223. * Returns the submesh BoudingInfo object
  84224. * @returns current bounding info (or mesh's one if the submesh is global)
  84225. */
  84226. getBoundingInfo(): BoundingInfo;
  84227. /**
  84228. * Sets the submesh BoundingInfo
  84229. * @param boundingInfo defines the new bounding info to use
  84230. * @returns the SubMesh
  84231. */
  84232. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  84233. /**
  84234. * Returns the mesh of the current submesh
  84235. * @return the parent mesh
  84236. */
  84237. getMesh(): AbstractMesh;
  84238. /**
  84239. * Returns the rendering mesh of the submesh
  84240. * @returns the rendering mesh (could be different from parent mesh)
  84241. */
  84242. getRenderingMesh(): Mesh;
  84243. /**
  84244. * Returns the submesh material
  84245. * @returns null or the current material
  84246. */
  84247. getMaterial(): Nullable<Material>;
  84248. /**
  84249. * Sets a new updated BoundingInfo object to the submesh
  84250. * @param data defines an optional position array to use to determine the bounding info
  84251. * @returns the SubMesh
  84252. */
  84253. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  84254. /** @hidden */
  84255. _checkCollision(collider: Collider): boolean;
  84256. /**
  84257. * Updates the submesh BoundingInfo
  84258. * @param world defines the world matrix to use to update the bounding info
  84259. * @returns the submesh
  84260. */
  84261. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  84262. /**
  84263. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  84264. * @param frustumPlanes defines the frustum planes
  84265. * @returns true if the submesh is intersecting with the frustum
  84266. */
  84267. isInFrustum(frustumPlanes: Plane[]): boolean;
  84268. /**
  84269. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  84270. * @param frustumPlanes defines the frustum planes
  84271. * @returns true if the submesh is inside the frustum
  84272. */
  84273. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  84274. /**
  84275. * Renders the submesh
  84276. * @param enableAlphaMode defines if alpha needs to be used
  84277. * @returns the submesh
  84278. */
  84279. render(enableAlphaMode: boolean): SubMesh;
  84280. /**
  84281. * @hidden
  84282. */
  84283. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  84284. /**
  84285. * Checks if the submesh intersects with a ray
  84286. * @param ray defines the ray to test
  84287. * @returns true is the passed ray intersects the submesh bounding box
  84288. */
  84289. canIntersects(ray: Ray): boolean;
  84290. /**
  84291. * Intersects current submesh with a ray
  84292. * @param ray defines the ray to test
  84293. * @param positions defines mesh's positions array
  84294. * @param indices defines mesh's indices array
  84295. * @param fastCheck defines if only bounding info should be used
  84296. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  84297. * @returns intersection info or null if no intersection
  84298. */
  84299. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  84300. /** @hidden */
  84301. private _intersectLines;
  84302. /** @hidden */
  84303. private _intersectUnIndexedLines;
  84304. /** @hidden */
  84305. private _intersectTriangles;
  84306. /** @hidden */
  84307. private _intersectUnIndexedTriangles;
  84308. /** @hidden */
  84309. _rebuild(): void;
  84310. /**
  84311. * Creates a new submesh from the passed mesh
  84312. * @param newMesh defines the new hosting mesh
  84313. * @param newRenderingMesh defines an optional rendering mesh
  84314. * @returns the new submesh
  84315. */
  84316. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  84317. /**
  84318. * Release associated resources
  84319. */
  84320. dispose(): void;
  84321. /**
  84322. * Gets the class name
  84323. * @returns the string "SubMesh".
  84324. */
  84325. getClassName(): string;
  84326. /**
  84327. * Creates a new submesh from indices data
  84328. * @param materialIndex the index of the main mesh material
  84329. * @param startIndex the index where to start the copy in the mesh indices array
  84330. * @param indexCount the number of indices to copy then from the startIndex
  84331. * @param mesh the main mesh to create the submesh from
  84332. * @param renderingMesh the optional rendering mesh
  84333. * @returns a new submesh
  84334. */
  84335. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  84336. }
  84337. }
  84338. declare module BABYLON {
  84339. /**
  84340. * Class used to represent data loading progression
  84341. */
  84342. export class SceneLoaderFlags {
  84343. private static _ForceFullSceneLoadingForIncremental;
  84344. private static _ShowLoadingScreen;
  84345. private static _CleanBoneMatrixWeights;
  84346. private static _loggingLevel;
  84347. /**
  84348. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  84349. */
  84350. static ForceFullSceneLoadingForIncremental: boolean;
  84351. /**
  84352. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  84353. */
  84354. static ShowLoadingScreen: boolean;
  84355. /**
  84356. * Defines the current logging level (while loading the scene)
  84357. * @ignorenaming
  84358. */
  84359. static loggingLevel: number;
  84360. /**
  84361. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  84362. */
  84363. static CleanBoneMatrixWeights: boolean;
  84364. }
  84365. }
  84366. declare module BABYLON {
  84367. /**
  84368. * Class used to store geometry data (vertex buffers + index buffer)
  84369. */
  84370. export class Geometry implements IGetSetVerticesData {
  84371. /**
  84372. * Gets or sets the ID of the geometry
  84373. */
  84374. id: string;
  84375. /**
  84376. * Gets or sets the unique ID of the geometry
  84377. */
  84378. uniqueId: number;
  84379. /**
  84380. * Gets the delay loading state of the geometry (none by default which means not delayed)
  84381. */
  84382. delayLoadState: number;
  84383. /**
  84384. * Gets the file containing the data to load when running in delay load state
  84385. */
  84386. delayLoadingFile: Nullable<string>;
  84387. /**
  84388. * Callback called when the geometry is updated
  84389. */
  84390. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  84391. private _scene;
  84392. private _engine;
  84393. private _meshes;
  84394. private _totalVertices;
  84395. /** @hidden */
  84396. _indices: IndicesArray;
  84397. /** @hidden */
  84398. _vertexBuffers: {
  84399. [key: string]: VertexBuffer;
  84400. };
  84401. private _isDisposed;
  84402. private _extend;
  84403. private _boundingBias;
  84404. /** @hidden */
  84405. _delayInfo: Array<string>;
  84406. private _indexBuffer;
  84407. private _indexBufferIsUpdatable;
  84408. /** @hidden */
  84409. _boundingInfo: Nullable<BoundingInfo>;
  84410. /** @hidden */
  84411. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  84412. /** @hidden */
  84413. _softwareSkinningFrameId: number;
  84414. private _vertexArrayObjects;
  84415. private _updatable;
  84416. /** @hidden */
  84417. _positions: Nullable<Vector3[]>;
  84418. /**
  84419. * 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
  84420. */
  84421. /**
  84422. * 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
  84423. */
  84424. boundingBias: Vector2;
  84425. /**
  84426. * Static function used to attach a new empty geometry to a mesh
  84427. * @param mesh defines the mesh to attach the geometry to
  84428. * @returns the new Geometry
  84429. */
  84430. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  84431. /**
  84432. * Creates a new geometry
  84433. * @param id defines the unique ID
  84434. * @param scene defines the hosting scene
  84435. * @param vertexData defines the VertexData used to get geometry data
  84436. * @param updatable defines if geometry must be updatable (false by default)
  84437. * @param mesh defines the mesh that will be associated with the geometry
  84438. */
  84439. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  84440. /**
  84441. * Gets the current extend of the geometry
  84442. */
  84443. readonly extend: {
  84444. minimum: Vector3;
  84445. maximum: Vector3;
  84446. };
  84447. /**
  84448. * Gets the hosting scene
  84449. * @returns the hosting Scene
  84450. */
  84451. getScene(): Scene;
  84452. /**
  84453. * Gets the hosting engine
  84454. * @returns the hosting Engine
  84455. */
  84456. getEngine(): Engine;
  84457. /**
  84458. * Defines if the geometry is ready to use
  84459. * @returns true if the geometry is ready to be used
  84460. */
  84461. isReady(): boolean;
  84462. /**
  84463. * Gets a value indicating that the geometry should not be serialized
  84464. */
  84465. readonly doNotSerialize: boolean;
  84466. /** @hidden */
  84467. _rebuild(): void;
  84468. /**
  84469. * Affects all geometry data in one call
  84470. * @param vertexData defines the geometry data
  84471. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  84472. */
  84473. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  84474. /**
  84475. * Set specific vertex data
  84476. * @param kind defines the data kind (Position, normal, etc...)
  84477. * @param data defines the vertex data to use
  84478. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  84479. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  84480. */
  84481. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  84482. /**
  84483. * Removes a specific vertex data
  84484. * @param kind defines the data kind (Position, normal, etc...)
  84485. */
  84486. removeVerticesData(kind: string): void;
  84487. /**
  84488. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  84489. * @param buffer defines the vertex buffer to use
  84490. * @param totalVertices defines the total number of vertices for position kind (could be null)
  84491. */
  84492. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  84493. /**
  84494. * Update a specific vertex buffer
  84495. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  84496. * It will do nothing if the buffer is not updatable
  84497. * @param kind defines the data kind (Position, normal, etc...)
  84498. * @param data defines the data to use
  84499. * @param offset defines the offset in the target buffer where to store the data
  84500. * @param useBytes set to true if the offset is in bytes
  84501. */
  84502. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  84503. /**
  84504. * Update a specific vertex buffer
  84505. * This function will create a new buffer if the current one is not updatable
  84506. * @param kind defines the data kind (Position, normal, etc...)
  84507. * @param data defines the data to use
  84508. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  84509. */
  84510. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  84511. private _updateBoundingInfo;
  84512. /** @hidden */
  84513. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  84514. /**
  84515. * Gets total number of vertices
  84516. * @returns the total number of vertices
  84517. */
  84518. getTotalVertices(): number;
  84519. /**
  84520. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  84521. * @param kind defines the data kind (Position, normal, etc...)
  84522. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84523. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84524. * @returns a float array containing vertex data
  84525. */
  84526. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  84527. /**
  84528. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  84529. * @param kind defines the data kind (Position, normal, etc...)
  84530. * @returns true if the vertex buffer with the specified kind is updatable
  84531. */
  84532. isVertexBufferUpdatable(kind: string): boolean;
  84533. /**
  84534. * Gets a specific vertex buffer
  84535. * @param kind defines the data kind (Position, normal, etc...)
  84536. * @returns a VertexBuffer
  84537. */
  84538. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  84539. /**
  84540. * Returns all vertex buffers
  84541. * @return an object holding all vertex buffers indexed by kind
  84542. */
  84543. getVertexBuffers(): Nullable<{
  84544. [key: string]: VertexBuffer;
  84545. }>;
  84546. /**
  84547. * Gets a boolean indicating if specific vertex buffer is present
  84548. * @param kind defines the data kind (Position, normal, etc...)
  84549. * @returns true if data is present
  84550. */
  84551. isVerticesDataPresent(kind: string): boolean;
  84552. /**
  84553. * Gets a list of all attached data kinds (Position, normal, etc...)
  84554. * @returns a list of string containing all kinds
  84555. */
  84556. getVerticesDataKinds(): string[];
  84557. /**
  84558. * Update index buffer
  84559. * @param indices defines the indices to store in the index buffer
  84560. * @param offset defines the offset in the target buffer where to store the data
  84561. * @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)
  84562. */
  84563. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  84564. /**
  84565. * Creates a new index buffer
  84566. * @param indices defines the indices to store in the index buffer
  84567. * @param totalVertices defines the total number of vertices (could be null)
  84568. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  84569. */
  84570. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  84571. /**
  84572. * Return the total number of indices
  84573. * @returns the total number of indices
  84574. */
  84575. getTotalIndices(): number;
  84576. /**
  84577. * Gets the index buffer array
  84578. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84579. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84580. * @returns the index buffer array
  84581. */
  84582. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  84583. /**
  84584. * Gets the index buffer
  84585. * @return the index buffer
  84586. */
  84587. getIndexBuffer(): Nullable<DataBuffer>;
  84588. /** @hidden */
  84589. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  84590. /**
  84591. * Release the associated resources for a specific mesh
  84592. * @param mesh defines the source mesh
  84593. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  84594. */
  84595. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  84596. /**
  84597. * Apply current geometry to a given mesh
  84598. * @param mesh defines the mesh to apply geometry to
  84599. */
  84600. applyToMesh(mesh: Mesh): void;
  84601. private _updateExtend;
  84602. private _applyToMesh;
  84603. private notifyUpdate;
  84604. /**
  84605. * Load the geometry if it was flagged as delay loaded
  84606. * @param scene defines the hosting scene
  84607. * @param onLoaded defines a callback called when the geometry is loaded
  84608. */
  84609. load(scene: Scene, onLoaded?: () => void): void;
  84610. private _queueLoad;
  84611. /**
  84612. * Invert the geometry to move from a right handed system to a left handed one.
  84613. */
  84614. toLeftHanded(): void;
  84615. /** @hidden */
  84616. _resetPointsArrayCache(): void;
  84617. /** @hidden */
  84618. _generatePointsArray(): boolean;
  84619. /**
  84620. * Gets a value indicating if the geometry is disposed
  84621. * @returns true if the geometry was disposed
  84622. */
  84623. isDisposed(): boolean;
  84624. private _disposeVertexArrayObjects;
  84625. /**
  84626. * Free all associated resources
  84627. */
  84628. dispose(): void;
  84629. /**
  84630. * Clone the current geometry into a new geometry
  84631. * @param id defines the unique ID of the new geometry
  84632. * @returns a new geometry object
  84633. */
  84634. copy(id: string): Geometry;
  84635. /**
  84636. * Serialize the current geometry info (and not the vertices data) into a JSON object
  84637. * @return a JSON representation of the current geometry data (without the vertices data)
  84638. */
  84639. serialize(): any;
  84640. private toNumberArray;
  84641. /**
  84642. * Serialize all vertices data into a JSON oject
  84643. * @returns a JSON representation of the current geometry data
  84644. */
  84645. serializeVerticeData(): any;
  84646. /**
  84647. * Extracts a clone of a mesh geometry
  84648. * @param mesh defines the source mesh
  84649. * @param id defines the unique ID of the new geometry object
  84650. * @returns the new geometry object
  84651. */
  84652. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  84653. /**
  84654. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  84655. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  84656. * Be aware Math.random() could cause collisions, but:
  84657. * "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"
  84658. * @returns a string containing a new GUID
  84659. */
  84660. static RandomId(): string;
  84661. /** @hidden */
  84662. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  84663. private static _CleanMatricesWeights;
  84664. /**
  84665. * Create a new geometry from persisted data (Using .babylon file format)
  84666. * @param parsedVertexData defines the persisted data
  84667. * @param scene defines the hosting scene
  84668. * @param rootUrl defines the root url to use to load assets (like delayed data)
  84669. * @returns the new geometry object
  84670. */
  84671. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  84672. }
  84673. }
  84674. declare module BABYLON {
  84675. /**
  84676. * Define an interface for all classes that will get and set the data on vertices
  84677. */
  84678. export interface IGetSetVerticesData {
  84679. /**
  84680. * Gets a boolean indicating if specific vertex data is present
  84681. * @param kind defines the vertex data kind to use
  84682. * @returns true is data kind is present
  84683. */
  84684. isVerticesDataPresent(kind: string): boolean;
  84685. /**
  84686. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  84687. * @param kind defines the data kind (Position, normal, etc...)
  84688. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84689. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84690. * @returns a float array containing vertex data
  84691. */
  84692. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  84693. /**
  84694. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  84695. * @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.
  84696. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84697. * @returns the indices array or an empty array if the mesh has no geometry
  84698. */
  84699. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  84700. /**
  84701. * Set specific vertex data
  84702. * @param kind defines the data kind (Position, normal, etc...)
  84703. * @param data defines the vertex data to use
  84704. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  84705. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  84706. */
  84707. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  84708. /**
  84709. * Update a specific associated vertex buffer
  84710. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  84711. * - VertexBuffer.PositionKind
  84712. * - VertexBuffer.UVKind
  84713. * - VertexBuffer.UV2Kind
  84714. * - VertexBuffer.UV3Kind
  84715. * - VertexBuffer.UV4Kind
  84716. * - VertexBuffer.UV5Kind
  84717. * - VertexBuffer.UV6Kind
  84718. * - VertexBuffer.ColorKind
  84719. * - VertexBuffer.MatricesIndicesKind
  84720. * - VertexBuffer.MatricesIndicesExtraKind
  84721. * - VertexBuffer.MatricesWeightsKind
  84722. * - VertexBuffer.MatricesWeightsExtraKind
  84723. * @param data defines the data source
  84724. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  84725. * @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)
  84726. */
  84727. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  84728. /**
  84729. * Creates a new index buffer
  84730. * @param indices defines the indices to store in the index buffer
  84731. * @param totalVertices defines the total number of vertices (could be null)
  84732. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  84733. */
  84734. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  84735. }
  84736. /**
  84737. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  84738. */
  84739. export class VertexData {
  84740. /**
  84741. * Mesh side orientation : usually the external or front surface
  84742. */
  84743. static readonly FRONTSIDE: number;
  84744. /**
  84745. * Mesh side orientation : usually the internal or back surface
  84746. */
  84747. static readonly BACKSIDE: number;
  84748. /**
  84749. * Mesh side orientation : both internal and external or front and back surfaces
  84750. */
  84751. static readonly DOUBLESIDE: number;
  84752. /**
  84753. * Mesh side orientation : by default, `FRONTSIDE`
  84754. */
  84755. static readonly DEFAULTSIDE: number;
  84756. /**
  84757. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  84758. */
  84759. positions: Nullable<FloatArray>;
  84760. /**
  84761. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  84762. */
  84763. normals: Nullable<FloatArray>;
  84764. /**
  84765. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  84766. */
  84767. tangents: Nullable<FloatArray>;
  84768. /**
  84769. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84770. */
  84771. uvs: Nullable<FloatArray>;
  84772. /**
  84773. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84774. */
  84775. uvs2: Nullable<FloatArray>;
  84776. /**
  84777. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84778. */
  84779. uvs3: Nullable<FloatArray>;
  84780. /**
  84781. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84782. */
  84783. uvs4: Nullable<FloatArray>;
  84784. /**
  84785. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84786. */
  84787. uvs5: Nullable<FloatArray>;
  84788. /**
  84789. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84790. */
  84791. uvs6: Nullable<FloatArray>;
  84792. /**
  84793. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  84794. */
  84795. colors: Nullable<FloatArray>;
  84796. /**
  84797. * 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).
  84798. */
  84799. matricesIndices: Nullable<FloatArray>;
  84800. /**
  84801. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  84802. */
  84803. matricesWeights: Nullable<FloatArray>;
  84804. /**
  84805. * An array extending the number of possible indices
  84806. */
  84807. matricesIndicesExtra: Nullable<FloatArray>;
  84808. /**
  84809. * An array extending the number of possible weights when the number of indices is extended
  84810. */
  84811. matricesWeightsExtra: Nullable<FloatArray>;
  84812. /**
  84813. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  84814. */
  84815. indices: Nullable<IndicesArray>;
  84816. /**
  84817. * Uses the passed data array to set the set the values for the specified kind of data
  84818. * @param data a linear array of floating numbers
  84819. * @param kind the type of data that is being set, eg positions, colors etc
  84820. */
  84821. set(data: FloatArray, kind: string): void;
  84822. /**
  84823. * Associates the vertexData to the passed Mesh.
  84824. * Sets it as updatable or not (default `false`)
  84825. * @param mesh the mesh the vertexData is applied to
  84826. * @param updatable when used and having the value true allows new data to update the vertexData
  84827. * @returns the VertexData
  84828. */
  84829. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  84830. /**
  84831. * Associates the vertexData to the passed Geometry.
  84832. * Sets it as updatable or not (default `false`)
  84833. * @param geometry the geometry the vertexData is applied to
  84834. * @param updatable when used and having the value true allows new data to update the vertexData
  84835. * @returns VertexData
  84836. */
  84837. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  84838. /**
  84839. * Updates the associated mesh
  84840. * @param mesh the mesh to be updated
  84841. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  84842. * @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
  84843. * @returns VertexData
  84844. */
  84845. updateMesh(mesh: Mesh): VertexData;
  84846. /**
  84847. * Updates the associated geometry
  84848. * @param geometry the geometry to be updated
  84849. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  84850. * @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
  84851. * @returns VertexData.
  84852. */
  84853. updateGeometry(geometry: Geometry): VertexData;
  84854. private _applyTo;
  84855. private _update;
  84856. /**
  84857. * Transforms each position and each normal of the vertexData according to the passed Matrix
  84858. * @param matrix the transforming matrix
  84859. * @returns the VertexData
  84860. */
  84861. transform(matrix: Matrix): VertexData;
  84862. /**
  84863. * Merges the passed VertexData into the current one
  84864. * @param other the VertexData to be merged into the current one
  84865. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  84866. * @returns the modified VertexData
  84867. */
  84868. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  84869. private _mergeElement;
  84870. private _validate;
  84871. /**
  84872. * Serializes the VertexData
  84873. * @returns a serialized object
  84874. */
  84875. serialize(): any;
  84876. /**
  84877. * Extracts the vertexData from a mesh
  84878. * @param mesh the mesh from which to extract the VertexData
  84879. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  84880. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  84881. * @returns the object VertexData associated to the passed mesh
  84882. */
  84883. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  84884. /**
  84885. * Extracts the vertexData from the geometry
  84886. * @param geometry the geometry from which to extract the VertexData
  84887. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  84888. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  84889. * @returns the object VertexData associated to the passed mesh
  84890. */
  84891. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  84892. private static _ExtractFrom;
  84893. /**
  84894. * Creates the VertexData for a Ribbon
  84895. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  84896. * * pathArray array of paths, each of which an array of successive Vector3
  84897. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  84898. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  84899. * * 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
  84900. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84901. * * 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)
  84902. * * 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)
  84903. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  84904. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  84905. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  84906. * @returns the VertexData of the ribbon
  84907. */
  84908. static CreateRibbon(options: {
  84909. pathArray: Vector3[][];
  84910. closeArray?: boolean;
  84911. closePath?: boolean;
  84912. offset?: number;
  84913. sideOrientation?: number;
  84914. frontUVs?: Vector4;
  84915. backUVs?: Vector4;
  84916. invertUV?: boolean;
  84917. uvs?: Vector2[];
  84918. colors?: Color4[];
  84919. }): VertexData;
  84920. /**
  84921. * Creates the VertexData for a box
  84922. * @param options an object used to set the following optional parameters for the box, required but can be empty
  84923. * * size sets the width, height and depth of the box to the value of size, optional default 1
  84924. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  84925. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  84926. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  84927. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  84928. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  84929. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84930. * * 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)
  84931. * * 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)
  84932. * @returns the VertexData of the box
  84933. */
  84934. static CreateBox(options: {
  84935. size?: number;
  84936. width?: number;
  84937. height?: number;
  84938. depth?: number;
  84939. faceUV?: Vector4[];
  84940. faceColors?: Color4[];
  84941. sideOrientation?: number;
  84942. frontUVs?: Vector4;
  84943. backUVs?: Vector4;
  84944. }): VertexData;
  84945. /**
  84946. * Creates the VertexData for a tiled box
  84947. * @param options an object used to set the following optional parameters for the box, required but can be empty
  84948. * * faceTiles sets the pattern, tile size and number of tiles for a face
  84949. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  84950. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  84951. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84952. * @returns the VertexData of the box
  84953. */
  84954. static CreateTiledBox(options: {
  84955. pattern?: number;
  84956. width?: number;
  84957. height?: number;
  84958. depth?: number;
  84959. tileSize?: number;
  84960. tileWidth?: number;
  84961. tileHeight?: number;
  84962. alignHorizontal?: number;
  84963. alignVertical?: number;
  84964. faceUV?: Vector4[];
  84965. faceColors?: Color4[];
  84966. sideOrientation?: number;
  84967. }): VertexData;
  84968. /**
  84969. * Creates the VertexData for a tiled plane
  84970. * @param options an object used to set the following optional parameters for the box, required but can be empty
  84971. * * pattern a limited pattern arrangement depending on the number
  84972. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  84973. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  84974. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  84975. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84976. * * 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)
  84977. * * 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)
  84978. * @returns the VertexData of the tiled plane
  84979. */
  84980. static CreateTiledPlane(options: {
  84981. pattern?: number;
  84982. tileSize?: number;
  84983. tileWidth?: number;
  84984. tileHeight?: number;
  84985. size?: number;
  84986. width?: number;
  84987. height?: number;
  84988. alignHorizontal?: number;
  84989. alignVertical?: number;
  84990. sideOrientation?: number;
  84991. frontUVs?: Vector4;
  84992. backUVs?: Vector4;
  84993. }): VertexData;
  84994. /**
  84995. * Creates the VertexData for an ellipsoid, defaults to a sphere
  84996. * @param options an object used to set the following optional parameters for the box, required but can be empty
  84997. * * segments sets the number of horizontal strips optional, default 32
  84998. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  84999. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  85000. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  85001. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  85002. * * 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
  85003. * * 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
  85004. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85005. * * 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)
  85006. * * 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)
  85007. * @returns the VertexData of the ellipsoid
  85008. */
  85009. static CreateSphere(options: {
  85010. segments?: number;
  85011. diameter?: number;
  85012. diameterX?: number;
  85013. diameterY?: number;
  85014. diameterZ?: number;
  85015. arc?: number;
  85016. slice?: number;
  85017. sideOrientation?: number;
  85018. frontUVs?: Vector4;
  85019. backUVs?: Vector4;
  85020. }): VertexData;
  85021. /**
  85022. * Creates the VertexData for a cylinder, cone or prism
  85023. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85024. * * height sets the height (y direction) of the cylinder, optional, default 2
  85025. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  85026. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  85027. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  85028. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85029. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  85030. * * 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
  85031. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85032. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85033. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  85034. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  85035. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85036. * * 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)
  85037. * * 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)
  85038. * @returns the VertexData of the cylinder, cone or prism
  85039. */
  85040. static CreateCylinder(options: {
  85041. height?: number;
  85042. diameterTop?: number;
  85043. diameterBottom?: number;
  85044. diameter?: number;
  85045. tessellation?: number;
  85046. subdivisions?: number;
  85047. arc?: number;
  85048. faceColors?: Color4[];
  85049. faceUV?: Vector4[];
  85050. hasRings?: boolean;
  85051. enclose?: boolean;
  85052. sideOrientation?: number;
  85053. frontUVs?: Vector4;
  85054. backUVs?: Vector4;
  85055. }): VertexData;
  85056. /**
  85057. * Creates the VertexData for a torus
  85058. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85059. * * diameter the diameter of the torus, optional default 1
  85060. * * thickness the diameter of the tube forming the torus, optional default 0.5
  85061. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85062. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85063. * * 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)
  85064. * * 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)
  85065. * @returns the VertexData of the torus
  85066. */
  85067. static CreateTorus(options: {
  85068. diameter?: number;
  85069. thickness?: number;
  85070. tessellation?: number;
  85071. sideOrientation?: number;
  85072. frontUVs?: Vector4;
  85073. backUVs?: Vector4;
  85074. }): VertexData;
  85075. /**
  85076. * Creates the VertexData of the LineSystem
  85077. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  85078. * - lines an array of lines, each line being an array of successive Vector3
  85079. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  85080. * @returns the VertexData of the LineSystem
  85081. */
  85082. static CreateLineSystem(options: {
  85083. lines: Vector3[][];
  85084. colors?: Nullable<Color4[][]>;
  85085. }): VertexData;
  85086. /**
  85087. * Create the VertexData for a DashedLines
  85088. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  85089. * - points an array successive Vector3
  85090. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  85091. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  85092. * - dashNb the intended total number of dashes, optional, default 200
  85093. * @returns the VertexData for the DashedLines
  85094. */
  85095. static CreateDashedLines(options: {
  85096. points: Vector3[];
  85097. dashSize?: number;
  85098. gapSize?: number;
  85099. dashNb?: number;
  85100. }): VertexData;
  85101. /**
  85102. * Creates the VertexData for a Ground
  85103. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85104. * - width the width (x direction) of the ground, optional, default 1
  85105. * - height the height (z direction) of the ground, optional, default 1
  85106. * - subdivisions the number of subdivisions per side, optional, default 1
  85107. * @returns the VertexData of the Ground
  85108. */
  85109. static CreateGround(options: {
  85110. width?: number;
  85111. height?: number;
  85112. subdivisions?: number;
  85113. subdivisionsX?: number;
  85114. subdivisionsY?: number;
  85115. }): VertexData;
  85116. /**
  85117. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  85118. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85119. * * xmin the ground minimum X coordinate, optional, default -1
  85120. * * zmin the ground minimum Z coordinate, optional, default -1
  85121. * * xmax the ground maximum X coordinate, optional, default 1
  85122. * * zmax the ground maximum Z coordinate, optional, default 1
  85123. * * 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}
  85124. * * 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}
  85125. * @returns the VertexData of the TiledGround
  85126. */
  85127. static CreateTiledGround(options: {
  85128. xmin: number;
  85129. zmin: number;
  85130. xmax: number;
  85131. zmax: number;
  85132. subdivisions?: {
  85133. w: number;
  85134. h: number;
  85135. };
  85136. precision?: {
  85137. w: number;
  85138. h: number;
  85139. };
  85140. }): VertexData;
  85141. /**
  85142. * Creates the VertexData of the Ground designed from a heightmap
  85143. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  85144. * * width the width (x direction) of the ground
  85145. * * height the height (z direction) of the ground
  85146. * * subdivisions the number of subdivisions per side
  85147. * * minHeight the minimum altitude on the ground, optional, default 0
  85148. * * maxHeight the maximum altitude on the ground, optional default 1
  85149. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  85150. * * buffer the array holding the image color data
  85151. * * bufferWidth the width of image
  85152. * * bufferHeight the height of image
  85153. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  85154. * @returns the VertexData of the Ground designed from a heightmap
  85155. */
  85156. static CreateGroundFromHeightMap(options: {
  85157. width: number;
  85158. height: number;
  85159. subdivisions: number;
  85160. minHeight: number;
  85161. maxHeight: number;
  85162. colorFilter: Color3;
  85163. buffer: Uint8Array;
  85164. bufferWidth: number;
  85165. bufferHeight: number;
  85166. alphaFilter: number;
  85167. }): VertexData;
  85168. /**
  85169. * Creates the VertexData for a Plane
  85170. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  85171. * * size sets the width and height of the plane to the value of size, optional default 1
  85172. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  85173. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  85174. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85175. * * 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)
  85176. * * 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)
  85177. * @returns the VertexData of the box
  85178. */
  85179. static CreatePlane(options: {
  85180. size?: number;
  85181. width?: number;
  85182. height?: number;
  85183. sideOrientation?: number;
  85184. frontUVs?: Vector4;
  85185. backUVs?: Vector4;
  85186. }): VertexData;
  85187. /**
  85188. * Creates the VertexData of the Disc or regular Polygon
  85189. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  85190. * * radius the radius of the disc, optional default 0.5
  85191. * * tessellation the number of polygon sides, optional, default 64
  85192. * * 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
  85193. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85194. * * 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)
  85195. * * 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)
  85196. * @returns the VertexData of the box
  85197. */
  85198. static CreateDisc(options: {
  85199. radius?: number;
  85200. tessellation?: number;
  85201. arc?: number;
  85202. sideOrientation?: number;
  85203. frontUVs?: Vector4;
  85204. backUVs?: Vector4;
  85205. }): VertexData;
  85206. /**
  85207. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  85208. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  85209. * @param polygon a mesh built from polygonTriangulation.build()
  85210. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85211. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85212. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85213. * @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)
  85214. * @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)
  85215. * @returns the VertexData of the Polygon
  85216. */
  85217. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  85218. /**
  85219. * Creates the VertexData of the IcoSphere
  85220. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  85221. * * radius the radius of the IcoSphere, optional default 1
  85222. * * radiusX allows stretching in the x direction, optional, default radius
  85223. * * radiusY allows stretching in the y direction, optional, default radius
  85224. * * radiusZ allows stretching in the z direction, optional, default radius
  85225. * * flat when true creates a flat shaded mesh, optional, default true
  85226. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  85227. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85228. * * 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)
  85229. * * 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)
  85230. * @returns the VertexData of the IcoSphere
  85231. */
  85232. static CreateIcoSphere(options: {
  85233. radius?: number;
  85234. radiusX?: number;
  85235. radiusY?: number;
  85236. radiusZ?: number;
  85237. flat?: boolean;
  85238. subdivisions?: number;
  85239. sideOrientation?: number;
  85240. frontUVs?: Vector4;
  85241. backUVs?: Vector4;
  85242. }): VertexData;
  85243. /**
  85244. * Creates the VertexData for a Polyhedron
  85245. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  85246. * * type provided types are:
  85247. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  85248. * * 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)
  85249. * * size the size of the IcoSphere, optional default 1
  85250. * * sizeX allows stretching in the x direction, optional, default size
  85251. * * sizeY allows stretching in the y direction, optional, default size
  85252. * * sizeZ allows stretching in the z direction, optional, default size
  85253. * * 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
  85254. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85255. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85256. * * flat when true creates a flat shaded mesh, optional, default true
  85257. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  85258. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85259. * * 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)
  85260. * * 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)
  85261. * @returns the VertexData of the Polyhedron
  85262. */
  85263. static CreatePolyhedron(options: {
  85264. type?: number;
  85265. size?: number;
  85266. sizeX?: number;
  85267. sizeY?: number;
  85268. sizeZ?: number;
  85269. custom?: any;
  85270. faceUV?: Vector4[];
  85271. faceColors?: Color4[];
  85272. flat?: boolean;
  85273. sideOrientation?: number;
  85274. frontUVs?: Vector4;
  85275. backUVs?: Vector4;
  85276. }): VertexData;
  85277. /**
  85278. * Creates the VertexData for a TorusKnot
  85279. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  85280. * * radius the radius of the torus knot, optional, default 2
  85281. * * tube the thickness of the tube, optional, default 0.5
  85282. * * radialSegments the number of sides on each tube segments, optional, default 32
  85283. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  85284. * * p the number of windings around the z axis, optional, default 2
  85285. * * q the number of windings around the x axis, optional, default 3
  85286. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85287. * * 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)
  85288. * * 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)
  85289. * @returns the VertexData of the Torus Knot
  85290. */
  85291. static CreateTorusKnot(options: {
  85292. radius?: number;
  85293. tube?: number;
  85294. radialSegments?: number;
  85295. tubularSegments?: number;
  85296. p?: number;
  85297. q?: number;
  85298. sideOrientation?: number;
  85299. frontUVs?: Vector4;
  85300. backUVs?: Vector4;
  85301. }): VertexData;
  85302. /**
  85303. * Compute normals for given positions and indices
  85304. * @param positions an array of vertex positions, [...., x, y, z, ......]
  85305. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  85306. * @param normals an array of vertex normals, [...., x, y, z, ......]
  85307. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  85308. * * facetNormals : optional array of facet normals (vector3)
  85309. * * facetPositions : optional array of facet positions (vector3)
  85310. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  85311. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  85312. * * bInfo : optional bounding info, required for facetPartitioning computation
  85313. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  85314. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  85315. * * useRightHandedSystem: optional boolean to for right handed system computation
  85316. * * depthSort : optional boolean to enable the facet depth sort computation
  85317. * * distanceTo : optional Vector3 to compute the facet depth from this location
  85318. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  85319. */
  85320. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  85321. facetNormals?: any;
  85322. facetPositions?: any;
  85323. facetPartitioning?: any;
  85324. ratio?: number;
  85325. bInfo?: any;
  85326. bbSize?: Vector3;
  85327. subDiv?: any;
  85328. useRightHandedSystem?: boolean;
  85329. depthSort?: boolean;
  85330. distanceTo?: Vector3;
  85331. depthSortedFacets?: any;
  85332. }): void;
  85333. /** @hidden */
  85334. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  85335. /**
  85336. * Applies VertexData created from the imported parameters to the geometry
  85337. * @param parsedVertexData the parsed data from an imported file
  85338. * @param geometry the geometry to apply the VertexData to
  85339. */
  85340. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  85341. }
  85342. }
  85343. declare module BABYLON {
  85344. /**
  85345. * Defines a target to use with MorphTargetManager
  85346. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85347. */
  85348. export class MorphTarget implements IAnimatable {
  85349. /** defines the name of the target */
  85350. name: string;
  85351. /**
  85352. * Gets or sets the list of animations
  85353. */
  85354. animations: Animation[];
  85355. private _scene;
  85356. private _positions;
  85357. private _normals;
  85358. private _tangents;
  85359. private _uvs;
  85360. private _influence;
  85361. /**
  85362. * Observable raised when the influence changes
  85363. */
  85364. onInfluenceChanged: Observable<boolean>;
  85365. /** @hidden */
  85366. _onDataLayoutChanged: Observable<void>;
  85367. /**
  85368. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  85369. */
  85370. influence: number;
  85371. /**
  85372. * Gets or sets the id of the morph Target
  85373. */
  85374. id: string;
  85375. private _animationPropertiesOverride;
  85376. /**
  85377. * Gets or sets the animation properties override
  85378. */
  85379. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  85380. /**
  85381. * Creates a new MorphTarget
  85382. * @param name defines the name of the target
  85383. * @param influence defines the influence to use
  85384. * @param scene defines the scene the morphtarget belongs to
  85385. */
  85386. constructor(
  85387. /** defines the name of the target */
  85388. name: string, influence?: number, scene?: Nullable<Scene>);
  85389. /**
  85390. * Gets a boolean defining if the target contains position data
  85391. */
  85392. readonly hasPositions: boolean;
  85393. /**
  85394. * Gets a boolean defining if the target contains normal data
  85395. */
  85396. readonly hasNormals: boolean;
  85397. /**
  85398. * Gets a boolean defining if the target contains tangent data
  85399. */
  85400. readonly hasTangents: boolean;
  85401. /**
  85402. * Gets a boolean defining if the target contains texture coordinates data
  85403. */
  85404. readonly hasUVs: boolean;
  85405. /**
  85406. * Affects position data to this target
  85407. * @param data defines the position data to use
  85408. */
  85409. setPositions(data: Nullable<FloatArray>): void;
  85410. /**
  85411. * Gets the position data stored in this target
  85412. * @returns a FloatArray containing the position data (or null if not present)
  85413. */
  85414. getPositions(): Nullable<FloatArray>;
  85415. /**
  85416. * Affects normal data to this target
  85417. * @param data defines the normal data to use
  85418. */
  85419. setNormals(data: Nullable<FloatArray>): void;
  85420. /**
  85421. * Gets the normal data stored in this target
  85422. * @returns a FloatArray containing the normal data (or null if not present)
  85423. */
  85424. getNormals(): Nullable<FloatArray>;
  85425. /**
  85426. * Affects tangent data to this target
  85427. * @param data defines the tangent data to use
  85428. */
  85429. setTangents(data: Nullable<FloatArray>): void;
  85430. /**
  85431. * Gets the tangent data stored in this target
  85432. * @returns a FloatArray containing the tangent data (or null if not present)
  85433. */
  85434. getTangents(): Nullable<FloatArray>;
  85435. /**
  85436. * Affects texture coordinates data to this target
  85437. * @param data defines the texture coordinates data to use
  85438. */
  85439. setUVs(data: Nullable<FloatArray>): void;
  85440. /**
  85441. * Gets the texture coordinates data stored in this target
  85442. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  85443. */
  85444. getUVs(): Nullable<FloatArray>;
  85445. /**
  85446. * Serializes the current target into a Serialization object
  85447. * @returns the serialized object
  85448. */
  85449. serialize(): any;
  85450. /**
  85451. * Returns the string "MorphTarget"
  85452. * @returns "MorphTarget"
  85453. */
  85454. getClassName(): string;
  85455. /**
  85456. * Creates a new target from serialized data
  85457. * @param serializationObject defines the serialized data to use
  85458. * @returns a new MorphTarget
  85459. */
  85460. static Parse(serializationObject: any): MorphTarget;
  85461. /**
  85462. * Creates a MorphTarget from mesh data
  85463. * @param mesh defines the source mesh
  85464. * @param name defines the name to use for the new target
  85465. * @param influence defines the influence to attach to the target
  85466. * @returns a new MorphTarget
  85467. */
  85468. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  85469. }
  85470. }
  85471. declare module BABYLON {
  85472. /**
  85473. * This class is used to deform meshes using morphing between different targets
  85474. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85475. */
  85476. export class MorphTargetManager {
  85477. private _targets;
  85478. private _targetInfluenceChangedObservers;
  85479. private _targetDataLayoutChangedObservers;
  85480. private _activeTargets;
  85481. private _scene;
  85482. private _influences;
  85483. private _supportsNormals;
  85484. private _supportsTangents;
  85485. private _supportsUVs;
  85486. private _vertexCount;
  85487. private _uniqueId;
  85488. private _tempInfluences;
  85489. /**
  85490. * Gets or sets a boolean indicating if normals must be morphed
  85491. */
  85492. enableNormalMorphing: boolean;
  85493. /**
  85494. * Gets or sets a boolean indicating if tangents must be morphed
  85495. */
  85496. enableTangentMorphing: boolean;
  85497. /**
  85498. * Gets or sets a boolean indicating if UV must be morphed
  85499. */
  85500. enableUVMorphing: boolean;
  85501. /**
  85502. * Creates a new MorphTargetManager
  85503. * @param scene defines the current scene
  85504. */
  85505. constructor(scene?: Nullable<Scene>);
  85506. /**
  85507. * Gets the unique ID of this manager
  85508. */
  85509. readonly uniqueId: number;
  85510. /**
  85511. * Gets the number of vertices handled by this manager
  85512. */
  85513. readonly vertexCount: number;
  85514. /**
  85515. * Gets a boolean indicating if this manager supports morphing of normals
  85516. */
  85517. readonly supportsNormals: boolean;
  85518. /**
  85519. * Gets a boolean indicating if this manager supports morphing of tangents
  85520. */
  85521. readonly supportsTangents: boolean;
  85522. /**
  85523. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  85524. */
  85525. readonly supportsUVs: boolean;
  85526. /**
  85527. * Gets the number of targets stored in this manager
  85528. */
  85529. readonly numTargets: number;
  85530. /**
  85531. * Gets the number of influencers (ie. the number of targets with influences > 0)
  85532. */
  85533. readonly numInfluencers: number;
  85534. /**
  85535. * Gets the list of influences (one per target)
  85536. */
  85537. readonly influences: Float32Array;
  85538. /**
  85539. * Gets the active target at specified index. An active target is a target with an influence > 0
  85540. * @param index defines the index to check
  85541. * @returns the requested target
  85542. */
  85543. getActiveTarget(index: number): MorphTarget;
  85544. /**
  85545. * Gets the target at specified index
  85546. * @param index defines the index to check
  85547. * @returns the requested target
  85548. */
  85549. getTarget(index: number): MorphTarget;
  85550. /**
  85551. * Add a new target to this manager
  85552. * @param target defines the target to add
  85553. */
  85554. addTarget(target: MorphTarget): void;
  85555. /**
  85556. * Removes a target from the manager
  85557. * @param target defines the target to remove
  85558. */
  85559. removeTarget(target: MorphTarget): void;
  85560. /**
  85561. * Serializes the current manager into a Serialization object
  85562. * @returns the serialized object
  85563. */
  85564. serialize(): any;
  85565. private _syncActiveTargets;
  85566. /**
  85567. * Syncrhonize the targets with all the meshes using this morph target manager
  85568. */
  85569. synchronize(): void;
  85570. /**
  85571. * Creates a new MorphTargetManager from serialized data
  85572. * @param serializationObject defines the serialized data
  85573. * @param scene defines the hosting scene
  85574. * @returns the new MorphTargetManager
  85575. */
  85576. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  85577. }
  85578. }
  85579. declare module BABYLON {
  85580. /**
  85581. * Class used to represent a specific level of detail of a mesh
  85582. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  85583. */
  85584. export class MeshLODLevel {
  85585. /** Defines the distance where this level should star being displayed */
  85586. distance: number;
  85587. /** Defines the mesh to use to render this level */
  85588. mesh: Nullable<Mesh>;
  85589. /**
  85590. * Creates a new LOD level
  85591. * @param distance defines the distance where this level should star being displayed
  85592. * @param mesh defines the mesh to use to render this level
  85593. */
  85594. constructor(
  85595. /** Defines the distance where this level should star being displayed */
  85596. distance: number,
  85597. /** Defines the mesh to use to render this level */
  85598. mesh: Nullable<Mesh>);
  85599. }
  85600. }
  85601. declare module BABYLON {
  85602. /**
  85603. * Mesh representing the gorund
  85604. */
  85605. export class GroundMesh extends Mesh {
  85606. /** If octree should be generated */
  85607. generateOctree: boolean;
  85608. private _heightQuads;
  85609. /** @hidden */
  85610. _subdivisionsX: number;
  85611. /** @hidden */
  85612. _subdivisionsY: number;
  85613. /** @hidden */
  85614. _width: number;
  85615. /** @hidden */
  85616. _height: number;
  85617. /** @hidden */
  85618. _minX: number;
  85619. /** @hidden */
  85620. _maxX: number;
  85621. /** @hidden */
  85622. _minZ: number;
  85623. /** @hidden */
  85624. _maxZ: number;
  85625. constructor(name: string, scene: Scene);
  85626. /**
  85627. * "GroundMesh"
  85628. * @returns "GroundMesh"
  85629. */
  85630. getClassName(): string;
  85631. /**
  85632. * The minimum of x and y subdivisions
  85633. */
  85634. readonly subdivisions: number;
  85635. /**
  85636. * X subdivisions
  85637. */
  85638. readonly subdivisionsX: number;
  85639. /**
  85640. * Y subdivisions
  85641. */
  85642. readonly subdivisionsY: number;
  85643. /**
  85644. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  85645. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  85646. * @param chunksCount the number of subdivisions for x and y
  85647. * @param octreeBlocksSize (Default: 32)
  85648. */
  85649. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  85650. /**
  85651. * Returns a height (y) value in the Worl system :
  85652. * the ground altitude at the coordinates (x, z) expressed in the World system.
  85653. * @param x x coordinate
  85654. * @param z z coordinate
  85655. * @returns the ground y position if (x, z) are outside the ground surface.
  85656. */
  85657. getHeightAtCoordinates(x: number, z: number): number;
  85658. /**
  85659. * Returns a normalized vector (Vector3) orthogonal to the ground
  85660. * at the ground coordinates (x, z) expressed in the World system.
  85661. * @param x x coordinate
  85662. * @param z z coordinate
  85663. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  85664. */
  85665. getNormalAtCoordinates(x: number, z: number): Vector3;
  85666. /**
  85667. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  85668. * at the ground coordinates (x, z) expressed in the World system.
  85669. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  85670. * @param x x coordinate
  85671. * @param z z coordinate
  85672. * @param ref vector to store the result
  85673. * @returns the GroundMesh.
  85674. */
  85675. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  85676. /**
  85677. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  85678. * if the ground has been updated.
  85679. * This can be used in the render loop.
  85680. * @returns the GroundMesh.
  85681. */
  85682. updateCoordinateHeights(): GroundMesh;
  85683. private _getFacetAt;
  85684. private _initHeightQuads;
  85685. private _computeHeightQuads;
  85686. /**
  85687. * Serializes this ground mesh
  85688. * @param serializationObject object to write serialization to
  85689. */
  85690. serialize(serializationObject: any): void;
  85691. /**
  85692. * Parses a serialized ground mesh
  85693. * @param parsedMesh the serialized mesh
  85694. * @param scene the scene to create the ground mesh in
  85695. * @returns the created ground mesh
  85696. */
  85697. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  85698. }
  85699. }
  85700. declare module BABYLON {
  85701. /**
  85702. * Interface for Physics-Joint data
  85703. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85704. */
  85705. export interface PhysicsJointData {
  85706. /**
  85707. * The main pivot of the joint
  85708. */
  85709. mainPivot?: Vector3;
  85710. /**
  85711. * The connected pivot of the joint
  85712. */
  85713. connectedPivot?: Vector3;
  85714. /**
  85715. * The main axis of the joint
  85716. */
  85717. mainAxis?: Vector3;
  85718. /**
  85719. * The connected axis of the joint
  85720. */
  85721. connectedAxis?: Vector3;
  85722. /**
  85723. * The collision of the joint
  85724. */
  85725. collision?: boolean;
  85726. /**
  85727. * Native Oimo/Cannon/Energy data
  85728. */
  85729. nativeParams?: any;
  85730. }
  85731. /**
  85732. * This is a holder class for the physics joint created by the physics plugin
  85733. * It holds a set of functions to control the underlying joint
  85734. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85735. */
  85736. export class PhysicsJoint {
  85737. /**
  85738. * The type of the physics joint
  85739. */
  85740. type: number;
  85741. /**
  85742. * The data for the physics joint
  85743. */
  85744. jointData: PhysicsJointData;
  85745. private _physicsJoint;
  85746. protected _physicsPlugin: IPhysicsEnginePlugin;
  85747. /**
  85748. * Initializes the physics joint
  85749. * @param type The type of the physics joint
  85750. * @param jointData The data for the physics joint
  85751. */
  85752. constructor(
  85753. /**
  85754. * The type of the physics joint
  85755. */
  85756. type: number,
  85757. /**
  85758. * The data for the physics joint
  85759. */
  85760. jointData: PhysicsJointData);
  85761. /**
  85762. * Gets the physics joint
  85763. */
  85764. /**
  85765. * Sets the physics joint
  85766. */
  85767. physicsJoint: any;
  85768. /**
  85769. * Sets the physics plugin
  85770. */
  85771. physicsPlugin: IPhysicsEnginePlugin;
  85772. /**
  85773. * Execute a function that is physics-plugin specific.
  85774. * @param {Function} func the function that will be executed.
  85775. * It accepts two parameters: the physics world and the physics joint
  85776. */
  85777. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  85778. /**
  85779. * Distance-Joint type
  85780. */
  85781. static DistanceJoint: number;
  85782. /**
  85783. * Hinge-Joint type
  85784. */
  85785. static HingeJoint: number;
  85786. /**
  85787. * Ball-and-Socket joint type
  85788. */
  85789. static BallAndSocketJoint: number;
  85790. /**
  85791. * Wheel-Joint type
  85792. */
  85793. static WheelJoint: number;
  85794. /**
  85795. * Slider-Joint type
  85796. */
  85797. static SliderJoint: number;
  85798. /**
  85799. * Prismatic-Joint type
  85800. */
  85801. static PrismaticJoint: number;
  85802. /**
  85803. * Universal-Joint type
  85804. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  85805. */
  85806. static UniversalJoint: number;
  85807. /**
  85808. * Hinge-Joint 2 type
  85809. */
  85810. static Hinge2Joint: number;
  85811. /**
  85812. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  85813. */
  85814. static PointToPointJoint: number;
  85815. /**
  85816. * Spring-Joint type
  85817. */
  85818. static SpringJoint: number;
  85819. /**
  85820. * Lock-Joint type
  85821. */
  85822. static LockJoint: number;
  85823. }
  85824. /**
  85825. * A class representing a physics distance joint
  85826. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85827. */
  85828. export class DistanceJoint extends PhysicsJoint {
  85829. /**
  85830. *
  85831. * @param jointData The data for the Distance-Joint
  85832. */
  85833. constructor(jointData: DistanceJointData);
  85834. /**
  85835. * Update the predefined distance.
  85836. * @param maxDistance The maximum preferred distance
  85837. * @param minDistance The minimum preferred distance
  85838. */
  85839. updateDistance(maxDistance: number, minDistance?: number): void;
  85840. }
  85841. /**
  85842. * Represents a Motor-Enabled Joint
  85843. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85844. */
  85845. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  85846. /**
  85847. * Initializes the Motor-Enabled Joint
  85848. * @param type The type of the joint
  85849. * @param jointData The physica joint data for the joint
  85850. */
  85851. constructor(type: number, jointData: PhysicsJointData);
  85852. /**
  85853. * Set the motor values.
  85854. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85855. * @param force the force to apply
  85856. * @param maxForce max force for this motor.
  85857. */
  85858. setMotor(force?: number, maxForce?: number): void;
  85859. /**
  85860. * Set the motor's limits.
  85861. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85862. * @param upperLimit The upper limit of the motor
  85863. * @param lowerLimit The lower limit of the motor
  85864. */
  85865. setLimit(upperLimit: number, lowerLimit?: number): void;
  85866. }
  85867. /**
  85868. * This class represents a single physics Hinge-Joint
  85869. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85870. */
  85871. export class HingeJoint extends MotorEnabledJoint {
  85872. /**
  85873. * Initializes the Hinge-Joint
  85874. * @param jointData The joint data for the Hinge-Joint
  85875. */
  85876. constructor(jointData: PhysicsJointData);
  85877. /**
  85878. * Set the motor values.
  85879. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85880. * @param {number} force the force to apply
  85881. * @param {number} maxForce max force for this motor.
  85882. */
  85883. setMotor(force?: number, maxForce?: number): void;
  85884. /**
  85885. * Set the motor's limits.
  85886. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85887. * @param upperLimit The upper limit of the motor
  85888. * @param lowerLimit The lower limit of the motor
  85889. */
  85890. setLimit(upperLimit: number, lowerLimit?: number): void;
  85891. }
  85892. /**
  85893. * This class represents a dual hinge physics joint (same as wheel joint)
  85894. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85895. */
  85896. export class Hinge2Joint extends MotorEnabledJoint {
  85897. /**
  85898. * Initializes the Hinge2-Joint
  85899. * @param jointData The joint data for the Hinge2-Joint
  85900. */
  85901. constructor(jointData: PhysicsJointData);
  85902. /**
  85903. * Set the motor values.
  85904. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85905. * @param {number} targetSpeed the speed the motor is to reach
  85906. * @param {number} maxForce max force for this motor.
  85907. * @param {motorIndex} the motor's index, 0 or 1.
  85908. */
  85909. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  85910. /**
  85911. * Set the motor limits.
  85912. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85913. * @param {number} upperLimit the upper limit
  85914. * @param {number} lowerLimit lower limit
  85915. * @param {motorIndex} the motor's index, 0 or 1.
  85916. */
  85917. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  85918. }
  85919. /**
  85920. * Interface for a motor enabled joint
  85921. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85922. */
  85923. export interface IMotorEnabledJoint {
  85924. /**
  85925. * Physics joint
  85926. */
  85927. physicsJoint: any;
  85928. /**
  85929. * Sets the motor of the motor-enabled joint
  85930. * @param force The force of the motor
  85931. * @param maxForce The maximum force of the motor
  85932. * @param motorIndex The index of the motor
  85933. */
  85934. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  85935. /**
  85936. * Sets the limit of the motor
  85937. * @param upperLimit The upper limit of the motor
  85938. * @param lowerLimit The lower limit of the motor
  85939. * @param motorIndex The index of the motor
  85940. */
  85941. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  85942. }
  85943. /**
  85944. * Joint data for a Distance-Joint
  85945. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85946. */
  85947. export interface DistanceJointData extends PhysicsJointData {
  85948. /**
  85949. * Max distance the 2 joint objects can be apart
  85950. */
  85951. maxDistance: number;
  85952. }
  85953. /**
  85954. * Joint data from a spring joint
  85955. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85956. */
  85957. export interface SpringJointData extends PhysicsJointData {
  85958. /**
  85959. * Length of the spring
  85960. */
  85961. length: number;
  85962. /**
  85963. * Stiffness of the spring
  85964. */
  85965. stiffness: number;
  85966. /**
  85967. * Damping of the spring
  85968. */
  85969. damping: number;
  85970. /** this callback will be called when applying the force to the impostors. */
  85971. forceApplicationCallback: () => void;
  85972. }
  85973. }
  85974. declare module BABYLON {
  85975. /**
  85976. * Holds the data for the raycast result
  85977. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85978. */
  85979. export class PhysicsRaycastResult {
  85980. private _hasHit;
  85981. private _hitDistance;
  85982. private _hitNormalWorld;
  85983. private _hitPointWorld;
  85984. private _rayFromWorld;
  85985. private _rayToWorld;
  85986. /**
  85987. * Gets if there was a hit
  85988. */
  85989. readonly hasHit: boolean;
  85990. /**
  85991. * Gets the distance from the hit
  85992. */
  85993. readonly hitDistance: number;
  85994. /**
  85995. * Gets the hit normal/direction in the world
  85996. */
  85997. readonly hitNormalWorld: Vector3;
  85998. /**
  85999. * Gets the hit point in the world
  86000. */
  86001. readonly hitPointWorld: Vector3;
  86002. /**
  86003. * Gets the ray "start point" of the ray in the world
  86004. */
  86005. readonly rayFromWorld: Vector3;
  86006. /**
  86007. * Gets the ray "end point" of the ray in the world
  86008. */
  86009. readonly rayToWorld: Vector3;
  86010. /**
  86011. * Sets the hit data (normal & point in world space)
  86012. * @param hitNormalWorld defines the normal in world space
  86013. * @param hitPointWorld defines the point in world space
  86014. */
  86015. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  86016. /**
  86017. * Sets the distance from the start point to the hit point
  86018. * @param distance
  86019. */
  86020. setHitDistance(distance: number): void;
  86021. /**
  86022. * Calculates the distance manually
  86023. */
  86024. calculateHitDistance(): void;
  86025. /**
  86026. * Resets all the values to default
  86027. * @param from The from point on world space
  86028. * @param to The to point on world space
  86029. */
  86030. reset(from?: Vector3, to?: Vector3): void;
  86031. }
  86032. /**
  86033. * Interface for the size containing width and height
  86034. */
  86035. interface IXYZ {
  86036. /**
  86037. * X
  86038. */
  86039. x: number;
  86040. /**
  86041. * Y
  86042. */
  86043. y: number;
  86044. /**
  86045. * Z
  86046. */
  86047. z: number;
  86048. }
  86049. }
  86050. declare module BABYLON {
  86051. /**
  86052. * Interface used to describe a physics joint
  86053. */
  86054. export interface PhysicsImpostorJoint {
  86055. /** Defines the main impostor to which the joint is linked */
  86056. mainImpostor: PhysicsImpostor;
  86057. /** Defines the impostor that is connected to the main impostor using this joint */
  86058. connectedImpostor: PhysicsImpostor;
  86059. /** Defines the joint itself */
  86060. joint: PhysicsJoint;
  86061. }
  86062. /** @hidden */
  86063. export interface IPhysicsEnginePlugin {
  86064. world: any;
  86065. name: string;
  86066. setGravity(gravity: Vector3): void;
  86067. setTimeStep(timeStep: number): void;
  86068. getTimeStep(): number;
  86069. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  86070. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86071. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86072. generatePhysicsBody(impostor: PhysicsImpostor): void;
  86073. removePhysicsBody(impostor: PhysicsImpostor): void;
  86074. generateJoint(joint: PhysicsImpostorJoint): void;
  86075. removeJoint(joint: PhysicsImpostorJoint): void;
  86076. isSupported(): boolean;
  86077. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  86078. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  86079. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86080. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86081. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86082. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86083. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  86084. getBodyMass(impostor: PhysicsImpostor): number;
  86085. getBodyFriction(impostor: PhysicsImpostor): number;
  86086. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  86087. getBodyRestitution(impostor: PhysicsImpostor): number;
  86088. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  86089. getBodyPressure?(impostor: PhysicsImpostor): number;
  86090. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  86091. getBodyStiffness?(impostor: PhysicsImpostor): number;
  86092. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  86093. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  86094. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  86095. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  86096. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  86097. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86098. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86099. sleepBody(impostor: PhysicsImpostor): void;
  86100. wakeUpBody(impostor: PhysicsImpostor): void;
  86101. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86102. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  86103. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  86104. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86105. getRadius(impostor: PhysicsImpostor): number;
  86106. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  86107. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  86108. dispose(): void;
  86109. }
  86110. /**
  86111. * Interface used to define a physics engine
  86112. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  86113. */
  86114. export interface IPhysicsEngine {
  86115. /**
  86116. * Gets the gravity vector used by the simulation
  86117. */
  86118. gravity: Vector3;
  86119. /**
  86120. * Sets the gravity vector used by the simulation
  86121. * @param gravity defines the gravity vector to use
  86122. */
  86123. setGravity(gravity: Vector3): void;
  86124. /**
  86125. * Set the time step of the physics engine.
  86126. * Default is 1/60.
  86127. * To slow it down, enter 1/600 for example.
  86128. * To speed it up, 1/30
  86129. * @param newTimeStep the new timestep to apply to this world.
  86130. */
  86131. setTimeStep(newTimeStep: number): void;
  86132. /**
  86133. * Get the time step of the physics engine.
  86134. * @returns the current time step
  86135. */
  86136. getTimeStep(): number;
  86137. /**
  86138. * Release all resources
  86139. */
  86140. dispose(): void;
  86141. /**
  86142. * Gets the name of the current physics plugin
  86143. * @returns the name of the plugin
  86144. */
  86145. getPhysicsPluginName(): string;
  86146. /**
  86147. * Adding a new impostor for the impostor tracking.
  86148. * This will be done by the impostor itself.
  86149. * @param impostor the impostor to add
  86150. */
  86151. addImpostor(impostor: PhysicsImpostor): void;
  86152. /**
  86153. * Remove an impostor from the engine.
  86154. * This impostor and its mesh will not longer be updated by the physics engine.
  86155. * @param impostor the impostor to remove
  86156. */
  86157. removeImpostor(impostor: PhysicsImpostor): void;
  86158. /**
  86159. * Add a joint to the physics engine
  86160. * @param mainImpostor defines the main impostor to which the joint is added.
  86161. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  86162. * @param joint defines the joint that will connect both impostors.
  86163. */
  86164. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86165. /**
  86166. * Removes a joint from the simulation
  86167. * @param mainImpostor defines the impostor used with the joint
  86168. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  86169. * @param joint defines the joint to remove
  86170. */
  86171. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86172. /**
  86173. * Gets the current plugin used to run the simulation
  86174. * @returns current plugin
  86175. */
  86176. getPhysicsPlugin(): IPhysicsEnginePlugin;
  86177. /**
  86178. * Gets the list of physic impostors
  86179. * @returns an array of PhysicsImpostor
  86180. */
  86181. getImpostors(): Array<PhysicsImpostor>;
  86182. /**
  86183. * Gets the impostor for a physics enabled object
  86184. * @param object defines the object impersonated by the impostor
  86185. * @returns the PhysicsImpostor or null if not found
  86186. */
  86187. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  86188. /**
  86189. * Gets the impostor for a physics body object
  86190. * @param body defines physics body used by the impostor
  86191. * @returns the PhysicsImpostor or null if not found
  86192. */
  86193. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  86194. /**
  86195. * Does a raycast in the physics world
  86196. * @param from when should the ray start?
  86197. * @param to when should the ray end?
  86198. * @returns PhysicsRaycastResult
  86199. */
  86200. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86201. /**
  86202. * Called by the scene. No need to call it.
  86203. * @param delta defines the timespam between frames
  86204. */
  86205. _step(delta: number): void;
  86206. }
  86207. }
  86208. declare module BABYLON {
  86209. /**
  86210. * The interface for the physics imposter parameters
  86211. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86212. */
  86213. export interface PhysicsImpostorParameters {
  86214. /**
  86215. * The mass of the physics imposter
  86216. */
  86217. mass: number;
  86218. /**
  86219. * The friction of the physics imposter
  86220. */
  86221. friction?: number;
  86222. /**
  86223. * The coefficient of restitution of the physics imposter
  86224. */
  86225. restitution?: number;
  86226. /**
  86227. * The native options of the physics imposter
  86228. */
  86229. nativeOptions?: any;
  86230. /**
  86231. * Specifies if the parent should be ignored
  86232. */
  86233. ignoreParent?: boolean;
  86234. /**
  86235. * Specifies if bi-directional transformations should be disabled
  86236. */
  86237. disableBidirectionalTransformation?: boolean;
  86238. /**
  86239. * The pressure inside the physics imposter, soft object only
  86240. */
  86241. pressure?: number;
  86242. /**
  86243. * The stiffness the physics imposter, soft object only
  86244. */
  86245. stiffness?: number;
  86246. /**
  86247. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  86248. */
  86249. velocityIterations?: number;
  86250. /**
  86251. * The number of iterations used in maintaining consistent vertex positions, soft object only
  86252. */
  86253. positionIterations?: number;
  86254. /**
  86255. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  86256. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  86257. * Add to fix multiple points
  86258. */
  86259. fixedPoints?: number;
  86260. /**
  86261. * The collision margin around a soft object
  86262. */
  86263. margin?: number;
  86264. /**
  86265. * The collision margin around a soft object
  86266. */
  86267. damping?: number;
  86268. /**
  86269. * The path for a rope based on an extrusion
  86270. */
  86271. path?: any;
  86272. /**
  86273. * The shape of an extrusion used for a rope based on an extrusion
  86274. */
  86275. shape?: any;
  86276. }
  86277. /**
  86278. * Interface for a physics-enabled object
  86279. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86280. */
  86281. export interface IPhysicsEnabledObject {
  86282. /**
  86283. * The position of the physics-enabled object
  86284. */
  86285. position: Vector3;
  86286. /**
  86287. * The rotation of the physics-enabled object
  86288. */
  86289. rotationQuaternion: Nullable<Quaternion>;
  86290. /**
  86291. * The scale of the physics-enabled object
  86292. */
  86293. scaling: Vector3;
  86294. /**
  86295. * The rotation of the physics-enabled object
  86296. */
  86297. rotation?: Vector3;
  86298. /**
  86299. * The parent of the physics-enabled object
  86300. */
  86301. parent?: any;
  86302. /**
  86303. * The bounding info of the physics-enabled object
  86304. * @returns The bounding info of the physics-enabled object
  86305. */
  86306. getBoundingInfo(): BoundingInfo;
  86307. /**
  86308. * Computes the world matrix
  86309. * @param force Specifies if the world matrix should be computed by force
  86310. * @returns A world matrix
  86311. */
  86312. computeWorldMatrix(force: boolean): Matrix;
  86313. /**
  86314. * Gets the world matrix
  86315. * @returns A world matrix
  86316. */
  86317. getWorldMatrix?(): Matrix;
  86318. /**
  86319. * Gets the child meshes
  86320. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  86321. * @returns An array of abstract meshes
  86322. */
  86323. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  86324. /**
  86325. * Gets the vertex data
  86326. * @param kind The type of vertex data
  86327. * @returns A nullable array of numbers, or a float32 array
  86328. */
  86329. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  86330. /**
  86331. * Gets the indices from the mesh
  86332. * @returns A nullable array of index arrays
  86333. */
  86334. getIndices?(): Nullable<IndicesArray>;
  86335. /**
  86336. * Gets the scene from the mesh
  86337. * @returns the indices array or null
  86338. */
  86339. getScene?(): Scene;
  86340. /**
  86341. * Gets the absolute position from the mesh
  86342. * @returns the absolute position
  86343. */
  86344. getAbsolutePosition(): Vector3;
  86345. /**
  86346. * Gets the absolute pivot point from the mesh
  86347. * @returns the absolute pivot point
  86348. */
  86349. getAbsolutePivotPoint(): Vector3;
  86350. /**
  86351. * Rotates the mesh
  86352. * @param axis The axis of rotation
  86353. * @param amount The amount of rotation
  86354. * @param space The space of the rotation
  86355. * @returns The rotation transform node
  86356. */
  86357. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  86358. /**
  86359. * Translates the mesh
  86360. * @param axis The axis of translation
  86361. * @param distance The distance of translation
  86362. * @param space The space of the translation
  86363. * @returns The transform node
  86364. */
  86365. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  86366. /**
  86367. * Sets the absolute position of the mesh
  86368. * @param absolutePosition The absolute position of the mesh
  86369. * @returns The transform node
  86370. */
  86371. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  86372. /**
  86373. * Gets the class name of the mesh
  86374. * @returns The class name
  86375. */
  86376. getClassName(): string;
  86377. }
  86378. /**
  86379. * Represents a physics imposter
  86380. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86381. */
  86382. export class PhysicsImpostor {
  86383. /**
  86384. * The physics-enabled object used as the physics imposter
  86385. */
  86386. object: IPhysicsEnabledObject;
  86387. /**
  86388. * The type of the physics imposter
  86389. */
  86390. type: number;
  86391. private _options;
  86392. private _scene?;
  86393. /**
  86394. * The default object size of the imposter
  86395. */
  86396. static DEFAULT_OBJECT_SIZE: Vector3;
  86397. /**
  86398. * The identity quaternion of the imposter
  86399. */
  86400. static IDENTITY_QUATERNION: Quaternion;
  86401. /** @hidden */
  86402. _pluginData: any;
  86403. private _physicsEngine;
  86404. private _physicsBody;
  86405. private _bodyUpdateRequired;
  86406. private _onBeforePhysicsStepCallbacks;
  86407. private _onAfterPhysicsStepCallbacks;
  86408. /** @hidden */
  86409. _onPhysicsCollideCallbacks: Array<{
  86410. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  86411. otherImpostors: Array<PhysicsImpostor>;
  86412. }>;
  86413. private _deltaPosition;
  86414. private _deltaRotation;
  86415. private _deltaRotationConjugated;
  86416. /** @hidden */
  86417. _isFromLine: boolean;
  86418. private _parent;
  86419. private _isDisposed;
  86420. private static _tmpVecs;
  86421. private static _tmpQuat;
  86422. /**
  86423. * Specifies if the physics imposter is disposed
  86424. */
  86425. readonly isDisposed: boolean;
  86426. /**
  86427. * Gets the mass of the physics imposter
  86428. */
  86429. mass: number;
  86430. /**
  86431. * Gets the coefficient of friction
  86432. */
  86433. /**
  86434. * Sets the coefficient of friction
  86435. */
  86436. friction: number;
  86437. /**
  86438. * Gets the coefficient of restitution
  86439. */
  86440. /**
  86441. * Sets the coefficient of restitution
  86442. */
  86443. restitution: number;
  86444. /**
  86445. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  86446. */
  86447. /**
  86448. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  86449. */
  86450. pressure: number;
  86451. /**
  86452. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  86453. */
  86454. /**
  86455. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  86456. */
  86457. stiffness: number;
  86458. /**
  86459. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  86460. */
  86461. /**
  86462. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  86463. */
  86464. velocityIterations: number;
  86465. /**
  86466. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  86467. */
  86468. /**
  86469. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  86470. */
  86471. positionIterations: number;
  86472. /**
  86473. * The unique id of the physics imposter
  86474. * set by the physics engine when adding this impostor to the array
  86475. */
  86476. uniqueId: number;
  86477. /**
  86478. * @hidden
  86479. */
  86480. soft: boolean;
  86481. /**
  86482. * @hidden
  86483. */
  86484. segments: number;
  86485. private _joints;
  86486. /**
  86487. * Initializes the physics imposter
  86488. * @param object The physics-enabled object used as the physics imposter
  86489. * @param type The type of the physics imposter
  86490. * @param _options The options for the physics imposter
  86491. * @param _scene The Babylon scene
  86492. */
  86493. constructor(
  86494. /**
  86495. * The physics-enabled object used as the physics imposter
  86496. */
  86497. object: IPhysicsEnabledObject,
  86498. /**
  86499. * The type of the physics imposter
  86500. */
  86501. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  86502. /**
  86503. * This function will completly initialize this impostor.
  86504. * It will create a new body - but only if this mesh has no parent.
  86505. * If it has, this impostor will not be used other than to define the impostor
  86506. * of the child mesh.
  86507. * @hidden
  86508. */
  86509. _init(): void;
  86510. private _getPhysicsParent;
  86511. /**
  86512. * Should a new body be generated.
  86513. * @returns boolean specifying if body initialization is required
  86514. */
  86515. isBodyInitRequired(): boolean;
  86516. /**
  86517. * Sets the updated scaling
  86518. * @param updated Specifies if the scaling is updated
  86519. */
  86520. setScalingUpdated(): void;
  86521. /**
  86522. * Force a regeneration of this or the parent's impostor's body.
  86523. * Use under cautious - This will remove all joints already implemented.
  86524. */
  86525. forceUpdate(): void;
  86526. /**
  86527. * Gets the body that holds this impostor. Either its own, or its parent.
  86528. */
  86529. /**
  86530. * Set the physics body. Used mainly by the physics engine/plugin
  86531. */
  86532. physicsBody: any;
  86533. /**
  86534. * Get the parent of the physics imposter
  86535. * @returns Physics imposter or null
  86536. */
  86537. /**
  86538. * Sets the parent of the physics imposter
  86539. */
  86540. parent: Nullable<PhysicsImpostor>;
  86541. /**
  86542. * Resets the update flags
  86543. */
  86544. resetUpdateFlags(): void;
  86545. /**
  86546. * Gets the object extend size
  86547. * @returns the object extend size
  86548. */
  86549. getObjectExtendSize(): Vector3;
  86550. /**
  86551. * Gets the object center
  86552. * @returns The object center
  86553. */
  86554. getObjectCenter(): Vector3;
  86555. /**
  86556. * Get a specific parametes from the options parameter
  86557. * @param paramName The object parameter name
  86558. * @returns The object parameter
  86559. */
  86560. getParam(paramName: string): any;
  86561. /**
  86562. * Sets a specific parameter in the options given to the physics plugin
  86563. * @param paramName The parameter name
  86564. * @param value The value of the parameter
  86565. */
  86566. setParam(paramName: string, value: number): void;
  86567. /**
  86568. * Specifically change the body's mass option. Won't recreate the physics body object
  86569. * @param mass The mass of the physics imposter
  86570. */
  86571. setMass(mass: number): void;
  86572. /**
  86573. * Gets the linear velocity
  86574. * @returns linear velocity or null
  86575. */
  86576. getLinearVelocity(): Nullable<Vector3>;
  86577. /**
  86578. * Sets the linear velocity
  86579. * @param velocity linear velocity or null
  86580. */
  86581. setLinearVelocity(velocity: Nullable<Vector3>): void;
  86582. /**
  86583. * Gets the angular velocity
  86584. * @returns angular velocity or null
  86585. */
  86586. getAngularVelocity(): Nullable<Vector3>;
  86587. /**
  86588. * Sets the angular velocity
  86589. * @param velocity The velocity or null
  86590. */
  86591. setAngularVelocity(velocity: Nullable<Vector3>): void;
  86592. /**
  86593. * Execute a function with the physics plugin native code
  86594. * Provide a function the will have two variables - the world object and the physics body object
  86595. * @param func The function to execute with the physics plugin native code
  86596. */
  86597. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  86598. /**
  86599. * Register a function that will be executed before the physics world is stepping forward
  86600. * @param func The function to execute before the physics world is stepped forward
  86601. */
  86602. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86603. /**
  86604. * Unregister a function that will be executed before the physics world is stepping forward
  86605. * @param func The function to execute before the physics world is stepped forward
  86606. */
  86607. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86608. /**
  86609. * Register a function that will be executed after the physics step
  86610. * @param func The function to execute after physics step
  86611. */
  86612. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86613. /**
  86614. * Unregisters a function that will be executed after the physics step
  86615. * @param func The function to execute after physics step
  86616. */
  86617. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86618. /**
  86619. * register a function that will be executed when this impostor collides against a different body
  86620. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  86621. * @param func Callback that is executed on collision
  86622. */
  86623. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  86624. /**
  86625. * Unregisters the physics imposter on contact
  86626. * @param collideAgainst The physics object to collide against
  86627. * @param func Callback to execute on collision
  86628. */
  86629. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  86630. private _tmpQuat;
  86631. private _tmpQuat2;
  86632. /**
  86633. * Get the parent rotation
  86634. * @returns The parent rotation
  86635. */
  86636. getParentsRotation(): Quaternion;
  86637. /**
  86638. * this function is executed by the physics engine.
  86639. */
  86640. beforeStep: () => void;
  86641. /**
  86642. * this function is executed by the physics engine
  86643. */
  86644. afterStep: () => void;
  86645. /**
  86646. * Legacy collision detection event support
  86647. */
  86648. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  86649. /**
  86650. * event and body object due to cannon's event-based architecture.
  86651. */
  86652. onCollide: (e: {
  86653. body: any;
  86654. }) => void;
  86655. /**
  86656. * Apply a force
  86657. * @param force The force to apply
  86658. * @param contactPoint The contact point for the force
  86659. * @returns The physics imposter
  86660. */
  86661. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  86662. /**
  86663. * Apply an impulse
  86664. * @param force The impulse force
  86665. * @param contactPoint The contact point for the impulse force
  86666. * @returns The physics imposter
  86667. */
  86668. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  86669. /**
  86670. * A help function to create a joint
  86671. * @param otherImpostor A physics imposter used to create a joint
  86672. * @param jointType The type of joint
  86673. * @param jointData The data for the joint
  86674. * @returns The physics imposter
  86675. */
  86676. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  86677. /**
  86678. * Add a joint to this impostor with a different impostor
  86679. * @param otherImpostor A physics imposter used to add a joint
  86680. * @param joint The joint to add
  86681. * @returns The physics imposter
  86682. */
  86683. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  86684. /**
  86685. * Add an anchor to a cloth impostor
  86686. * @param otherImpostor rigid impostor to anchor to
  86687. * @param width ratio across width from 0 to 1
  86688. * @param height ratio up height from 0 to 1
  86689. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  86690. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  86691. * @returns impostor the soft imposter
  86692. */
  86693. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  86694. /**
  86695. * Add a hook to a rope impostor
  86696. * @param otherImpostor rigid impostor to anchor to
  86697. * @param length ratio across rope from 0 to 1
  86698. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  86699. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  86700. * @returns impostor the rope imposter
  86701. */
  86702. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  86703. /**
  86704. * Will keep this body still, in a sleep mode.
  86705. * @returns the physics imposter
  86706. */
  86707. sleep(): PhysicsImpostor;
  86708. /**
  86709. * Wake the body up.
  86710. * @returns The physics imposter
  86711. */
  86712. wakeUp(): PhysicsImpostor;
  86713. /**
  86714. * Clones the physics imposter
  86715. * @param newObject The physics imposter clones to this physics-enabled object
  86716. * @returns A nullable physics imposter
  86717. */
  86718. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  86719. /**
  86720. * Disposes the physics imposter
  86721. */
  86722. dispose(): void;
  86723. /**
  86724. * Sets the delta position
  86725. * @param position The delta position amount
  86726. */
  86727. setDeltaPosition(position: Vector3): void;
  86728. /**
  86729. * Sets the delta rotation
  86730. * @param rotation The delta rotation amount
  86731. */
  86732. setDeltaRotation(rotation: Quaternion): void;
  86733. /**
  86734. * Gets the box size of the physics imposter and stores the result in the input parameter
  86735. * @param result Stores the box size
  86736. * @returns The physics imposter
  86737. */
  86738. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  86739. /**
  86740. * Gets the radius of the physics imposter
  86741. * @returns Radius of the physics imposter
  86742. */
  86743. getRadius(): number;
  86744. /**
  86745. * Sync a bone with this impostor
  86746. * @param bone The bone to sync to the impostor.
  86747. * @param boneMesh The mesh that the bone is influencing.
  86748. * @param jointPivot The pivot of the joint / bone in local space.
  86749. * @param distToJoint Optional distance from the impostor to the joint.
  86750. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  86751. */
  86752. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  86753. /**
  86754. * Sync impostor to a bone
  86755. * @param bone The bone that the impostor will be synced to.
  86756. * @param boneMesh The mesh that the bone is influencing.
  86757. * @param jointPivot The pivot of the joint / bone in local space.
  86758. * @param distToJoint Optional distance from the impostor to the joint.
  86759. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  86760. * @param boneAxis Optional vector3 axis the bone is aligned with
  86761. */
  86762. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  86763. /**
  86764. * No-Imposter type
  86765. */
  86766. static NoImpostor: number;
  86767. /**
  86768. * Sphere-Imposter type
  86769. */
  86770. static SphereImpostor: number;
  86771. /**
  86772. * Box-Imposter type
  86773. */
  86774. static BoxImpostor: number;
  86775. /**
  86776. * Plane-Imposter type
  86777. */
  86778. static PlaneImpostor: number;
  86779. /**
  86780. * Mesh-imposter type
  86781. */
  86782. static MeshImpostor: number;
  86783. /**
  86784. * Capsule-Impostor type (Ammo.js plugin only)
  86785. */
  86786. static CapsuleImpostor: number;
  86787. /**
  86788. * Cylinder-Imposter type
  86789. */
  86790. static CylinderImpostor: number;
  86791. /**
  86792. * Particle-Imposter type
  86793. */
  86794. static ParticleImpostor: number;
  86795. /**
  86796. * Heightmap-Imposter type
  86797. */
  86798. static HeightmapImpostor: number;
  86799. /**
  86800. * ConvexHull-Impostor type (Ammo.js plugin only)
  86801. */
  86802. static ConvexHullImpostor: number;
  86803. /**
  86804. * Rope-Imposter type
  86805. */
  86806. static RopeImpostor: number;
  86807. /**
  86808. * Cloth-Imposter type
  86809. */
  86810. static ClothImpostor: number;
  86811. /**
  86812. * Softbody-Imposter type
  86813. */
  86814. static SoftbodyImpostor: number;
  86815. }
  86816. }
  86817. declare module BABYLON {
  86818. /**
  86819. * @hidden
  86820. **/
  86821. export class _CreationDataStorage {
  86822. closePath?: boolean;
  86823. closeArray?: boolean;
  86824. idx: number[];
  86825. dashSize: number;
  86826. gapSize: number;
  86827. path3D: Path3D;
  86828. pathArray: Vector3[][];
  86829. arc: number;
  86830. radius: number;
  86831. cap: number;
  86832. tessellation: number;
  86833. }
  86834. /**
  86835. * @hidden
  86836. **/
  86837. class _InstanceDataStorage {
  86838. visibleInstances: any;
  86839. batchCache: _InstancesBatch;
  86840. instancesBufferSize: number;
  86841. instancesBuffer: Nullable<Buffer>;
  86842. instancesData: Float32Array;
  86843. overridenInstanceCount: number;
  86844. isFrozen: boolean;
  86845. previousBatch: Nullable<_InstancesBatch>;
  86846. hardwareInstancedRendering: boolean;
  86847. sideOrientation: number;
  86848. }
  86849. /**
  86850. * @hidden
  86851. **/
  86852. export class _InstancesBatch {
  86853. mustReturn: boolean;
  86854. visibleInstances: Nullable<InstancedMesh[]>[];
  86855. renderSelf: boolean[];
  86856. hardwareInstancedRendering: boolean[];
  86857. }
  86858. /**
  86859. * Class used to represent renderable models
  86860. */
  86861. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  86862. /**
  86863. * Mesh side orientation : usually the external or front surface
  86864. */
  86865. static readonly FRONTSIDE: number;
  86866. /**
  86867. * Mesh side orientation : usually the internal or back surface
  86868. */
  86869. static readonly BACKSIDE: number;
  86870. /**
  86871. * Mesh side orientation : both internal and external or front and back surfaces
  86872. */
  86873. static readonly DOUBLESIDE: number;
  86874. /**
  86875. * Mesh side orientation : by default, `FRONTSIDE`
  86876. */
  86877. static readonly DEFAULTSIDE: number;
  86878. /**
  86879. * Mesh cap setting : no cap
  86880. */
  86881. static readonly NO_CAP: number;
  86882. /**
  86883. * Mesh cap setting : one cap at the beginning of the mesh
  86884. */
  86885. static readonly CAP_START: number;
  86886. /**
  86887. * Mesh cap setting : one cap at the end of the mesh
  86888. */
  86889. static readonly CAP_END: number;
  86890. /**
  86891. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  86892. */
  86893. static readonly CAP_ALL: number;
  86894. /**
  86895. * Mesh pattern setting : no flip or rotate
  86896. */
  86897. static readonly NO_FLIP: number;
  86898. /**
  86899. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  86900. */
  86901. static readonly FLIP_TILE: number;
  86902. /**
  86903. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  86904. */
  86905. static readonly ROTATE_TILE: number;
  86906. /**
  86907. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  86908. */
  86909. static readonly FLIP_ROW: number;
  86910. /**
  86911. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  86912. */
  86913. static readonly ROTATE_ROW: number;
  86914. /**
  86915. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  86916. */
  86917. static readonly FLIP_N_ROTATE_TILE: number;
  86918. /**
  86919. * Mesh pattern setting : rotate pattern and rotate
  86920. */
  86921. static readonly FLIP_N_ROTATE_ROW: number;
  86922. /**
  86923. * Mesh tile positioning : part tiles same on left/right or top/bottom
  86924. */
  86925. static readonly CENTER: number;
  86926. /**
  86927. * Mesh tile positioning : part tiles on left
  86928. */
  86929. static readonly LEFT: number;
  86930. /**
  86931. * Mesh tile positioning : part tiles on right
  86932. */
  86933. static readonly RIGHT: number;
  86934. /**
  86935. * Mesh tile positioning : part tiles on top
  86936. */
  86937. static readonly TOP: number;
  86938. /**
  86939. * Mesh tile positioning : part tiles on bottom
  86940. */
  86941. static readonly BOTTOM: number;
  86942. /**
  86943. * Gets the default side orientation.
  86944. * @param orientation the orientation to value to attempt to get
  86945. * @returns the default orientation
  86946. * @hidden
  86947. */
  86948. static _GetDefaultSideOrientation(orientation?: number): number;
  86949. private _internalMeshDataInfo;
  86950. /**
  86951. * An event triggered before rendering the mesh
  86952. */
  86953. readonly onBeforeRenderObservable: Observable<Mesh>;
  86954. /**
  86955. * An event triggered before binding the mesh
  86956. */
  86957. readonly onBeforeBindObservable: Observable<Mesh>;
  86958. /**
  86959. * An event triggered after rendering the mesh
  86960. */
  86961. readonly onAfterRenderObservable: Observable<Mesh>;
  86962. /**
  86963. * An event triggered before drawing the mesh
  86964. */
  86965. readonly onBeforeDrawObservable: Observable<Mesh>;
  86966. private _onBeforeDrawObserver;
  86967. /**
  86968. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  86969. */
  86970. onBeforeDraw: () => void;
  86971. /**
  86972. * Gets the delay loading state of the mesh (when delay loading is turned on)
  86973. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  86974. */
  86975. delayLoadState: number;
  86976. /**
  86977. * Gets the list of instances created from this mesh
  86978. * it is not supposed to be modified manually.
  86979. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  86980. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  86981. */
  86982. instances: InstancedMesh[];
  86983. /**
  86984. * Gets the file containing delay loading data for this mesh
  86985. */
  86986. delayLoadingFile: string;
  86987. /** @hidden */
  86988. _binaryInfo: any;
  86989. /**
  86990. * User defined function used to change how LOD level selection is done
  86991. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  86992. */
  86993. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  86994. /**
  86995. * Gets or sets the morph target manager
  86996. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  86997. */
  86998. morphTargetManager: Nullable<MorphTargetManager>;
  86999. /** @hidden */
  87000. _creationDataStorage: Nullable<_CreationDataStorage>;
  87001. /** @hidden */
  87002. _geometry: Nullable<Geometry>;
  87003. /** @hidden */
  87004. _delayInfo: Array<string>;
  87005. /** @hidden */
  87006. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  87007. /** @hidden */
  87008. _instanceDataStorage: _InstanceDataStorage;
  87009. private _effectiveMaterial;
  87010. /** @hidden */
  87011. _shouldGenerateFlatShading: boolean;
  87012. /** @hidden */
  87013. _originalBuilderSideOrientation: number;
  87014. /**
  87015. * Use this property to change the original side orientation defined at construction time
  87016. */
  87017. overrideMaterialSideOrientation: Nullable<number>;
  87018. /**
  87019. * Gets the source mesh (the one used to clone this one from)
  87020. */
  87021. readonly source: Nullable<Mesh>;
  87022. /**
  87023. * Gets or sets a boolean indicating that this mesh does not use index buffer
  87024. */
  87025. isUnIndexed: boolean;
  87026. /**
  87027. * @constructor
  87028. * @param name The value used by scene.getMeshByName() to do a lookup.
  87029. * @param scene The scene to add this mesh to.
  87030. * @param parent The parent of this mesh, if it has one
  87031. * @param source An optional Mesh from which geometry is shared, cloned.
  87032. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87033. * When false, achieved by calling a clone(), also passing False.
  87034. * This will make creation of children, recursive.
  87035. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  87036. */
  87037. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  87038. /**
  87039. * Gets the class name
  87040. * @returns the string "Mesh".
  87041. */
  87042. getClassName(): string;
  87043. /** @hidden */
  87044. readonly _isMesh: boolean;
  87045. /**
  87046. * Returns a description of this mesh
  87047. * @param fullDetails define if full details about this mesh must be used
  87048. * @returns a descriptive string representing this mesh
  87049. */
  87050. toString(fullDetails?: boolean): string;
  87051. /** @hidden */
  87052. _unBindEffect(): void;
  87053. /**
  87054. * Gets a boolean indicating if this mesh has LOD
  87055. */
  87056. readonly hasLODLevels: boolean;
  87057. /**
  87058. * Gets the list of MeshLODLevel associated with the current mesh
  87059. * @returns an array of MeshLODLevel
  87060. */
  87061. getLODLevels(): MeshLODLevel[];
  87062. private _sortLODLevels;
  87063. /**
  87064. * Add a mesh as LOD level triggered at the given distance.
  87065. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87066. * @param distance The distance from the center of the object to show this level
  87067. * @param mesh The mesh to be added as LOD level (can be null)
  87068. * @return This mesh (for chaining)
  87069. */
  87070. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  87071. /**
  87072. * Returns the LOD level mesh at the passed distance or null if not found.
  87073. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87074. * @param distance The distance from the center of the object to show this level
  87075. * @returns a Mesh or `null`
  87076. */
  87077. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  87078. /**
  87079. * Remove a mesh from the LOD array
  87080. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87081. * @param mesh defines the mesh to be removed
  87082. * @return This mesh (for chaining)
  87083. */
  87084. removeLODLevel(mesh: Mesh): Mesh;
  87085. /**
  87086. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  87087. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87088. * @param camera defines the camera to use to compute distance
  87089. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  87090. * @return This mesh (for chaining)
  87091. */
  87092. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  87093. /**
  87094. * Gets the mesh internal Geometry object
  87095. */
  87096. readonly geometry: Nullable<Geometry>;
  87097. /**
  87098. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  87099. * @returns the total number of vertices
  87100. */
  87101. getTotalVertices(): number;
  87102. /**
  87103. * Returns the content of an associated vertex buffer
  87104. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87105. * - VertexBuffer.PositionKind
  87106. * - VertexBuffer.UVKind
  87107. * - VertexBuffer.UV2Kind
  87108. * - VertexBuffer.UV3Kind
  87109. * - VertexBuffer.UV4Kind
  87110. * - VertexBuffer.UV5Kind
  87111. * - VertexBuffer.UV6Kind
  87112. * - VertexBuffer.ColorKind
  87113. * - VertexBuffer.MatricesIndicesKind
  87114. * - VertexBuffer.MatricesIndicesExtraKind
  87115. * - VertexBuffer.MatricesWeightsKind
  87116. * - VertexBuffer.MatricesWeightsExtraKind
  87117. * @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
  87118. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  87119. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  87120. */
  87121. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  87122. /**
  87123. * Returns the mesh VertexBuffer object from the requested `kind`
  87124. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87125. * - VertexBuffer.PositionKind
  87126. * - VertexBuffer.NormalKind
  87127. * - VertexBuffer.UVKind
  87128. * - VertexBuffer.UV2Kind
  87129. * - VertexBuffer.UV3Kind
  87130. * - VertexBuffer.UV4Kind
  87131. * - VertexBuffer.UV5Kind
  87132. * - VertexBuffer.UV6Kind
  87133. * - VertexBuffer.ColorKind
  87134. * - VertexBuffer.MatricesIndicesKind
  87135. * - VertexBuffer.MatricesIndicesExtraKind
  87136. * - VertexBuffer.MatricesWeightsKind
  87137. * - VertexBuffer.MatricesWeightsExtraKind
  87138. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  87139. */
  87140. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  87141. /**
  87142. * Tests if a specific vertex buffer is associated with this mesh
  87143. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87144. * - VertexBuffer.PositionKind
  87145. * - VertexBuffer.NormalKind
  87146. * - VertexBuffer.UVKind
  87147. * - VertexBuffer.UV2Kind
  87148. * - VertexBuffer.UV3Kind
  87149. * - VertexBuffer.UV4Kind
  87150. * - VertexBuffer.UV5Kind
  87151. * - VertexBuffer.UV6Kind
  87152. * - VertexBuffer.ColorKind
  87153. * - VertexBuffer.MatricesIndicesKind
  87154. * - VertexBuffer.MatricesIndicesExtraKind
  87155. * - VertexBuffer.MatricesWeightsKind
  87156. * - VertexBuffer.MatricesWeightsExtraKind
  87157. * @returns a boolean
  87158. */
  87159. isVerticesDataPresent(kind: string): boolean;
  87160. /**
  87161. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  87162. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87163. * - VertexBuffer.PositionKind
  87164. * - VertexBuffer.UVKind
  87165. * - VertexBuffer.UV2Kind
  87166. * - VertexBuffer.UV3Kind
  87167. * - VertexBuffer.UV4Kind
  87168. * - VertexBuffer.UV5Kind
  87169. * - VertexBuffer.UV6Kind
  87170. * - VertexBuffer.ColorKind
  87171. * - VertexBuffer.MatricesIndicesKind
  87172. * - VertexBuffer.MatricesIndicesExtraKind
  87173. * - VertexBuffer.MatricesWeightsKind
  87174. * - VertexBuffer.MatricesWeightsExtraKind
  87175. * @returns a boolean
  87176. */
  87177. isVertexBufferUpdatable(kind: string): boolean;
  87178. /**
  87179. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  87180. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87181. * - VertexBuffer.PositionKind
  87182. * - VertexBuffer.NormalKind
  87183. * - VertexBuffer.UVKind
  87184. * - VertexBuffer.UV2Kind
  87185. * - VertexBuffer.UV3Kind
  87186. * - VertexBuffer.UV4Kind
  87187. * - VertexBuffer.UV5Kind
  87188. * - VertexBuffer.UV6Kind
  87189. * - VertexBuffer.ColorKind
  87190. * - VertexBuffer.MatricesIndicesKind
  87191. * - VertexBuffer.MatricesIndicesExtraKind
  87192. * - VertexBuffer.MatricesWeightsKind
  87193. * - VertexBuffer.MatricesWeightsExtraKind
  87194. * @returns an array of strings
  87195. */
  87196. getVerticesDataKinds(): string[];
  87197. /**
  87198. * Returns a positive integer : the total number of indices in this mesh geometry.
  87199. * @returns the numner of indices or zero if the mesh has no geometry.
  87200. */
  87201. getTotalIndices(): number;
  87202. /**
  87203. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  87204. * @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.
  87205. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  87206. * @returns the indices array or an empty array if the mesh has no geometry
  87207. */
  87208. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  87209. readonly isBlocked: boolean;
  87210. /**
  87211. * Determine if the current mesh is ready to be rendered
  87212. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  87213. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  87214. * @returns true if all associated assets are ready (material, textures, shaders)
  87215. */
  87216. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  87217. /**
  87218. * 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.
  87219. */
  87220. readonly areNormalsFrozen: boolean;
  87221. /**
  87222. * 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.
  87223. * @returns the current mesh
  87224. */
  87225. freezeNormals(): Mesh;
  87226. /**
  87227. * 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
  87228. * @returns the current mesh
  87229. */
  87230. unfreezeNormals(): Mesh;
  87231. /**
  87232. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  87233. */
  87234. overridenInstanceCount: number;
  87235. /** @hidden */
  87236. _preActivate(): Mesh;
  87237. /** @hidden */
  87238. _preActivateForIntermediateRendering(renderId: number): Mesh;
  87239. /** @hidden */
  87240. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  87241. /**
  87242. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87243. * This means the mesh underlying bounding box and sphere are recomputed.
  87244. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  87245. * @returns the current mesh
  87246. */
  87247. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  87248. /** @hidden */
  87249. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  87250. /**
  87251. * This function will subdivide the mesh into multiple submeshes
  87252. * @param count defines the expected number of submeshes
  87253. */
  87254. subdivide(count: number): void;
  87255. /**
  87256. * Copy a FloatArray into a specific associated vertex buffer
  87257. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  87258. * - VertexBuffer.PositionKind
  87259. * - VertexBuffer.UVKind
  87260. * - VertexBuffer.UV2Kind
  87261. * - VertexBuffer.UV3Kind
  87262. * - VertexBuffer.UV4Kind
  87263. * - VertexBuffer.UV5Kind
  87264. * - VertexBuffer.UV6Kind
  87265. * - VertexBuffer.ColorKind
  87266. * - VertexBuffer.MatricesIndicesKind
  87267. * - VertexBuffer.MatricesIndicesExtraKind
  87268. * - VertexBuffer.MatricesWeightsKind
  87269. * - VertexBuffer.MatricesWeightsExtraKind
  87270. * @param data defines the data source
  87271. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  87272. * @param stride defines the data stride size (can be null)
  87273. * @returns the current mesh
  87274. */
  87275. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  87276. /**
  87277. * Flags an associated vertex buffer as updatable
  87278. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  87279. * - VertexBuffer.PositionKind
  87280. * - VertexBuffer.UVKind
  87281. * - VertexBuffer.UV2Kind
  87282. * - VertexBuffer.UV3Kind
  87283. * - VertexBuffer.UV4Kind
  87284. * - VertexBuffer.UV5Kind
  87285. * - VertexBuffer.UV6Kind
  87286. * - VertexBuffer.ColorKind
  87287. * - VertexBuffer.MatricesIndicesKind
  87288. * - VertexBuffer.MatricesIndicesExtraKind
  87289. * - VertexBuffer.MatricesWeightsKind
  87290. * - VertexBuffer.MatricesWeightsExtraKind
  87291. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  87292. */
  87293. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  87294. /**
  87295. * Sets the mesh global Vertex Buffer
  87296. * @param buffer defines the buffer to use
  87297. * @returns the current mesh
  87298. */
  87299. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  87300. /**
  87301. * Update a specific associated vertex buffer
  87302. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  87303. * - VertexBuffer.PositionKind
  87304. * - VertexBuffer.UVKind
  87305. * - VertexBuffer.UV2Kind
  87306. * - VertexBuffer.UV3Kind
  87307. * - VertexBuffer.UV4Kind
  87308. * - VertexBuffer.UV5Kind
  87309. * - VertexBuffer.UV6Kind
  87310. * - VertexBuffer.ColorKind
  87311. * - VertexBuffer.MatricesIndicesKind
  87312. * - VertexBuffer.MatricesIndicesExtraKind
  87313. * - VertexBuffer.MatricesWeightsKind
  87314. * - VertexBuffer.MatricesWeightsExtraKind
  87315. * @param data defines the data source
  87316. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  87317. * @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)
  87318. * @returns the current mesh
  87319. */
  87320. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  87321. /**
  87322. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  87323. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  87324. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  87325. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  87326. * @returns the current mesh
  87327. */
  87328. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  87329. /**
  87330. * Creates a un-shared specific occurence of the geometry for the mesh.
  87331. * @returns the current mesh
  87332. */
  87333. makeGeometryUnique(): Mesh;
  87334. /**
  87335. * Set the index buffer of this mesh
  87336. * @param indices defines the source data
  87337. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  87338. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  87339. * @returns the current mesh
  87340. */
  87341. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  87342. /**
  87343. * Update the current index buffer
  87344. * @param indices defines the source data
  87345. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  87346. * @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)
  87347. * @returns the current mesh
  87348. */
  87349. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  87350. /**
  87351. * Invert the geometry to move from a right handed system to a left handed one.
  87352. * @returns the current mesh
  87353. */
  87354. toLeftHanded(): Mesh;
  87355. /** @hidden */
  87356. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  87357. /** @hidden */
  87358. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  87359. /**
  87360. * Registers for this mesh a javascript function called just before the rendering process
  87361. * @param func defines the function to call before rendering this mesh
  87362. * @returns the current mesh
  87363. */
  87364. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  87365. /**
  87366. * Disposes a previously registered javascript function called before the rendering
  87367. * @param func defines the function to remove
  87368. * @returns the current mesh
  87369. */
  87370. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  87371. /**
  87372. * Registers for this mesh a javascript function called just after the rendering is complete
  87373. * @param func defines the function to call after rendering this mesh
  87374. * @returns the current mesh
  87375. */
  87376. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  87377. /**
  87378. * Disposes a previously registered javascript function called after the rendering.
  87379. * @param func defines the function to remove
  87380. * @returns the current mesh
  87381. */
  87382. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  87383. /** @hidden */
  87384. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  87385. /** @hidden */
  87386. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  87387. /** @hidden */
  87388. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  87389. /** @hidden */
  87390. _rebuild(): void;
  87391. /** @hidden */
  87392. _freeze(): void;
  87393. /** @hidden */
  87394. _unFreeze(): void;
  87395. /**
  87396. * 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
  87397. * @param subMesh defines the subMesh to render
  87398. * @param enableAlphaMode defines if alpha mode can be changed
  87399. * @returns the current mesh
  87400. */
  87401. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  87402. private _onBeforeDraw;
  87403. /**
  87404. * Renormalize the mesh and patch it up if there are no weights
  87405. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  87406. * However in the case of zero weights then we set just a single influence to 1.
  87407. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  87408. */
  87409. cleanMatrixWeights(): void;
  87410. private normalizeSkinFourWeights;
  87411. private normalizeSkinWeightsAndExtra;
  87412. /**
  87413. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  87414. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  87415. * the user know there was an issue with importing the mesh
  87416. * @returns a validation object with skinned, valid and report string
  87417. */
  87418. validateSkinning(): {
  87419. skinned: boolean;
  87420. valid: boolean;
  87421. report: string;
  87422. };
  87423. /** @hidden */
  87424. _checkDelayState(): Mesh;
  87425. private _queueLoad;
  87426. /**
  87427. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  87428. * A mesh is in the frustum if its bounding box intersects the frustum
  87429. * @param frustumPlanes defines the frustum to test
  87430. * @returns true if the mesh is in the frustum planes
  87431. */
  87432. isInFrustum(frustumPlanes: Plane[]): boolean;
  87433. /**
  87434. * Sets the mesh material by the material or multiMaterial `id` property
  87435. * @param id is a string identifying the material or the multiMaterial
  87436. * @returns the current mesh
  87437. */
  87438. setMaterialByID(id: string): Mesh;
  87439. /**
  87440. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  87441. * @returns an array of IAnimatable
  87442. */
  87443. getAnimatables(): IAnimatable[];
  87444. /**
  87445. * Modifies the mesh geometry according to the passed transformation matrix.
  87446. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  87447. * The mesh normals are modified using the same transformation.
  87448. * Note that, under the hood, this method sets a new VertexBuffer each call.
  87449. * @param transform defines the transform matrix to use
  87450. * @see http://doc.babylonjs.com/resources/baking_transformations
  87451. * @returns the current mesh
  87452. */
  87453. bakeTransformIntoVertices(transform: Matrix): Mesh;
  87454. /**
  87455. * Modifies the mesh geometry according to its own current World Matrix.
  87456. * The mesh World Matrix is then reset.
  87457. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  87458. * Note that, under the hood, this method sets a new VertexBuffer each call.
  87459. * @see http://doc.babylonjs.com/resources/baking_transformations
  87460. * @returns the current mesh
  87461. */
  87462. bakeCurrentTransformIntoVertices(): Mesh;
  87463. /** @hidden */
  87464. readonly _positions: Nullable<Vector3[]>;
  87465. /** @hidden */
  87466. _resetPointsArrayCache(): Mesh;
  87467. /** @hidden */
  87468. _generatePointsArray(): boolean;
  87469. /**
  87470. * Returns a new Mesh object generated from the current mesh properties.
  87471. * This method must not get confused with createInstance()
  87472. * @param name is a string, the name given to the new mesh
  87473. * @param newParent can be any Node object (default `null`)
  87474. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  87475. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  87476. * @returns a new mesh
  87477. */
  87478. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  87479. /**
  87480. * Releases resources associated with this mesh.
  87481. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  87482. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  87483. */
  87484. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87485. /**
  87486. * Modifies the mesh geometry according to a displacement map.
  87487. * 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.
  87488. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  87489. * @param url is a string, the URL from the image file is to be downloaded.
  87490. * @param minHeight is the lower limit of the displacement.
  87491. * @param maxHeight is the upper limit of the displacement.
  87492. * @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.
  87493. * @param uvOffset is an optional vector2 used to offset UV.
  87494. * @param uvScale is an optional vector2 used to scale UV.
  87495. * @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.
  87496. * @returns the Mesh.
  87497. */
  87498. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  87499. /**
  87500. * Modifies the mesh geometry according to a displacementMap buffer.
  87501. * 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.
  87502. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  87503. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  87504. * @param heightMapWidth is the width of the buffer image.
  87505. * @param heightMapHeight is the height of the buffer image.
  87506. * @param minHeight is the lower limit of the displacement.
  87507. * @param maxHeight is the upper limit of the displacement.
  87508. * @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.
  87509. * @param uvOffset is an optional vector2 used to offset UV.
  87510. * @param uvScale is an optional vector2 used to scale UV.
  87511. * @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.
  87512. * @returns the Mesh.
  87513. */
  87514. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  87515. /**
  87516. * Modify the mesh to get a flat shading rendering.
  87517. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  87518. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  87519. * @returns current mesh
  87520. */
  87521. convertToFlatShadedMesh(): Mesh;
  87522. /**
  87523. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  87524. * In other words, more vertices, no more indices and a single bigger VBO.
  87525. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  87526. * @returns current mesh
  87527. */
  87528. convertToUnIndexedMesh(): Mesh;
  87529. /**
  87530. * Inverses facet orientations.
  87531. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87532. * @param flipNormals will also inverts the normals
  87533. * @returns current mesh
  87534. */
  87535. flipFaces(flipNormals?: boolean): Mesh;
  87536. /**
  87537. * Increase the number of facets and hence vertices in a mesh
  87538. * Vertex normals are interpolated from existing vertex normals
  87539. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87540. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  87541. */
  87542. increaseVertices(numberPerEdge: number): void;
  87543. /**
  87544. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  87545. * This will undo any application of covertToFlatShadedMesh
  87546. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87547. */
  87548. forceSharedVertices(): void;
  87549. /** @hidden */
  87550. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  87551. /** @hidden */
  87552. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  87553. /**
  87554. * Creates a new InstancedMesh object from the mesh model.
  87555. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87556. * @param name defines the name of the new instance
  87557. * @returns a new InstancedMesh
  87558. */
  87559. createInstance(name: string): InstancedMesh;
  87560. /**
  87561. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  87562. * After this call, all the mesh instances have the same submeshes than the current mesh.
  87563. * @returns the current mesh
  87564. */
  87565. synchronizeInstances(): Mesh;
  87566. /**
  87567. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  87568. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  87569. * This should be used together with the simplification to avoid disappearing triangles.
  87570. * @param successCallback an optional success callback to be called after the optimization finished.
  87571. * @returns the current mesh
  87572. */
  87573. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  87574. /**
  87575. * Serialize current mesh
  87576. * @param serializationObject defines the object which will receive the serialization data
  87577. */
  87578. serialize(serializationObject: any): void;
  87579. /** @hidden */
  87580. _syncGeometryWithMorphTargetManager(): void;
  87581. /** @hidden */
  87582. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  87583. /**
  87584. * Returns a new Mesh object parsed from the source provided.
  87585. * @param parsedMesh is the source
  87586. * @param scene defines the hosting scene
  87587. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  87588. * @returns a new Mesh
  87589. */
  87590. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  87591. /**
  87592. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  87593. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87594. * @param name defines the name of the mesh to create
  87595. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  87596. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  87597. * @param closePath creates a seam between the first and the last points of each path of the path array
  87598. * @param offset is taken in account only if the `pathArray` is containing a single path
  87599. * @param scene defines the hosting scene
  87600. * @param updatable defines if the mesh must be flagged as updatable
  87601. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87602. * @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)
  87603. * @returns a new Mesh
  87604. */
  87605. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87606. /**
  87607. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  87608. * @param name defines the name of the mesh to create
  87609. * @param radius sets the radius size (float) of the polygon (default 0.5)
  87610. * @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
  87611. * @param scene defines the hosting scene
  87612. * @param updatable defines if the mesh must be flagged as updatable
  87613. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87614. * @returns a new Mesh
  87615. */
  87616. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  87617. /**
  87618. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  87619. * @param name defines the name of the mesh to create
  87620. * @param size sets the size (float) of each box side (default 1)
  87621. * @param scene defines the hosting scene
  87622. * @param updatable defines if the mesh must be flagged as updatable
  87623. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87624. * @returns a new Mesh
  87625. */
  87626. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  87627. /**
  87628. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  87629. * @param name defines the name of the mesh to create
  87630. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  87631. * @param diameter sets the diameter size (float) of the sphere (default 1)
  87632. * @param scene defines the hosting scene
  87633. * @param updatable defines if the mesh must be flagged as updatable
  87634. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87635. * @returns a new Mesh
  87636. */
  87637. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87638. /**
  87639. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  87640. * @param name defines the name of the mesh to create
  87641. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  87642. * @param diameter sets the diameter size (float) of the sphere (default 1)
  87643. * @param scene defines the hosting scene
  87644. * @returns a new Mesh
  87645. */
  87646. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  87647. /**
  87648. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  87649. * @param name defines the name of the mesh to create
  87650. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  87651. * @param diameterTop set the top cap diameter (floats, default 1)
  87652. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  87653. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  87654. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  87655. * @param scene defines the hosting scene
  87656. * @param updatable defines if the mesh must be flagged as updatable
  87657. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87658. * @returns a new Mesh
  87659. */
  87660. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  87661. /**
  87662. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  87663. * @param name defines the name of the mesh to create
  87664. * @param diameter sets the diameter size (float) of the torus (default 1)
  87665. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  87666. * @param tessellation sets the number of torus sides (postive integer, default 16)
  87667. * @param scene defines the hosting scene
  87668. * @param updatable defines if the mesh must be flagged as updatable
  87669. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87670. * @returns a new Mesh
  87671. */
  87672. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87673. /**
  87674. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  87675. * @param name defines the name of the mesh to create
  87676. * @param radius sets the global radius size (float) of the torus knot (default 2)
  87677. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  87678. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  87679. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  87680. * @param p the number of windings on X axis (positive integers, default 2)
  87681. * @param q the number of windings on Y axis (positive integers, default 3)
  87682. * @param scene defines the hosting scene
  87683. * @param updatable defines if the mesh must be flagged as updatable
  87684. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87685. * @returns a new Mesh
  87686. */
  87687. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87688. /**
  87689. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  87690. * @param name defines the name of the mesh to create
  87691. * @param points is an array successive Vector3
  87692. * @param scene defines the hosting scene
  87693. * @param updatable defines if the mesh must be flagged as updatable
  87694. * @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).
  87695. * @returns a new Mesh
  87696. */
  87697. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  87698. /**
  87699. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  87700. * @param name defines the name of the mesh to create
  87701. * @param points is an array successive Vector3
  87702. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  87703. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  87704. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  87705. * @param scene defines the hosting scene
  87706. * @param updatable defines if the mesh must be flagged as updatable
  87707. * @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)
  87708. * @returns a new Mesh
  87709. */
  87710. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  87711. /**
  87712. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  87713. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  87714. * 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.
  87715. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87716. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  87717. * Remember you can only change the shape positions, not their number when updating a polygon.
  87718. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  87719. * @param name defines the name of the mesh to create
  87720. * @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
  87721. * @param scene defines the hosting scene
  87722. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  87723. * @param updatable defines if the mesh must be flagged as updatable
  87724. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87725. * @param earcutInjection can be used to inject your own earcut reference
  87726. * @returns a new Mesh
  87727. */
  87728. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  87729. /**
  87730. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  87731. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  87732. * @param name defines the name of the mesh to create
  87733. * @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
  87734. * @param depth defines the height of extrusion
  87735. * @param scene defines the hosting scene
  87736. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  87737. * @param updatable defines if the mesh must be flagged as updatable
  87738. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87739. * @param earcutInjection can be used to inject your own earcut reference
  87740. * @returns a new Mesh
  87741. */
  87742. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  87743. /**
  87744. * Creates an extruded shape mesh.
  87745. * 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
  87746. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87747. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  87748. * @param name defines the name of the mesh to create
  87749. * @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
  87750. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  87751. * @param scale is the value to scale the shape
  87752. * @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
  87753. * @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
  87754. * @param scene defines the hosting scene
  87755. * @param updatable defines if the mesh must be flagged as updatable
  87756. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87757. * @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)
  87758. * @returns a new Mesh
  87759. */
  87760. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87761. /**
  87762. * Creates an custom extruded shape mesh.
  87763. * The custom extrusion is a parametric shape.
  87764. * It has no predefined shape. Its final shape will depend on the input parameters.
  87765. * Please consider using the same method from the MeshBuilder class instead
  87766. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  87767. * @param name defines the name of the mesh to create
  87768. * @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
  87769. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  87770. * @param scaleFunction is a custom Javascript function called on each path point
  87771. * @param rotationFunction is a custom Javascript function called on each path point
  87772. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  87773. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  87774. * @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
  87775. * @param scene defines the hosting scene
  87776. * @param updatable defines if the mesh must be flagged as updatable
  87777. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87778. * @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)
  87779. * @returns a new Mesh
  87780. */
  87781. 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;
  87782. /**
  87783. * Creates lathe mesh.
  87784. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  87785. * Please consider using the same method from the MeshBuilder class instead
  87786. * @param name defines the name of the mesh to create
  87787. * @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
  87788. * @param radius is the radius value of the lathe
  87789. * @param tessellation is the side number of the lathe.
  87790. * @param scene defines the hosting scene
  87791. * @param updatable defines if the mesh must be flagged as updatable
  87792. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87793. * @returns a new Mesh
  87794. */
  87795. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87796. /**
  87797. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  87798. * @param name defines the name of the mesh to create
  87799. * @param size sets the size (float) of both sides of the plane at once (default 1)
  87800. * @param scene defines the hosting scene
  87801. * @param updatable defines if the mesh must be flagged as updatable
  87802. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87803. * @returns a new Mesh
  87804. */
  87805. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87806. /**
  87807. * Creates a ground mesh.
  87808. * Please consider using the same method from the MeshBuilder class instead
  87809. * @param name defines the name of the mesh to create
  87810. * @param width set the width of the ground
  87811. * @param height set the height of the ground
  87812. * @param subdivisions sets the number of subdivisions per side
  87813. * @param scene defines the hosting scene
  87814. * @param updatable defines if the mesh must be flagged as updatable
  87815. * @returns a new Mesh
  87816. */
  87817. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  87818. /**
  87819. * Creates a tiled ground mesh.
  87820. * Please consider using the same method from the MeshBuilder class instead
  87821. * @param name defines the name of the mesh to create
  87822. * @param xmin set the ground minimum X coordinate
  87823. * @param zmin set the ground minimum Y coordinate
  87824. * @param xmax set the ground maximum X coordinate
  87825. * @param zmax set the ground maximum Z coordinate
  87826. * @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
  87827. * @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
  87828. * @param scene defines the hosting scene
  87829. * @param updatable defines if the mesh must be flagged as updatable
  87830. * @returns a new Mesh
  87831. */
  87832. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  87833. w: number;
  87834. h: number;
  87835. }, precision: {
  87836. w: number;
  87837. h: number;
  87838. }, scene: Scene, updatable?: boolean): Mesh;
  87839. /**
  87840. * Creates a ground mesh from a height map.
  87841. * Please consider using the same method from the MeshBuilder class instead
  87842. * @see http://doc.babylonjs.com/babylon101/height_map
  87843. * @param name defines the name of the mesh to create
  87844. * @param url sets the URL of the height map image resource
  87845. * @param width set the ground width size
  87846. * @param height set the ground height size
  87847. * @param subdivisions sets the number of subdivision per side
  87848. * @param minHeight is the minimum altitude on the ground
  87849. * @param maxHeight is the maximum altitude on the ground
  87850. * @param scene defines the hosting scene
  87851. * @param updatable defines if the mesh must be flagged as updatable
  87852. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  87853. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  87854. * @returns a new Mesh
  87855. */
  87856. 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;
  87857. /**
  87858. * Creates a tube mesh.
  87859. * The tube is a parametric shape.
  87860. * It has no predefined shape. Its final shape will depend on the input parameters.
  87861. * Please consider using the same method from the MeshBuilder class instead
  87862. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87863. * @param name defines the name of the mesh to create
  87864. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  87865. * @param radius sets the tube radius size
  87866. * @param tessellation is the number of sides on the tubular surface
  87867. * @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
  87868. * @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
  87869. * @param scene defines the hosting scene
  87870. * @param updatable defines if the mesh must be flagged as updatable
  87871. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87872. * @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)
  87873. * @returns a new Mesh
  87874. */
  87875. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  87876. (i: number, distance: number): number;
  87877. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87878. /**
  87879. * Creates a polyhedron mesh.
  87880. * Please consider using the same method from the MeshBuilder class instead.
  87881. * * 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
  87882. * * The parameter `size` (positive float, default 1) sets the polygon size
  87883. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  87884. * * 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`
  87885. * * 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
  87886. * * 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)`)
  87887. * * 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
  87888. * * 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
  87889. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87890. * * If you create a double-sided mesh, you can choose what parts of 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
  87891. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  87892. * @param name defines the name of the mesh to create
  87893. * @param options defines the options used to create the mesh
  87894. * @param scene defines the hosting scene
  87895. * @returns a new Mesh
  87896. */
  87897. static CreatePolyhedron(name: string, options: {
  87898. type?: number;
  87899. size?: number;
  87900. sizeX?: number;
  87901. sizeY?: number;
  87902. sizeZ?: number;
  87903. custom?: any;
  87904. faceUV?: Vector4[];
  87905. faceColors?: Color4[];
  87906. updatable?: boolean;
  87907. sideOrientation?: number;
  87908. }, scene: Scene): Mesh;
  87909. /**
  87910. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  87911. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  87912. * * 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`)
  87913. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  87914. * * 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
  87915. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87916. * * If you create a double-sided mesh, you can choose what parts of 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
  87917. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  87918. * @param name defines the name of the mesh
  87919. * @param options defines the options used to create the mesh
  87920. * @param scene defines the hosting scene
  87921. * @returns a new Mesh
  87922. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  87923. */
  87924. static CreateIcoSphere(name: string, options: {
  87925. radius?: number;
  87926. flat?: boolean;
  87927. subdivisions?: number;
  87928. sideOrientation?: number;
  87929. updatable?: boolean;
  87930. }, scene: Scene): Mesh;
  87931. /**
  87932. * Creates a decal mesh.
  87933. * Please consider using the same method from the MeshBuilder class instead.
  87934. * A decal is a mesh usually applied as a model onto the surface of another mesh
  87935. * @param name defines the name of the mesh
  87936. * @param sourceMesh defines the mesh receiving the decal
  87937. * @param position sets the position of the decal in world coordinates
  87938. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  87939. * @param size sets the decal scaling
  87940. * @param angle sets the angle to rotate the decal
  87941. * @returns a new Mesh
  87942. */
  87943. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  87944. /**
  87945. * Prepare internal position array for software CPU skinning
  87946. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  87947. */
  87948. setPositionsForCPUSkinning(): Float32Array;
  87949. /**
  87950. * Prepare internal normal array for software CPU skinning
  87951. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  87952. */
  87953. setNormalsForCPUSkinning(): Float32Array;
  87954. /**
  87955. * Updates the vertex buffer by applying transformation from the bones
  87956. * @param skeleton defines the skeleton to apply to current mesh
  87957. * @returns the current mesh
  87958. */
  87959. applySkeleton(skeleton: Skeleton): Mesh;
  87960. /**
  87961. * 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
  87962. * @param meshes defines the list of meshes to scan
  87963. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  87964. */
  87965. static MinMax(meshes: AbstractMesh[]): {
  87966. min: Vector3;
  87967. max: Vector3;
  87968. };
  87969. /**
  87970. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  87971. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  87972. * @returns a vector3
  87973. */
  87974. static Center(meshesOrMinMaxVector: {
  87975. min: Vector3;
  87976. max: Vector3;
  87977. } | AbstractMesh[]): Vector3;
  87978. /**
  87979. * Merge the array of meshes into a single mesh for performance reasons.
  87980. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  87981. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  87982. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  87983. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  87984. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  87985. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  87986. * @returns a new mesh
  87987. */
  87988. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  87989. /** @hidden */
  87990. addInstance(instance: InstancedMesh): void;
  87991. /** @hidden */
  87992. removeInstance(instance: InstancedMesh): void;
  87993. }
  87994. }
  87995. declare module BABYLON {
  87996. /**
  87997. * This is the base class of all the camera used in the application.
  87998. * @see http://doc.babylonjs.com/features/cameras
  87999. */
  88000. export class Camera extends Node {
  88001. /** @hidden */
  88002. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  88003. /**
  88004. * This is the default projection mode used by the cameras.
  88005. * It helps recreating a feeling of perspective and better appreciate depth.
  88006. * This is the best way to simulate real life cameras.
  88007. */
  88008. static readonly PERSPECTIVE_CAMERA: number;
  88009. /**
  88010. * This helps creating camera with an orthographic mode.
  88011. * 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.
  88012. */
  88013. static readonly ORTHOGRAPHIC_CAMERA: number;
  88014. /**
  88015. * This is the default FOV mode for perspective cameras.
  88016. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  88017. */
  88018. static readonly FOVMODE_VERTICAL_FIXED: number;
  88019. /**
  88020. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  88021. */
  88022. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  88023. /**
  88024. * This specifies ther is no need for a camera rig.
  88025. * Basically only one eye is rendered corresponding to the camera.
  88026. */
  88027. static readonly RIG_MODE_NONE: number;
  88028. /**
  88029. * Simulates a camera Rig with one blue eye and one red eye.
  88030. * This can be use with 3d blue and red glasses.
  88031. */
  88032. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  88033. /**
  88034. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  88035. */
  88036. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  88037. /**
  88038. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  88039. */
  88040. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  88041. /**
  88042. * Defines that both eyes of the camera will be rendered over under each other.
  88043. */
  88044. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  88045. /**
  88046. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  88047. */
  88048. static readonly RIG_MODE_VR: number;
  88049. /**
  88050. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  88051. */
  88052. static readonly RIG_MODE_WEBVR: number;
  88053. /**
  88054. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  88055. */
  88056. static readonly RIG_MODE_CUSTOM: number;
  88057. /**
  88058. * Defines if by default attaching controls should prevent the default javascript event to continue.
  88059. */
  88060. static ForceAttachControlToAlwaysPreventDefault: boolean;
  88061. /**
  88062. * Define the input manager associated with the camera.
  88063. */
  88064. inputs: CameraInputsManager<Camera>;
  88065. /** @hidden */
  88066. _position: Vector3;
  88067. /**
  88068. * Define the current local position of the camera in the scene
  88069. */
  88070. position: Vector3;
  88071. /**
  88072. * The vector the camera should consider as up.
  88073. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  88074. */
  88075. upVector: Vector3;
  88076. /**
  88077. * Define the current limit on the left side for an orthographic camera
  88078. * In scene unit
  88079. */
  88080. orthoLeft: Nullable<number>;
  88081. /**
  88082. * Define the current limit on the right side for an orthographic camera
  88083. * In scene unit
  88084. */
  88085. orthoRight: Nullable<number>;
  88086. /**
  88087. * Define the current limit on the bottom side for an orthographic camera
  88088. * In scene unit
  88089. */
  88090. orthoBottom: Nullable<number>;
  88091. /**
  88092. * Define the current limit on the top side for an orthographic camera
  88093. * In scene unit
  88094. */
  88095. orthoTop: Nullable<number>;
  88096. /**
  88097. * Field Of View is set in Radians. (default is 0.8)
  88098. */
  88099. fov: number;
  88100. /**
  88101. * Define the minimum distance the camera can see from.
  88102. * This is important to note that the depth buffer are not infinite and the closer it starts
  88103. * the more your scene might encounter depth fighting issue.
  88104. */
  88105. minZ: number;
  88106. /**
  88107. * Define the maximum distance the camera can see to.
  88108. * This is important to note that the depth buffer are not infinite and the further it end
  88109. * the more your scene might encounter depth fighting issue.
  88110. */
  88111. maxZ: number;
  88112. /**
  88113. * Define the default inertia of the camera.
  88114. * This helps giving a smooth feeling to the camera movement.
  88115. */
  88116. inertia: number;
  88117. /**
  88118. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  88119. */
  88120. mode: number;
  88121. /**
  88122. * Define wether the camera is intermediate.
  88123. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  88124. */
  88125. isIntermediate: boolean;
  88126. /**
  88127. * Define the viewport of the camera.
  88128. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  88129. */
  88130. viewport: Viewport;
  88131. /**
  88132. * Restricts the camera to viewing objects with the same layerMask.
  88133. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  88134. */
  88135. layerMask: number;
  88136. /**
  88137. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  88138. */
  88139. fovMode: number;
  88140. /**
  88141. * Rig mode of the camera.
  88142. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  88143. * This is normally controlled byt the camera themselves as internal use.
  88144. */
  88145. cameraRigMode: number;
  88146. /**
  88147. * Defines the distance between both "eyes" in case of a RIG
  88148. */
  88149. interaxialDistance: number;
  88150. /**
  88151. * Defines if stereoscopic rendering is done side by side or over under.
  88152. */
  88153. isStereoscopicSideBySide: boolean;
  88154. /**
  88155. * 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
  88156. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  88157. * else in the scene. (Eg. security camera)
  88158. *
  88159. * 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)
  88160. */
  88161. customRenderTargets: RenderTargetTexture[];
  88162. /**
  88163. * When set, the camera will render to this render target instead of the default canvas
  88164. *
  88165. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  88166. */
  88167. outputRenderTarget: Nullable<RenderTargetTexture>;
  88168. /**
  88169. * Observable triggered when the camera view matrix has changed.
  88170. */
  88171. onViewMatrixChangedObservable: Observable<Camera>;
  88172. /**
  88173. * Observable triggered when the camera Projection matrix has changed.
  88174. */
  88175. onProjectionMatrixChangedObservable: Observable<Camera>;
  88176. /**
  88177. * Observable triggered when the inputs have been processed.
  88178. */
  88179. onAfterCheckInputsObservable: Observable<Camera>;
  88180. /**
  88181. * Observable triggered when reset has been called and applied to the camera.
  88182. */
  88183. onRestoreStateObservable: Observable<Camera>;
  88184. /** @hidden */
  88185. _cameraRigParams: any;
  88186. /** @hidden */
  88187. _rigCameras: Camera[];
  88188. /** @hidden */
  88189. _rigPostProcess: Nullable<PostProcess>;
  88190. protected _webvrViewMatrix: Matrix;
  88191. /** @hidden */
  88192. _skipRendering: boolean;
  88193. /** @hidden */
  88194. _projectionMatrix: Matrix;
  88195. /** @hidden */
  88196. _postProcesses: Nullable<PostProcess>[];
  88197. /** @hidden */
  88198. _activeMeshes: SmartArray<AbstractMesh>;
  88199. protected _globalPosition: Vector3;
  88200. /** @hidden */
  88201. _computedViewMatrix: Matrix;
  88202. private _doNotComputeProjectionMatrix;
  88203. private _transformMatrix;
  88204. private _frustumPlanes;
  88205. private _refreshFrustumPlanes;
  88206. private _storedFov;
  88207. private _stateStored;
  88208. /**
  88209. * Instantiates a new camera object.
  88210. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  88211. * @see http://doc.babylonjs.com/features/cameras
  88212. * @param name Defines the name of the camera in the scene
  88213. * @param position Defines the position of the camera
  88214. * @param scene Defines the scene the camera belongs too
  88215. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  88216. */
  88217. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  88218. /**
  88219. * Store current camera state (fov, position, etc..)
  88220. * @returns the camera
  88221. */
  88222. storeState(): Camera;
  88223. /**
  88224. * Restores the camera state values if it has been stored. You must call storeState() first
  88225. */
  88226. protected _restoreStateValues(): boolean;
  88227. /**
  88228. * Restored camera state. You must call storeState() first.
  88229. * @returns true if restored and false otherwise
  88230. */
  88231. restoreState(): boolean;
  88232. /**
  88233. * Gets the class name of the camera.
  88234. * @returns the class name
  88235. */
  88236. getClassName(): string;
  88237. /** @hidden */
  88238. readonly _isCamera: boolean;
  88239. /**
  88240. * Gets a string representation of the camera useful for debug purpose.
  88241. * @param fullDetails Defines that a more verboe level of logging is required
  88242. * @returns the string representation
  88243. */
  88244. toString(fullDetails?: boolean): string;
  88245. /**
  88246. * Gets the current world space position of the camera.
  88247. */
  88248. readonly globalPosition: Vector3;
  88249. /**
  88250. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  88251. * @returns the active meshe list
  88252. */
  88253. getActiveMeshes(): SmartArray<AbstractMesh>;
  88254. /**
  88255. * Check wether a mesh is part of the current active mesh list of the camera
  88256. * @param mesh Defines the mesh to check
  88257. * @returns true if active, false otherwise
  88258. */
  88259. isActiveMesh(mesh: Mesh): boolean;
  88260. /**
  88261. * Is this camera ready to be used/rendered
  88262. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  88263. * @return true if the camera is ready
  88264. */
  88265. isReady(completeCheck?: boolean): boolean;
  88266. /** @hidden */
  88267. _initCache(): void;
  88268. /** @hidden */
  88269. _updateCache(ignoreParentClass?: boolean): void;
  88270. /** @hidden */
  88271. _isSynchronized(): boolean;
  88272. /** @hidden */
  88273. _isSynchronizedViewMatrix(): boolean;
  88274. /** @hidden */
  88275. _isSynchronizedProjectionMatrix(): boolean;
  88276. /**
  88277. * Attach the input controls to a specific dom element to get the input from.
  88278. * @param element Defines the element the controls should be listened from
  88279. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  88280. */
  88281. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  88282. /**
  88283. * Detach the current controls from the specified dom element.
  88284. * @param element Defines the element to stop listening the inputs from
  88285. */
  88286. detachControl(element: HTMLElement): void;
  88287. /**
  88288. * Update the camera state according to the different inputs gathered during the frame.
  88289. */
  88290. update(): void;
  88291. /** @hidden */
  88292. _checkInputs(): void;
  88293. /** @hidden */
  88294. readonly rigCameras: Camera[];
  88295. /**
  88296. * Gets the post process used by the rig cameras
  88297. */
  88298. readonly rigPostProcess: Nullable<PostProcess>;
  88299. /**
  88300. * Internal, gets the first post proces.
  88301. * @returns the first post process to be run on this camera.
  88302. */
  88303. _getFirstPostProcess(): Nullable<PostProcess>;
  88304. private _cascadePostProcessesToRigCams;
  88305. /**
  88306. * Attach a post process to the camera.
  88307. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  88308. * @param postProcess The post process to attach to the camera
  88309. * @param insertAt The position of the post process in case several of them are in use in the scene
  88310. * @returns the position the post process has been inserted at
  88311. */
  88312. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  88313. /**
  88314. * Detach a post process to the camera.
  88315. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  88316. * @param postProcess The post process to detach from the camera
  88317. */
  88318. detachPostProcess(postProcess: PostProcess): void;
  88319. /**
  88320. * Gets the current world matrix of the camera
  88321. */
  88322. getWorldMatrix(): Matrix;
  88323. /** @hidden */
  88324. _getViewMatrix(): Matrix;
  88325. /**
  88326. * Gets the current view matrix of the camera.
  88327. * @param force forces the camera to recompute the matrix without looking at the cached state
  88328. * @returns the view matrix
  88329. */
  88330. getViewMatrix(force?: boolean): Matrix;
  88331. /**
  88332. * Freeze the projection matrix.
  88333. * It will prevent the cache check of the camera projection compute and can speed up perf
  88334. * if no parameter of the camera are meant to change
  88335. * @param projection Defines manually a projection if necessary
  88336. */
  88337. freezeProjectionMatrix(projection?: Matrix): void;
  88338. /**
  88339. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  88340. */
  88341. unfreezeProjectionMatrix(): void;
  88342. /**
  88343. * Gets the current projection matrix of the camera.
  88344. * @param force forces the camera to recompute the matrix without looking at the cached state
  88345. * @returns the projection matrix
  88346. */
  88347. getProjectionMatrix(force?: boolean): Matrix;
  88348. /**
  88349. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  88350. * @returns a Matrix
  88351. */
  88352. getTransformationMatrix(): Matrix;
  88353. private _updateFrustumPlanes;
  88354. /**
  88355. * Checks if a cullable object (mesh...) is in the camera frustum
  88356. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  88357. * @param target The object to check
  88358. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  88359. * @returns true if the object is in frustum otherwise false
  88360. */
  88361. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  88362. /**
  88363. * Checks if a cullable object (mesh...) is in the camera frustum
  88364. * Unlike isInFrustum this cheks the full bounding box
  88365. * @param target The object to check
  88366. * @returns true if the object is in frustum otherwise false
  88367. */
  88368. isCompletelyInFrustum(target: ICullable): boolean;
  88369. /**
  88370. * Gets a ray in the forward direction from the camera.
  88371. * @param length Defines the length of the ray to create
  88372. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  88373. * @param origin Defines the start point of the ray which defaults to the camera position
  88374. * @returns the forward ray
  88375. */
  88376. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  88377. /**
  88378. * Releases resources associated with this node.
  88379. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  88380. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  88381. */
  88382. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  88383. /** @hidden */
  88384. _isLeftCamera: boolean;
  88385. /**
  88386. * Gets the left camera of a rig setup in case of Rigged Camera
  88387. */
  88388. readonly isLeftCamera: boolean;
  88389. /** @hidden */
  88390. _isRightCamera: boolean;
  88391. /**
  88392. * Gets the right camera of a rig setup in case of Rigged Camera
  88393. */
  88394. readonly isRightCamera: boolean;
  88395. /**
  88396. * Gets the left camera of a rig setup in case of Rigged Camera
  88397. */
  88398. readonly leftCamera: Nullable<FreeCamera>;
  88399. /**
  88400. * Gets the right camera of a rig setup in case of Rigged Camera
  88401. */
  88402. readonly rightCamera: Nullable<FreeCamera>;
  88403. /**
  88404. * Gets the left camera target of a rig setup in case of Rigged Camera
  88405. * @returns the target position
  88406. */
  88407. getLeftTarget(): Nullable<Vector3>;
  88408. /**
  88409. * Gets the right camera target of a rig setup in case of Rigged Camera
  88410. * @returns the target position
  88411. */
  88412. getRightTarget(): Nullable<Vector3>;
  88413. /**
  88414. * @hidden
  88415. */
  88416. setCameraRigMode(mode: number, rigParams: any): void;
  88417. /** @hidden */
  88418. static _setStereoscopicRigMode(camera: Camera): void;
  88419. /** @hidden */
  88420. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  88421. /** @hidden */
  88422. static _setVRRigMode(camera: Camera, rigParams: any): void;
  88423. /** @hidden */
  88424. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  88425. /** @hidden */
  88426. _getVRProjectionMatrix(): Matrix;
  88427. protected _updateCameraRotationMatrix(): void;
  88428. protected _updateWebVRCameraRotationMatrix(): void;
  88429. /**
  88430. * This function MUST be overwritten by the different WebVR cameras available.
  88431. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  88432. * @hidden
  88433. */
  88434. _getWebVRProjectionMatrix(): Matrix;
  88435. /**
  88436. * This function MUST be overwritten by the different WebVR cameras available.
  88437. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  88438. * @hidden
  88439. */
  88440. _getWebVRViewMatrix(): Matrix;
  88441. /** @hidden */
  88442. setCameraRigParameter(name: string, value: any): void;
  88443. /**
  88444. * needs to be overridden by children so sub has required properties to be copied
  88445. * @hidden
  88446. */
  88447. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  88448. /**
  88449. * May need to be overridden by children
  88450. * @hidden
  88451. */
  88452. _updateRigCameras(): void;
  88453. /** @hidden */
  88454. _setupInputs(): void;
  88455. /**
  88456. * Serialiaze the camera setup to a json represention
  88457. * @returns the JSON representation
  88458. */
  88459. serialize(): any;
  88460. /**
  88461. * Clones the current camera.
  88462. * @param name The cloned camera name
  88463. * @returns the cloned camera
  88464. */
  88465. clone(name: string): Camera;
  88466. /**
  88467. * Gets the direction of the camera relative to a given local axis.
  88468. * @param localAxis Defines the reference axis to provide a relative direction.
  88469. * @return the direction
  88470. */
  88471. getDirection(localAxis: Vector3): Vector3;
  88472. /**
  88473. * Gets the direction of the camera relative to a given local axis into a passed vector.
  88474. * @param localAxis Defines the reference axis to provide a relative direction.
  88475. * @param result Defines the vector to store the result in
  88476. */
  88477. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  88478. /**
  88479. * Gets a camera constructor for a given camera type
  88480. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  88481. * @param name The name of the camera the result will be able to instantiate
  88482. * @param scene The scene the result will construct the camera in
  88483. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  88484. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  88485. * @returns a factory method to construc the camera
  88486. */
  88487. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  88488. /**
  88489. * Compute the world matrix of the camera.
  88490. * @returns the camera workd matrix
  88491. */
  88492. computeWorldMatrix(): Matrix;
  88493. /**
  88494. * Parse a JSON and creates the camera from the parsed information
  88495. * @param parsedCamera The JSON to parse
  88496. * @param scene The scene to instantiate the camera in
  88497. * @returns the newly constructed camera
  88498. */
  88499. static Parse(parsedCamera: any, scene: Scene): Camera;
  88500. }
  88501. }
  88502. declare module BABYLON {
  88503. /**
  88504. * Class containing static functions to help procedurally build meshes
  88505. */
  88506. export class DiscBuilder {
  88507. /**
  88508. * Creates a plane polygonal mesh. By default, this is a disc
  88509. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  88510. * * 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
  88511. * * 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
  88512. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  88513. * * If you create a double-sided mesh, you can choose what parts of 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
  88514. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88515. * @param name defines the name of the mesh
  88516. * @param options defines the options used to create the mesh
  88517. * @param scene defines the hosting scene
  88518. * @returns the plane polygonal mesh
  88519. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  88520. */
  88521. static CreateDisc(name: string, options: {
  88522. radius?: number;
  88523. tessellation?: number;
  88524. arc?: number;
  88525. updatable?: boolean;
  88526. sideOrientation?: number;
  88527. frontUVs?: Vector4;
  88528. backUVs?: Vector4;
  88529. }, scene?: Nullable<Scene>): Mesh;
  88530. }
  88531. }
  88532. declare module BABYLON {
  88533. /**
  88534. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  88535. *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.
  88536. * The SPS is also a particle system. It provides some methods to manage the particles.
  88537. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  88538. *
  88539. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  88540. */
  88541. export class SolidParticleSystem implements IDisposable {
  88542. /**
  88543. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  88544. * Example : var p = SPS.particles[i];
  88545. */
  88546. particles: SolidParticle[];
  88547. /**
  88548. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  88549. */
  88550. nbParticles: number;
  88551. /**
  88552. * If the particles must ever face the camera (default false). Useful for planar particles.
  88553. */
  88554. billboard: boolean;
  88555. /**
  88556. * Recompute normals when adding a shape
  88557. */
  88558. recomputeNormals: boolean;
  88559. /**
  88560. * This a counter ofr your own usage. It's not set by any SPS functions.
  88561. */
  88562. counter: number;
  88563. /**
  88564. * The SPS name. This name is also given to the underlying mesh.
  88565. */
  88566. name: string;
  88567. /**
  88568. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  88569. */
  88570. mesh: Mesh;
  88571. /**
  88572. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  88573. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  88574. */
  88575. vars: any;
  88576. /**
  88577. * This array is populated when the SPS is set as 'pickable'.
  88578. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  88579. * Each element of this array is an object `{idx: int, faceId: int}`.
  88580. * `idx` is the picked particle index in the `SPS.particles` array
  88581. * `faceId` is the picked face index counted within this particle.
  88582. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#pickable-particles
  88583. */
  88584. pickedParticles: {
  88585. idx: number;
  88586. faceId: number;
  88587. }[];
  88588. /**
  88589. * This array is populated when `enableDepthSort` is set to true.
  88590. * Each element of this array is an instance of the class DepthSortedParticle.
  88591. */
  88592. depthSortedParticles: DepthSortedParticle[];
  88593. /**
  88594. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  88595. * @hidden
  88596. */
  88597. _bSphereOnly: boolean;
  88598. /**
  88599. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  88600. * @hidden
  88601. */
  88602. _bSphereRadiusFactor: number;
  88603. private _scene;
  88604. private _positions;
  88605. private _indices;
  88606. private _normals;
  88607. private _colors;
  88608. private _uvs;
  88609. private _indices32;
  88610. private _positions32;
  88611. private _normals32;
  88612. private _fixedNormal32;
  88613. private _colors32;
  88614. private _uvs32;
  88615. private _index;
  88616. private _updatable;
  88617. private _pickable;
  88618. private _isVisibilityBoxLocked;
  88619. private _alwaysVisible;
  88620. private _depthSort;
  88621. private _shapeCounter;
  88622. private _copy;
  88623. private _color;
  88624. private _computeParticleColor;
  88625. private _computeParticleTexture;
  88626. private _computeParticleRotation;
  88627. private _computeParticleVertex;
  88628. private _computeBoundingBox;
  88629. private _depthSortParticles;
  88630. private _camera;
  88631. private _mustUnrotateFixedNormals;
  88632. private _particlesIntersect;
  88633. private _needs32Bits;
  88634. /**
  88635. * Creates a SPS (Solid Particle System) object.
  88636. * @param name (String) is the SPS name, this will be the underlying mesh name.
  88637. * @param scene (Scene) is the scene in which the SPS is added.
  88638. * @param options defines the options of the sps e.g.
  88639. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  88640. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  88641. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  88642. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  88643. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  88644. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  88645. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  88646. */
  88647. constructor(name: string, scene: Scene, options?: {
  88648. updatable?: boolean;
  88649. isPickable?: boolean;
  88650. enableDepthSort?: boolean;
  88651. particleIntersection?: boolean;
  88652. boundingSphereOnly?: boolean;
  88653. bSphereRadiusFactor?: number;
  88654. });
  88655. /**
  88656. * Builds the SPS underlying mesh. Returns a standard Mesh.
  88657. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  88658. * @returns the created mesh
  88659. */
  88660. buildMesh(): Mesh;
  88661. /**
  88662. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  88663. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  88664. * Thus the particles generated from `digest()` have their property `position` set yet.
  88665. * @param mesh ( Mesh ) is the mesh to be digested
  88666. * @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
  88667. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  88668. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  88669. * @returns the current SPS
  88670. */
  88671. digest(mesh: Mesh, options?: {
  88672. facetNb?: number;
  88673. number?: number;
  88674. delta?: number;
  88675. }): SolidParticleSystem;
  88676. private _unrotateFixedNormals;
  88677. private _resetCopy;
  88678. private _meshBuilder;
  88679. private _posToShape;
  88680. private _uvsToShapeUV;
  88681. private _addParticle;
  88682. /**
  88683. * Adds some particles to the SPS from the model shape. Returns the shape id.
  88684. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  88685. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  88686. * @param nb (positive integer) the number of particles to be created from this model
  88687. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  88688. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  88689. * @returns the number of shapes in the system
  88690. */
  88691. addShape(mesh: Mesh, nb: number, options?: {
  88692. positionFunction?: any;
  88693. vertexFunction?: any;
  88694. }): number;
  88695. private _rebuildParticle;
  88696. /**
  88697. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  88698. * @returns the SPS.
  88699. */
  88700. rebuildMesh(): SolidParticleSystem;
  88701. /**
  88702. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  88703. * This method calls `updateParticle()` for each particle of the SPS.
  88704. * For an animated SPS, it is usually called within the render loop.
  88705. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  88706. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  88707. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  88708. * @returns the SPS.
  88709. */
  88710. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  88711. /**
  88712. * Disposes the SPS.
  88713. */
  88714. dispose(): void;
  88715. /**
  88716. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  88717. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88718. * @returns the SPS.
  88719. */
  88720. refreshVisibleSize(): SolidParticleSystem;
  88721. /**
  88722. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  88723. * @param size the size (float) of the visibility box
  88724. * note : this doesn't lock the SPS mesh bounding box.
  88725. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88726. */
  88727. setVisibilityBox(size: number): void;
  88728. /**
  88729. * Gets whether the SPS as always visible or not
  88730. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88731. */
  88732. /**
  88733. * Sets the SPS as always visible or not
  88734. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88735. */
  88736. isAlwaysVisible: boolean;
  88737. /**
  88738. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  88739. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88740. */
  88741. /**
  88742. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  88743. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88744. */
  88745. isVisibilityBoxLocked: boolean;
  88746. /**
  88747. * Tells to `setParticles()` to compute the particle rotations or not.
  88748. * Default value : true. The SPS is faster when it's set to false.
  88749. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  88750. */
  88751. /**
  88752. * Gets if `setParticles()` computes the particle rotations or not.
  88753. * Default value : true. The SPS is faster when it's set to false.
  88754. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  88755. */
  88756. computeParticleRotation: boolean;
  88757. /**
  88758. * Tells to `setParticles()` to compute the particle colors or not.
  88759. * Default value : true. The SPS is faster when it's set to false.
  88760. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  88761. */
  88762. /**
  88763. * Gets if `setParticles()` computes the particle colors or not.
  88764. * Default value : true. The SPS is faster when it's set to false.
  88765. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  88766. */
  88767. computeParticleColor: boolean;
  88768. /**
  88769. * Gets if `setParticles()` computes the particle textures or not.
  88770. * Default value : true. The SPS is faster when it's set to false.
  88771. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  88772. */
  88773. computeParticleTexture: boolean;
  88774. /**
  88775. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  88776. * Default value : false. The SPS is faster when it's set to false.
  88777. * Note : the particle custom vertex positions aren't stored values.
  88778. */
  88779. /**
  88780. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  88781. * Default value : false. The SPS is faster when it's set to false.
  88782. * Note : the particle custom vertex positions aren't stored values.
  88783. */
  88784. computeParticleVertex: boolean;
  88785. /**
  88786. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  88787. */
  88788. /**
  88789. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  88790. */
  88791. computeBoundingBox: boolean;
  88792. /**
  88793. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  88794. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  88795. * Default : `true`
  88796. */
  88797. /**
  88798. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  88799. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  88800. * Default : `true`
  88801. */
  88802. depthSortParticles: boolean;
  88803. /**
  88804. * This function does nothing. It may be overwritten to set all the particle first values.
  88805. * The SPS doesn't call this function, you may have to call it by your own.
  88806. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  88807. */
  88808. initParticles(): void;
  88809. /**
  88810. * This function does nothing. It may be overwritten to recycle a particle.
  88811. * The SPS doesn't call this function, you may have to call it by your own.
  88812. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  88813. * @param particle The particle to recycle
  88814. * @returns the recycled particle
  88815. */
  88816. recycleParticle(particle: SolidParticle): SolidParticle;
  88817. /**
  88818. * Updates a particle : this function should be overwritten by the user.
  88819. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  88820. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  88821. * @example : just set a particle position or velocity and recycle conditions
  88822. * @param particle The particle to update
  88823. * @returns the updated particle
  88824. */
  88825. updateParticle(particle: SolidParticle): SolidParticle;
  88826. /**
  88827. * Updates a vertex of a particle : it can be overwritten by the user.
  88828. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  88829. * @param particle the current particle
  88830. * @param vertex the current index of the current particle
  88831. * @param pt the index of the current vertex in the particle shape
  88832. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  88833. * @example : just set a vertex particle position
  88834. * @returns the updated vertex
  88835. */
  88836. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  88837. /**
  88838. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  88839. * This does nothing and may be overwritten by the user.
  88840. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88841. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88842. * @param update the boolean update value actually passed to setParticles()
  88843. */
  88844. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  88845. /**
  88846. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  88847. * This will be passed three parameters.
  88848. * This does nothing and may be overwritten by the user.
  88849. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88850. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88851. * @param update the boolean update value actually passed to setParticles()
  88852. */
  88853. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  88854. }
  88855. }
  88856. declare module BABYLON {
  88857. /**
  88858. * Represents one particle of a solid particle system.
  88859. */
  88860. export class SolidParticle {
  88861. /**
  88862. * particle global index
  88863. */
  88864. idx: number;
  88865. /**
  88866. * The color of the particle
  88867. */
  88868. color: Nullable<Color4>;
  88869. /**
  88870. * The world space position of the particle.
  88871. */
  88872. position: Vector3;
  88873. /**
  88874. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  88875. */
  88876. rotation: Vector3;
  88877. /**
  88878. * The world space rotation quaternion of the particle.
  88879. */
  88880. rotationQuaternion: Nullable<Quaternion>;
  88881. /**
  88882. * The scaling of the particle.
  88883. */
  88884. scaling: Vector3;
  88885. /**
  88886. * The uvs of the particle.
  88887. */
  88888. uvs: Vector4;
  88889. /**
  88890. * The current speed of the particle.
  88891. */
  88892. velocity: Vector3;
  88893. /**
  88894. * The pivot point in the particle local space.
  88895. */
  88896. pivot: Vector3;
  88897. /**
  88898. * Must the particle be translated from its pivot point in its local space ?
  88899. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  88900. * Default : false
  88901. */
  88902. translateFromPivot: boolean;
  88903. /**
  88904. * Is the particle active or not ?
  88905. */
  88906. alive: boolean;
  88907. /**
  88908. * Is the particle visible or not ?
  88909. */
  88910. isVisible: boolean;
  88911. /**
  88912. * Index of this particle in the global "positions" array (Internal use)
  88913. * @hidden
  88914. */
  88915. _pos: number;
  88916. /**
  88917. * @hidden Index of this particle in the global "indices" array (Internal use)
  88918. */
  88919. _ind: number;
  88920. /**
  88921. * @hidden ModelShape of this particle (Internal use)
  88922. */
  88923. _model: ModelShape;
  88924. /**
  88925. * ModelShape id of this particle
  88926. */
  88927. shapeId: number;
  88928. /**
  88929. * Index of the particle in its shape id (Internal use)
  88930. */
  88931. idxInShape: number;
  88932. /**
  88933. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  88934. */
  88935. _modelBoundingInfo: BoundingInfo;
  88936. /**
  88937. * @hidden Particle BoundingInfo object (Internal use)
  88938. */
  88939. _boundingInfo: BoundingInfo;
  88940. /**
  88941. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  88942. */
  88943. _sps: SolidParticleSystem;
  88944. /**
  88945. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  88946. */
  88947. _stillInvisible: boolean;
  88948. /**
  88949. * @hidden Last computed particle rotation matrix
  88950. */
  88951. _rotationMatrix: number[];
  88952. /**
  88953. * Parent particle Id, if any.
  88954. * Default null.
  88955. */
  88956. parentId: Nullable<number>;
  88957. /**
  88958. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  88959. * The possible values are :
  88960. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  88961. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  88962. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  88963. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  88964. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  88965. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  88966. * */
  88967. cullingStrategy: number;
  88968. /**
  88969. * @hidden Internal global position in the SPS.
  88970. */
  88971. _globalPosition: Vector3;
  88972. /**
  88973. * Creates a Solid Particle object.
  88974. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  88975. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  88976. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  88977. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  88978. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  88979. * @param shapeId (integer) is the model shape identifier in the SPS.
  88980. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  88981. * @param sps defines the sps it is associated to
  88982. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  88983. */
  88984. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  88985. /**
  88986. * Legacy support, changed scale to scaling
  88987. */
  88988. /**
  88989. * Legacy support, changed scale to scaling
  88990. */
  88991. scale: Vector3;
  88992. /**
  88993. * Legacy support, changed quaternion to rotationQuaternion
  88994. */
  88995. /**
  88996. * Legacy support, changed quaternion to rotationQuaternion
  88997. */
  88998. quaternion: Nullable<Quaternion>;
  88999. /**
  89000. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  89001. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  89002. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  89003. * @returns true if it intersects
  89004. */
  89005. intersectsMesh(target: Mesh | SolidParticle): boolean;
  89006. /**
  89007. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  89008. * A particle is in the frustum if its bounding box intersects the frustum
  89009. * @param frustumPlanes defines the frustum to test
  89010. * @returns true if the particle is in the frustum planes
  89011. */
  89012. isInFrustum(frustumPlanes: Plane[]): boolean;
  89013. /**
  89014. * get the rotation matrix of the particle
  89015. * @hidden
  89016. */
  89017. getRotationMatrix(m: Matrix): void;
  89018. }
  89019. /**
  89020. * Represents the shape of the model used by one particle of a solid particle system.
  89021. * SPS internal tool, don't use it manually.
  89022. */
  89023. export class ModelShape {
  89024. /**
  89025. * The shape id
  89026. * @hidden
  89027. */
  89028. shapeID: number;
  89029. /**
  89030. * flat array of model positions (internal use)
  89031. * @hidden
  89032. */
  89033. _shape: Vector3[];
  89034. /**
  89035. * flat array of model UVs (internal use)
  89036. * @hidden
  89037. */
  89038. _shapeUV: number[];
  89039. /**
  89040. * length of the shape in the model indices array (internal use)
  89041. * @hidden
  89042. */
  89043. _indicesLength: number;
  89044. /**
  89045. * Custom position function (internal use)
  89046. * @hidden
  89047. */
  89048. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  89049. /**
  89050. * Custom vertex function (internal use)
  89051. * @hidden
  89052. */
  89053. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  89054. /**
  89055. * 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.
  89056. * SPS internal tool, don't use it manually.
  89057. * @hidden
  89058. */
  89059. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  89060. }
  89061. /**
  89062. * Represents a Depth Sorted Particle in the solid particle system.
  89063. */
  89064. export class DepthSortedParticle {
  89065. /**
  89066. * Index of the particle in the "indices" array
  89067. */
  89068. ind: number;
  89069. /**
  89070. * Length of the particle shape in the "indices" array
  89071. */
  89072. indicesLength: number;
  89073. /**
  89074. * Squared distance from the particle to the camera
  89075. */
  89076. sqDistance: number;
  89077. }
  89078. }
  89079. declare module BABYLON {
  89080. /**
  89081. * @hidden
  89082. */
  89083. export class _MeshCollisionData {
  89084. _checkCollisions: boolean;
  89085. _collisionMask: number;
  89086. _collisionGroup: number;
  89087. _collider: Nullable<Collider>;
  89088. _oldPositionForCollisions: Vector3;
  89089. _diffPositionForCollisions: Vector3;
  89090. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  89091. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  89092. }
  89093. }
  89094. declare module BABYLON {
  89095. /** @hidden */
  89096. class _FacetDataStorage {
  89097. facetPositions: Vector3[];
  89098. facetNormals: Vector3[];
  89099. facetPartitioning: number[][];
  89100. facetNb: number;
  89101. partitioningSubdivisions: number;
  89102. partitioningBBoxRatio: number;
  89103. facetDataEnabled: boolean;
  89104. facetParameters: any;
  89105. bbSize: Vector3;
  89106. subDiv: {
  89107. max: number;
  89108. X: number;
  89109. Y: number;
  89110. Z: number;
  89111. };
  89112. facetDepthSort: boolean;
  89113. facetDepthSortEnabled: boolean;
  89114. depthSortedIndices: IndicesArray;
  89115. depthSortedFacets: {
  89116. ind: number;
  89117. sqDistance: number;
  89118. }[];
  89119. facetDepthSortFunction: (f1: {
  89120. ind: number;
  89121. sqDistance: number;
  89122. }, f2: {
  89123. ind: number;
  89124. sqDistance: number;
  89125. }) => number;
  89126. facetDepthSortFrom: Vector3;
  89127. facetDepthSortOrigin: Vector3;
  89128. invertedMatrix: Matrix;
  89129. }
  89130. /**
  89131. * @hidden
  89132. **/
  89133. class _InternalAbstractMeshDataInfo {
  89134. _hasVertexAlpha: boolean;
  89135. _useVertexColors: boolean;
  89136. _numBoneInfluencers: number;
  89137. _applyFog: boolean;
  89138. _receiveShadows: boolean;
  89139. _facetData: _FacetDataStorage;
  89140. _visibility: number;
  89141. _skeleton: Nullable<Skeleton>;
  89142. _layerMask: number;
  89143. _computeBonesUsingShaders: boolean;
  89144. _isActive: boolean;
  89145. _onlyForInstances: boolean;
  89146. _isActiveIntermediate: boolean;
  89147. _onlyForInstancesIntermediate: boolean;
  89148. }
  89149. /**
  89150. * Class used to store all common mesh properties
  89151. */
  89152. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  89153. /** No occlusion */
  89154. static OCCLUSION_TYPE_NONE: number;
  89155. /** Occlusion set to optimisitic */
  89156. static OCCLUSION_TYPE_OPTIMISTIC: number;
  89157. /** Occlusion set to strict */
  89158. static OCCLUSION_TYPE_STRICT: number;
  89159. /** Use an accurante occlusion algorithm */
  89160. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  89161. /** Use a conservative occlusion algorithm */
  89162. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  89163. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  89164. * Test order :
  89165. * Is the bounding sphere outside the frustum ?
  89166. * If not, are the bounding box vertices outside the frustum ?
  89167. * It not, then the cullable object is in the frustum.
  89168. */
  89169. static readonly CULLINGSTRATEGY_STANDARD: number;
  89170. /** Culling strategy : Bounding Sphere Only.
  89171. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  89172. * It's also less accurate than the standard because some not visible objects can still be selected.
  89173. * Test : is the bounding sphere outside the frustum ?
  89174. * If not, then the cullable object is in the frustum.
  89175. */
  89176. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  89177. /** Culling strategy : Optimistic Inclusion.
  89178. * This in an inclusion test first, then the standard exclusion test.
  89179. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  89180. * 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.
  89181. * Anyway, it's as accurate as the standard strategy.
  89182. * Test :
  89183. * Is the cullable object bounding sphere center in the frustum ?
  89184. * If not, apply the default culling strategy.
  89185. */
  89186. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  89187. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  89188. * This in an inclusion test first, then the bounding sphere only exclusion test.
  89189. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  89190. * 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.
  89191. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  89192. * Test :
  89193. * Is the cullable object bounding sphere center in the frustum ?
  89194. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  89195. */
  89196. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  89197. /**
  89198. * No billboard
  89199. */
  89200. static readonly BILLBOARDMODE_NONE: number;
  89201. /** Billboard on X axis */
  89202. static readonly BILLBOARDMODE_X: number;
  89203. /** Billboard on Y axis */
  89204. static readonly BILLBOARDMODE_Y: number;
  89205. /** Billboard on Z axis */
  89206. static readonly BILLBOARDMODE_Z: number;
  89207. /** Billboard on all axes */
  89208. static readonly BILLBOARDMODE_ALL: number;
  89209. /** @hidden */
  89210. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  89211. /**
  89212. * The culling strategy to use to check whether the mesh must be rendered or not.
  89213. * This value can be changed at any time and will be used on the next render mesh selection.
  89214. * The possible values are :
  89215. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89216. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89217. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89218. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89219. * Please read each static variable documentation to get details about the culling process.
  89220. * */
  89221. cullingStrategy: number;
  89222. /**
  89223. * Gets the number of facets in the mesh
  89224. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  89225. */
  89226. readonly facetNb: number;
  89227. /**
  89228. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  89229. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89230. */
  89231. partitioningSubdivisions: number;
  89232. /**
  89233. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  89234. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  89235. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89236. */
  89237. partitioningBBoxRatio: number;
  89238. /**
  89239. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  89240. * Works only for updatable meshes.
  89241. * Doesn't work with multi-materials
  89242. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  89243. */
  89244. mustDepthSortFacets: boolean;
  89245. /**
  89246. * The location (Vector3) where the facet depth sort must be computed from.
  89247. * By default, the active camera position.
  89248. * Used only when facet depth sort is enabled
  89249. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  89250. */
  89251. facetDepthSortFrom: Vector3;
  89252. /**
  89253. * gets a boolean indicating if facetData is enabled
  89254. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  89255. */
  89256. readonly isFacetDataEnabled: boolean;
  89257. /** @hidden */
  89258. _updateNonUniformScalingState(value: boolean): boolean;
  89259. /**
  89260. * An event triggered when this mesh collides with another one
  89261. */
  89262. onCollideObservable: Observable<AbstractMesh>;
  89263. /** Set a function to call when this mesh collides with another one */
  89264. onCollide: () => void;
  89265. /**
  89266. * An event triggered when the collision's position changes
  89267. */
  89268. onCollisionPositionChangeObservable: Observable<Vector3>;
  89269. /** Set a function to call when the collision's position changes */
  89270. onCollisionPositionChange: () => void;
  89271. /**
  89272. * An event triggered when material is changed
  89273. */
  89274. onMaterialChangedObservable: Observable<AbstractMesh>;
  89275. /**
  89276. * Gets or sets the orientation for POV movement & rotation
  89277. */
  89278. definedFacingForward: boolean;
  89279. /** @hidden */
  89280. _occlusionQuery: Nullable<WebGLQuery>;
  89281. /** @hidden */
  89282. _renderingGroup: Nullable<RenderingGroup>;
  89283. /**
  89284. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  89285. */
  89286. /**
  89287. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  89288. */
  89289. visibility: number;
  89290. /** Gets or sets the alpha index used to sort transparent meshes
  89291. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  89292. */
  89293. alphaIndex: number;
  89294. /**
  89295. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  89296. */
  89297. isVisible: boolean;
  89298. /**
  89299. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  89300. */
  89301. isPickable: boolean;
  89302. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  89303. showSubMeshesBoundingBox: boolean;
  89304. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  89305. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  89306. */
  89307. isBlocker: boolean;
  89308. /**
  89309. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  89310. */
  89311. enablePointerMoveEvents: boolean;
  89312. /**
  89313. * Specifies the rendering group id for this mesh (0 by default)
  89314. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  89315. */
  89316. renderingGroupId: number;
  89317. private _material;
  89318. /** Gets or sets current material */
  89319. material: Nullable<Material>;
  89320. /**
  89321. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  89322. * @see http://doc.babylonjs.com/babylon101/shadows
  89323. */
  89324. receiveShadows: boolean;
  89325. /** Defines color to use when rendering outline */
  89326. outlineColor: Color3;
  89327. /** Define width to use when rendering outline */
  89328. outlineWidth: number;
  89329. /** Defines color to use when rendering overlay */
  89330. overlayColor: Color3;
  89331. /** Defines alpha to use when rendering overlay */
  89332. overlayAlpha: number;
  89333. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  89334. hasVertexAlpha: boolean;
  89335. /** 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) */
  89336. useVertexColors: boolean;
  89337. /**
  89338. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  89339. */
  89340. computeBonesUsingShaders: boolean;
  89341. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  89342. numBoneInfluencers: number;
  89343. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  89344. applyFog: boolean;
  89345. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  89346. useOctreeForRenderingSelection: boolean;
  89347. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  89348. useOctreeForPicking: boolean;
  89349. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  89350. useOctreeForCollisions: boolean;
  89351. /**
  89352. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  89353. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  89354. */
  89355. layerMask: number;
  89356. /**
  89357. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  89358. */
  89359. alwaysSelectAsActiveMesh: boolean;
  89360. /**
  89361. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  89362. */
  89363. doNotSyncBoundingInfo: boolean;
  89364. /**
  89365. * Gets or sets the current action manager
  89366. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  89367. */
  89368. actionManager: Nullable<AbstractActionManager>;
  89369. private _meshCollisionData;
  89370. /**
  89371. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  89372. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89373. */
  89374. ellipsoid: Vector3;
  89375. /**
  89376. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  89377. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89378. */
  89379. ellipsoidOffset: Vector3;
  89380. /**
  89381. * Gets or sets a collision mask used to mask collisions (default is -1).
  89382. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  89383. */
  89384. collisionMask: number;
  89385. /**
  89386. * Gets or sets the current collision group mask (-1 by default).
  89387. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  89388. */
  89389. collisionGroup: number;
  89390. /**
  89391. * Defines edge width used when edgesRenderer is enabled
  89392. * @see https://www.babylonjs-playground.com/#10OJSG#13
  89393. */
  89394. edgesWidth: number;
  89395. /**
  89396. * Defines edge color used when edgesRenderer is enabled
  89397. * @see https://www.babylonjs-playground.com/#10OJSG#13
  89398. */
  89399. edgesColor: Color4;
  89400. /** @hidden */
  89401. _edgesRenderer: Nullable<IEdgesRenderer>;
  89402. /** @hidden */
  89403. _masterMesh: Nullable<AbstractMesh>;
  89404. /** @hidden */
  89405. _boundingInfo: Nullable<BoundingInfo>;
  89406. /** @hidden */
  89407. _renderId: number;
  89408. /**
  89409. * Gets or sets the list of subMeshes
  89410. * @see http://doc.babylonjs.com/how_to/multi_materials
  89411. */
  89412. subMeshes: SubMesh[];
  89413. /** @hidden */
  89414. _intersectionsInProgress: AbstractMesh[];
  89415. /** @hidden */
  89416. _unIndexed: boolean;
  89417. /** @hidden */
  89418. _lightSources: Light[];
  89419. /** Gets the list of lights affecting that mesh */
  89420. readonly lightSources: Light[];
  89421. /** @hidden */
  89422. readonly _positions: Nullable<Vector3[]>;
  89423. /** @hidden */
  89424. _waitingData: {
  89425. lods: Nullable<any>;
  89426. actions: Nullable<any>;
  89427. freezeWorldMatrix: Nullable<boolean>;
  89428. };
  89429. /** @hidden */
  89430. _bonesTransformMatrices: Nullable<Float32Array>;
  89431. /** @hidden */
  89432. _transformMatrixTexture: Nullable<RawTexture>;
  89433. /**
  89434. * Gets or sets a skeleton to apply skining transformations
  89435. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  89436. */
  89437. skeleton: Nullable<Skeleton>;
  89438. /**
  89439. * An event triggered when the mesh is rebuilt.
  89440. */
  89441. onRebuildObservable: Observable<AbstractMesh>;
  89442. /**
  89443. * Creates a new AbstractMesh
  89444. * @param name defines the name of the mesh
  89445. * @param scene defines the hosting scene
  89446. */
  89447. constructor(name: string, scene?: Nullable<Scene>);
  89448. /**
  89449. * Returns the string "AbstractMesh"
  89450. * @returns "AbstractMesh"
  89451. */
  89452. getClassName(): string;
  89453. /**
  89454. * Gets a string representation of the current mesh
  89455. * @param fullDetails defines a boolean indicating if full details must be included
  89456. * @returns a string representation of the current mesh
  89457. */
  89458. toString(fullDetails?: boolean): string;
  89459. /**
  89460. * @hidden
  89461. */
  89462. protected _getEffectiveParent(): Nullable<Node>;
  89463. /** @hidden */
  89464. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  89465. /** @hidden */
  89466. _rebuild(): void;
  89467. /** @hidden */
  89468. _resyncLightSources(): void;
  89469. /** @hidden */
  89470. _resyncLighSource(light: Light): void;
  89471. /** @hidden */
  89472. _unBindEffect(): void;
  89473. /** @hidden */
  89474. _removeLightSource(light: Light): void;
  89475. private _markSubMeshesAsDirty;
  89476. /** @hidden */
  89477. _markSubMeshesAsLightDirty(): void;
  89478. /** @hidden */
  89479. _markSubMeshesAsAttributesDirty(): void;
  89480. /** @hidden */
  89481. _markSubMeshesAsMiscDirty(): void;
  89482. /**
  89483. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  89484. */
  89485. scaling: Vector3;
  89486. /**
  89487. * Returns true if the mesh is blocked. Implemented by child classes
  89488. */
  89489. readonly isBlocked: boolean;
  89490. /**
  89491. * Returns the mesh itself by default. Implemented by child classes
  89492. * @param camera defines the camera to use to pick the right LOD level
  89493. * @returns the currentAbstractMesh
  89494. */
  89495. getLOD(camera: Camera): Nullable<AbstractMesh>;
  89496. /**
  89497. * Returns 0 by default. Implemented by child classes
  89498. * @returns an integer
  89499. */
  89500. getTotalVertices(): number;
  89501. /**
  89502. * Returns a positive integer : the total number of indices in this mesh geometry.
  89503. * @returns the numner of indices or zero if the mesh has no geometry.
  89504. */
  89505. getTotalIndices(): number;
  89506. /**
  89507. * Returns null by default. Implemented by child classes
  89508. * @returns null
  89509. */
  89510. getIndices(): Nullable<IndicesArray>;
  89511. /**
  89512. * Returns the array of the requested vertex data kind. Implemented by child classes
  89513. * @param kind defines the vertex data kind to use
  89514. * @returns null
  89515. */
  89516. getVerticesData(kind: string): Nullable<FloatArray>;
  89517. /**
  89518. * Sets the vertex data of the mesh geometry for the requested `kind`.
  89519. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  89520. * Note that a new underlying VertexBuffer object is created each call.
  89521. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  89522. * @param kind defines vertex data kind:
  89523. * * VertexBuffer.PositionKind
  89524. * * VertexBuffer.UVKind
  89525. * * VertexBuffer.UV2Kind
  89526. * * VertexBuffer.UV3Kind
  89527. * * VertexBuffer.UV4Kind
  89528. * * VertexBuffer.UV5Kind
  89529. * * VertexBuffer.UV6Kind
  89530. * * VertexBuffer.ColorKind
  89531. * * VertexBuffer.MatricesIndicesKind
  89532. * * VertexBuffer.MatricesIndicesExtraKind
  89533. * * VertexBuffer.MatricesWeightsKind
  89534. * * VertexBuffer.MatricesWeightsExtraKind
  89535. * @param data defines the data source
  89536. * @param updatable defines if the data must be flagged as updatable (or static)
  89537. * @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
  89538. * @returns the current mesh
  89539. */
  89540. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  89541. /**
  89542. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  89543. * If the mesh has no geometry, it is simply returned as it is.
  89544. * @param kind defines vertex data kind:
  89545. * * VertexBuffer.PositionKind
  89546. * * VertexBuffer.UVKind
  89547. * * VertexBuffer.UV2Kind
  89548. * * VertexBuffer.UV3Kind
  89549. * * VertexBuffer.UV4Kind
  89550. * * VertexBuffer.UV5Kind
  89551. * * VertexBuffer.UV6Kind
  89552. * * VertexBuffer.ColorKind
  89553. * * VertexBuffer.MatricesIndicesKind
  89554. * * VertexBuffer.MatricesIndicesExtraKind
  89555. * * VertexBuffer.MatricesWeightsKind
  89556. * * VertexBuffer.MatricesWeightsExtraKind
  89557. * @param data defines the data source
  89558. * @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
  89559. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  89560. * @returns the current mesh
  89561. */
  89562. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  89563. /**
  89564. * Sets the mesh indices,
  89565. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  89566. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  89567. * @param totalVertices Defines the total number of vertices
  89568. * @returns the current mesh
  89569. */
  89570. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  89571. /**
  89572. * Gets a boolean indicating if specific vertex data is present
  89573. * @param kind defines the vertex data kind to use
  89574. * @returns true is data kind is present
  89575. */
  89576. isVerticesDataPresent(kind: string): boolean;
  89577. /**
  89578. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  89579. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  89580. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  89581. * @returns a BoundingInfo
  89582. */
  89583. getBoundingInfo(): BoundingInfo;
  89584. /**
  89585. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  89586. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  89587. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  89588. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  89589. * @returns the current mesh
  89590. */
  89591. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  89592. /**
  89593. * Overwrite the current bounding info
  89594. * @param boundingInfo defines the new bounding info
  89595. * @returns the current mesh
  89596. */
  89597. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  89598. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  89599. readonly useBones: boolean;
  89600. /** @hidden */
  89601. _preActivate(): void;
  89602. /** @hidden */
  89603. _preActivateForIntermediateRendering(renderId: number): void;
  89604. /** @hidden */
  89605. _activate(renderId: number, intermediateRendering: boolean): boolean;
  89606. /** @hidden */
  89607. _postActivate(): void;
  89608. /** @hidden */
  89609. _freeze(): void;
  89610. /** @hidden */
  89611. _unFreeze(): void;
  89612. /**
  89613. * Gets the current world matrix
  89614. * @returns a Matrix
  89615. */
  89616. getWorldMatrix(): Matrix;
  89617. /** @hidden */
  89618. _getWorldMatrixDeterminant(): number;
  89619. /**
  89620. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  89621. */
  89622. readonly isAnInstance: boolean;
  89623. /**
  89624. * Perform relative position change from the point of view of behind the front of the mesh.
  89625. * This is performed taking into account the meshes current rotation, so you do not have to care.
  89626. * Supports definition of mesh facing forward or backward
  89627. * @param amountRight defines the distance on the right axis
  89628. * @param amountUp defines the distance on the up axis
  89629. * @param amountForward defines the distance on the forward axis
  89630. * @returns the current mesh
  89631. */
  89632. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  89633. /**
  89634. * Calculate relative position change from the point of view of behind the front of the mesh.
  89635. * This is performed taking into account the meshes current rotation, so you do not have to care.
  89636. * Supports definition of mesh facing forward or backward
  89637. * @param amountRight defines the distance on the right axis
  89638. * @param amountUp defines the distance on the up axis
  89639. * @param amountForward defines the distance on the forward axis
  89640. * @returns the new displacement vector
  89641. */
  89642. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  89643. /**
  89644. * Perform relative rotation change from the point of view of behind the front of the mesh.
  89645. * Supports definition of mesh facing forward or backward
  89646. * @param flipBack defines the flip
  89647. * @param twirlClockwise defines the twirl
  89648. * @param tiltRight defines the tilt
  89649. * @returns the current mesh
  89650. */
  89651. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  89652. /**
  89653. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  89654. * Supports definition of mesh facing forward or backward.
  89655. * @param flipBack defines the flip
  89656. * @param twirlClockwise defines the twirl
  89657. * @param tiltRight defines the tilt
  89658. * @returns the new rotation vector
  89659. */
  89660. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  89661. /**
  89662. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  89663. * This means the mesh underlying bounding box and sphere are recomputed.
  89664. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  89665. * @returns the current mesh
  89666. */
  89667. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  89668. /** @hidden */
  89669. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  89670. /** @hidden */
  89671. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  89672. /** @hidden */
  89673. _updateBoundingInfo(): AbstractMesh;
  89674. /** @hidden */
  89675. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  89676. /** @hidden */
  89677. protected _afterComputeWorldMatrix(): void;
  89678. /** @hidden */
  89679. readonly _effectiveMesh: AbstractMesh;
  89680. /**
  89681. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  89682. * A mesh is in the frustum if its bounding box intersects the frustum
  89683. * @param frustumPlanes defines the frustum to test
  89684. * @returns true if the mesh is in the frustum planes
  89685. */
  89686. isInFrustum(frustumPlanes: Plane[]): boolean;
  89687. /**
  89688. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  89689. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  89690. * @param frustumPlanes defines the frustum to test
  89691. * @returns true if the mesh is completely in the frustum planes
  89692. */
  89693. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  89694. /**
  89695. * True if the mesh intersects another mesh or a SolidParticle object
  89696. * @param mesh defines a target mesh or SolidParticle to test
  89697. * @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)
  89698. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  89699. * @returns true if there is an intersection
  89700. */
  89701. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  89702. /**
  89703. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  89704. * @param point defines the point to test
  89705. * @returns true if there is an intersection
  89706. */
  89707. intersectsPoint(point: Vector3): boolean;
  89708. /**
  89709. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  89710. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89711. */
  89712. checkCollisions: boolean;
  89713. /**
  89714. * Gets Collider object used to compute collisions (not physics)
  89715. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89716. */
  89717. readonly collider: Nullable<Collider>;
  89718. /**
  89719. * Move the mesh using collision engine
  89720. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89721. * @param displacement defines the requested displacement vector
  89722. * @returns the current mesh
  89723. */
  89724. moveWithCollisions(displacement: Vector3): AbstractMesh;
  89725. private _onCollisionPositionChange;
  89726. /** @hidden */
  89727. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  89728. /** @hidden */
  89729. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  89730. /** @hidden */
  89731. _checkCollision(collider: Collider): AbstractMesh;
  89732. /** @hidden */
  89733. _generatePointsArray(): boolean;
  89734. /**
  89735. * Checks if the passed Ray intersects with the mesh
  89736. * @param ray defines the ray to use
  89737. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  89738. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  89739. * @returns the picking info
  89740. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  89741. */
  89742. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  89743. /**
  89744. * Clones the current mesh
  89745. * @param name defines the mesh name
  89746. * @param newParent defines the new mesh parent
  89747. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  89748. * @returns the new mesh
  89749. */
  89750. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  89751. /**
  89752. * Disposes all the submeshes of the current meshnp
  89753. * @returns the current mesh
  89754. */
  89755. releaseSubMeshes(): AbstractMesh;
  89756. /**
  89757. * Releases resources associated with this abstract mesh.
  89758. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89759. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89760. */
  89761. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89762. /**
  89763. * Adds the passed mesh as a child to the current mesh
  89764. * @param mesh defines the child mesh
  89765. * @returns the current mesh
  89766. */
  89767. addChild(mesh: AbstractMesh): AbstractMesh;
  89768. /**
  89769. * Removes the passed mesh from the current mesh children list
  89770. * @param mesh defines the child mesh
  89771. * @returns the current mesh
  89772. */
  89773. removeChild(mesh: AbstractMesh): AbstractMesh;
  89774. /** @hidden */
  89775. private _initFacetData;
  89776. /**
  89777. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  89778. * This method can be called within the render loop.
  89779. * 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
  89780. * @returns the current mesh
  89781. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89782. */
  89783. updateFacetData(): AbstractMesh;
  89784. /**
  89785. * Returns the facetLocalNormals array.
  89786. * The normals are expressed in the mesh local spac
  89787. * @returns an array of Vector3
  89788. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89789. */
  89790. getFacetLocalNormals(): Vector3[];
  89791. /**
  89792. * Returns the facetLocalPositions array.
  89793. * The facet positions are expressed in the mesh local space
  89794. * @returns an array of Vector3
  89795. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89796. */
  89797. getFacetLocalPositions(): Vector3[];
  89798. /**
  89799. * Returns the facetLocalPartioning array
  89800. * @returns an array of array of numbers
  89801. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89802. */
  89803. getFacetLocalPartitioning(): number[][];
  89804. /**
  89805. * Returns the i-th facet position in the world system.
  89806. * This method allocates a new Vector3 per call
  89807. * @param i defines the facet index
  89808. * @returns a new Vector3
  89809. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89810. */
  89811. getFacetPosition(i: number): Vector3;
  89812. /**
  89813. * Sets the reference Vector3 with the i-th facet position in the world system
  89814. * @param i defines the facet index
  89815. * @param ref defines the target vector
  89816. * @returns the current mesh
  89817. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89818. */
  89819. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  89820. /**
  89821. * Returns the i-th facet normal in the world system.
  89822. * This method allocates a new Vector3 per call
  89823. * @param i defines the facet index
  89824. * @returns a new Vector3
  89825. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89826. */
  89827. getFacetNormal(i: number): Vector3;
  89828. /**
  89829. * Sets the reference Vector3 with the i-th facet normal in the world system
  89830. * @param i defines the facet index
  89831. * @param ref defines the target vector
  89832. * @returns the current mesh
  89833. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89834. */
  89835. getFacetNormalToRef(i: number, ref: Vector3): this;
  89836. /**
  89837. * 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)
  89838. * @param x defines x coordinate
  89839. * @param y defines y coordinate
  89840. * @param z defines z coordinate
  89841. * @returns the array of facet indexes
  89842. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89843. */
  89844. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  89845. /**
  89846. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  89847. * @param projected sets as the (x,y,z) world projection on the facet
  89848. * @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
  89849. * @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
  89850. * @param x defines x coordinate
  89851. * @param y defines y coordinate
  89852. * @param z defines z coordinate
  89853. * @returns the face index if found (or null instead)
  89854. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89855. */
  89856. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  89857. /**
  89858. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  89859. * @param projected sets as the (x,y,z) local projection on the facet
  89860. * @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
  89861. * @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
  89862. * @param x defines x coordinate
  89863. * @param y defines y coordinate
  89864. * @param z defines z coordinate
  89865. * @returns the face index if found (or null instead)
  89866. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89867. */
  89868. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  89869. /**
  89870. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  89871. * @returns the parameters
  89872. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89873. */
  89874. getFacetDataParameters(): any;
  89875. /**
  89876. * Disables the feature FacetData and frees the related memory
  89877. * @returns the current mesh
  89878. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89879. */
  89880. disableFacetData(): AbstractMesh;
  89881. /**
  89882. * Updates the AbstractMesh indices array
  89883. * @param indices defines the data source
  89884. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  89885. * @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)
  89886. * @returns the current mesh
  89887. */
  89888. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  89889. /**
  89890. * Creates new normals data for the mesh
  89891. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  89892. * @returns the current mesh
  89893. */
  89894. createNormals(updatable: boolean): AbstractMesh;
  89895. /**
  89896. * Align the mesh with a normal
  89897. * @param normal defines the normal to use
  89898. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  89899. * @returns the current mesh
  89900. */
  89901. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  89902. /** @hidden */
  89903. _checkOcclusionQuery(): boolean;
  89904. /**
  89905. * Disables the mesh edge rendering mode
  89906. * @returns the currentAbstractMesh
  89907. */
  89908. disableEdgesRendering(): AbstractMesh;
  89909. /**
  89910. * Enables the edge rendering mode on the mesh.
  89911. * This mode makes the mesh edges visible
  89912. * @param epsilon defines the maximal distance between two angles to detect a face
  89913. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  89914. * @returns the currentAbstractMesh
  89915. * @see https://www.babylonjs-playground.com/#19O9TU#0
  89916. */
  89917. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  89918. }
  89919. }
  89920. declare module BABYLON {
  89921. /**
  89922. * Interface used to define ActionEvent
  89923. */
  89924. export interface IActionEvent {
  89925. /** The mesh or sprite that triggered the action */
  89926. source: any;
  89927. /** The X mouse cursor position at the time of the event */
  89928. pointerX: number;
  89929. /** The Y mouse cursor position at the time of the event */
  89930. pointerY: number;
  89931. /** The mesh that is currently pointed at (can be null) */
  89932. meshUnderPointer: Nullable<AbstractMesh>;
  89933. /** the original (browser) event that triggered the ActionEvent */
  89934. sourceEvent?: any;
  89935. /** additional data for the event */
  89936. additionalData?: any;
  89937. }
  89938. /**
  89939. * ActionEvent is the event being sent when an action is triggered.
  89940. */
  89941. export class ActionEvent implements IActionEvent {
  89942. /** The mesh or sprite that triggered the action */
  89943. source: any;
  89944. /** The X mouse cursor position at the time of the event */
  89945. pointerX: number;
  89946. /** The Y mouse cursor position at the time of the event */
  89947. pointerY: number;
  89948. /** The mesh that is currently pointed at (can be null) */
  89949. meshUnderPointer: Nullable<AbstractMesh>;
  89950. /** the original (browser) event that triggered the ActionEvent */
  89951. sourceEvent?: any;
  89952. /** additional data for the event */
  89953. additionalData?: any;
  89954. /**
  89955. * Creates a new ActionEvent
  89956. * @param source The mesh or sprite that triggered the action
  89957. * @param pointerX The X mouse cursor position at the time of the event
  89958. * @param pointerY The Y mouse cursor position at the time of the event
  89959. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  89960. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  89961. * @param additionalData additional data for the event
  89962. */
  89963. constructor(
  89964. /** The mesh or sprite that triggered the action */
  89965. source: any,
  89966. /** The X mouse cursor position at the time of the event */
  89967. pointerX: number,
  89968. /** The Y mouse cursor position at the time of the event */
  89969. pointerY: number,
  89970. /** The mesh that is currently pointed at (can be null) */
  89971. meshUnderPointer: Nullable<AbstractMesh>,
  89972. /** the original (browser) event that triggered the ActionEvent */
  89973. sourceEvent?: any,
  89974. /** additional data for the event */
  89975. additionalData?: any);
  89976. /**
  89977. * Helper function to auto-create an ActionEvent from a source mesh.
  89978. * @param source The source mesh that triggered the event
  89979. * @param evt The original (browser) event
  89980. * @param additionalData additional data for the event
  89981. * @returns the new ActionEvent
  89982. */
  89983. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  89984. /**
  89985. * Helper function to auto-create an ActionEvent from a source sprite
  89986. * @param source The source sprite that triggered the event
  89987. * @param scene Scene associated with the sprite
  89988. * @param evt The original (browser) event
  89989. * @param additionalData additional data for the event
  89990. * @returns the new ActionEvent
  89991. */
  89992. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  89993. /**
  89994. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  89995. * @param scene the scene where the event occurred
  89996. * @param evt The original (browser) event
  89997. * @returns the new ActionEvent
  89998. */
  89999. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  90000. /**
  90001. * Helper function to auto-create an ActionEvent from a primitive
  90002. * @param prim defines the target primitive
  90003. * @param pointerPos defines the pointer position
  90004. * @param evt The original (browser) event
  90005. * @param additionalData additional data for the event
  90006. * @returns the new ActionEvent
  90007. */
  90008. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  90009. }
  90010. }
  90011. declare module BABYLON {
  90012. /**
  90013. * Abstract class used to decouple action Manager from scene and meshes.
  90014. * Do not instantiate.
  90015. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90016. */
  90017. export abstract class AbstractActionManager implements IDisposable {
  90018. /** Gets the list of active triggers */
  90019. static Triggers: {
  90020. [key: string]: number;
  90021. };
  90022. /** Gets the cursor to use when hovering items */
  90023. hoverCursor: string;
  90024. /** Gets the list of actions */
  90025. actions: IAction[];
  90026. /**
  90027. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  90028. */
  90029. isRecursive: boolean;
  90030. /**
  90031. * Releases all associated resources
  90032. */
  90033. abstract dispose(): void;
  90034. /**
  90035. * Does this action manager has pointer triggers
  90036. */
  90037. abstract readonly hasPointerTriggers: boolean;
  90038. /**
  90039. * Does this action manager has pick triggers
  90040. */
  90041. abstract readonly hasPickTriggers: boolean;
  90042. /**
  90043. * Process a specific trigger
  90044. * @param trigger defines the trigger to process
  90045. * @param evt defines the event details to be processed
  90046. */
  90047. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  90048. /**
  90049. * Does this action manager handles actions of any of the given triggers
  90050. * @param triggers defines the triggers to be tested
  90051. * @return a boolean indicating whether one (or more) of the triggers is handled
  90052. */
  90053. abstract hasSpecificTriggers(triggers: number[]): boolean;
  90054. /**
  90055. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  90056. * speed.
  90057. * @param triggerA defines the trigger to be tested
  90058. * @param triggerB defines the trigger to be tested
  90059. * @return a boolean indicating whether one (or more) of the triggers is handled
  90060. */
  90061. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  90062. /**
  90063. * Does this action manager handles actions of a given trigger
  90064. * @param trigger defines the trigger to be tested
  90065. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  90066. * @return whether the trigger is handled
  90067. */
  90068. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  90069. /**
  90070. * Serialize this manager to a JSON object
  90071. * @param name defines the property name to store this manager
  90072. * @returns a JSON representation of this manager
  90073. */
  90074. abstract serialize(name: string): any;
  90075. /**
  90076. * Registers an action to this action manager
  90077. * @param action defines the action to be registered
  90078. * @return the action amended (prepared) after registration
  90079. */
  90080. abstract registerAction(action: IAction): Nullable<IAction>;
  90081. /**
  90082. * Unregisters an action to this action manager
  90083. * @param action defines the action to be unregistered
  90084. * @return a boolean indicating whether the action has been unregistered
  90085. */
  90086. abstract unregisterAction(action: IAction): Boolean;
  90087. /**
  90088. * Does exist one action manager with at least one trigger
  90089. **/
  90090. static readonly HasTriggers: boolean;
  90091. /**
  90092. * Does exist one action manager with at least one pick trigger
  90093. **/
  90094. static readonly HasPickTriggers: boolean;
  90095. /**
  90096. * Does exist one action manager that handles actions of a given trigger
  90097. * @param trigger defines the trigger to be tested
  90098. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  90099. **/
  90100. static HasSpecificTrigger(trigger: number): boolean;
  90101. }
  90102. }
  90103. declare module BABYLON {
  90104. /**
  90105. * Defines how a node can be built from a string name.
  90106. */
  90107. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  90108. /**
  90109. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  90110. */
  90111. export class Node implements IBehaviorAware<Node> {
  90112. /** @hidden */
  90113. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  90114. private static _NodeConstructors;
  90115. /**
  90116. * Add a new node constructor
  90117. * @param type defines the type name of the node to construct
  90118. * @param constructorFunc defines the constructor function
  90119. */
  90120. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  90121. /**
  90122. * Returns a node constructor based on type name
  90123. * @param type defines the type name
  90124. * @param name defines the new node name
  90125. * @param scene defines the hosting scene
  90126. * @param options defines optional options to transmit to constructors
  90127. * @returns the new constructor or null
  90128. */
  90129. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  90130. /**
  90131. * Gets or sets the name of the node
  90132. */
  90133. name: string;
  90134. /**
  90135. * Gets or sets the id of the node
  90136. */
  90137. id: string;
  90138. /**
  90139. * Gets or sets the unique id of the node
  90140. */
  90141. uniqueId: number;
  90142. /**
  90143. * Gets or sets a string used to store user defined state for the node
  90144. */
  90145. state: string;
  90146. /**
  90147. * Gets or sets an object used to store user defined information for the node
  90148. */
  90149. metadata: any;
  90150. /**
  90151. * For internal use only. Please do not use.
  90152. */
  90153. reservedDataStore: any;
  90154. /**
  90155. * List of inspectable custom properties (used by the Inspector)
  90156. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  90157. */
  90158. inspectableCustomProperties: IInspectable[];
  90159. /**
  90160. * Gets or sets a boolean used to define if the node must be serialized
  90161. */
  90162. doNotSerialize: boolean;
  90163. /** @hidden */
  90164. _isDisposed: boolean;
  90165. /**
  90166. * Gets a list of Animations associated with the node
  90167. */
  90168. animations: Animation[];
  90169. protected _ranges: {
  90170. [name: string]: Nullable<AnimationRange>;
  90171. };
  90172. /**
  90173. * Callback raised when the node is ready to be used
  90174. */
  90175. onReady: Nullable<(node: Node) => void>;
  90176. private _isEnabled;
  90177. private _isParentEnabled;
  90178. private _isReady;
  90179. /** @hidden */
  90180. _currentRenderId: number;
  90181. private _parentUpdateId;
  90182. /** @hidden */
  90183. _childUpdateId: number;
  90184. /** @hidden */
  90185. _waitingParentId: Nullable<string>;
  90186. /** @hidden */
  90187. _scene: Scene;
  90188. /** @hidden */
  90189. _cache: any;
  90190. private _parentNode;
  90191. private _children;
  90192. /** @hidden */
  90193. _worldMatrix: Matrix;
  90194. /** @hidden */
  90195. _worldMatrixDeterminant: number;
  90196. /** @hidden */
  90197. _worldMatrixDeterminantIsDirty: boolean;
  90198. /** @hidden */
  90199. private _sceneRootNodesIndex;
  90200. /**
  90201. * Gets a boolean indicating if the node has been disposed
  90202. * @returns true if the node was disposed
  90203. */
  90204. isDisposed(): boolean;
  90205. /**
  90206. * Gets or sets the parent of the node (without keeping the current position in the scene)
  90207. * @see https://doc.babylonjs.com/how_to/parenting
  90208. */
  90209. parent: Nullable<Node>;
  90210. private addToSceneRootNodes;
  90211. private removeFromSceneRootNodes;
  90212. private _animationPropertiesOverride;
  90213. /**
  90214. * Gets or sets the animation properties override
  90215. */
  90216. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90217. /**
  90218. * Gets a string idenfifying the name of the class
  90219. * @returns "Node" string
  90220. */
  90221. getClassName(): string;
  90222. /** @hidden */
  90223. readonly _isNode: boolean;
  90224. /**
  90225. * An event triggered when the mesh is disposed
  90226. */
  90227. onDisposeObservable: Observable<Node>;
  90228. private _onDisposeObserver;
  90229. /**
  90230. * Sets a callback that will be raised when the node will be disposed
  90231. */
  90232. onDispose: () => void;
  90233. /**
  90234. * Creates a new Node
  90235. * @param name the name and id to be given to this node
  90236. * @param scene the scene this node will be added to
  90237. * @param addToRootNodes the node will be added to scene.rootNodes
  90238. */
  90239. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  90240. /**
  90241. * Gets the scene of the node
  90242. * @returns a scene
  90243. */
  90244. getScene(): Scene;
  90245. /**
  90246. * Gets the engine of the node
  90247. * @returns a Engine
  90248. */
  90249. getEngine(): Engine;
  90250. private _behaviors;
  90251. /**
  90252. * Attach a behavior to the node
  90253. * @see http://doc.babylonjs.com/features/behaviour
  90254. * @param behavior defines the behavior to attach
  90255. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  90256. * @returns the current Node
  90257. */
  90258. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  90259. /**
  90260. * Remove an attached behavior
  90261. * @see http://doc.babylonjs.com/features/behaviour
  90262. * @param behavior defines the behavior to attach
  90263. * @returns the current Node
  90264. */
  90265. removeBehavior(behavior: Behavior<Node>): Node;
  90266. /**
  90267. * Gets the list of attached behaviors
  90268. * @see http://doc.babylonjs.com/features/behaviour
  90269. */
  90270. readonly behaviors: Behavior<Node>[];
  90271. /**
  90272. * Gets an attached behavior by name
  90273. * @param name defines the name of the behavior to look for
  90274. * @see http://doc.babylonjs.com/features/behaviour
  90275. * @returns null if behavior was not found else the requested behavior
  90276. */
  90277. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  90278. /**
  90279. * Returns the latest update of the World matrix
  90280. * @returns a Matrix
  90281. */
  90282. getWorldMatrix(): Matrix;
  90283. /** @hidden */
  90284. _getWorldMatrixDeterminant(): number;
  90285. /**
  90286. * Returns directly the latest state of the mesh World matrix.
  90287. * A Matrix is returned.
  90288. */
  90289. readonly worldMatrixFromCache: Matrix;
  90290. /** @hidden */
  90291. _initCache(): void;
  90292. /** @hidden */
  90293. updateCache(force?: boolean): void;
  90294. /** @hidden */
  90295. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  90296. /** @hidden */
  90297. _updateCache(ignoreParentClass?: boolean): void;
  90298. /** @hidden */
  90299. _isSynchronized(): boolean;
  90300. /** @hidden */
  90301. _markSyncedWithParent(): void;
  90302. /** @hidden */
  90303. isSynchronizedWithParent(): boolean;
  90304. /** @hidden */
  90305. isSynchronized(): boolean;
  90306. /**
  90307. * Is this node ready to be used/rendered
  90308. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  90309. * @return true if the node is ready
  90310. */
  90311. isReady(completeCheck?: boolean): boolean;
  90312. /**
  90313. * Is this node enabled?
  90314. * 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
  90315. * @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
  90316. * @return whether this node (and its parent) is enabled
  90317. */
  90318. isEnabled(checkAncestors?: boolean): boolean;
  90319. /** @hidden */
  90320. protected _syncParentEnabledState(): void;
  90321. /**
  90322. * Set the enabled state of this node
  90323. * @param value defines the new enabled state
  90324. */
  90325. setEnabled(value: boolean): void;
  90326. /**
  90327. * Is this node a descendant of the given node?
  90328. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  90329. * @param ancestor defines the parent node to inspect
  90330. * @returns a boolean indicating if this node is a descendant of the given node
  90331. */
  90332. isDescendantOf(ancestor: Node): boolean;
  90333. /** @hidden */
  90334. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  90335. /**
  90336. * Will return all nodes that have this node as ascendant
  90337. * @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
  90338. * @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
  90339. * @return all children nodes of all types
  90340. */
  90341. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  90342. /**
  90343. * Get all child-meshes of this node
  90344. * @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)
  90345. * @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
  90346. * @returns an array of AbstractMesh
  90347. */
  90348. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  90349. /**
  90350. * Get all direct children of this node
  90351. * @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
  90352. * @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)
  90353. * @returns an array of Node
  90354. */
  90355. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  90356. /** @hidden */
  90357. _setReady(state: boolean): void;
  90358. /**
  90359. * Get an animation by name
  90360. * @param name defines the name of the animation to look for
  90361. * @returns null if not found else the requested animation
  90362. */
  90363. getAnimationByName(name: string): Nullable<Animation>;
  90364. /**
  90365. * Creates an animation range for this node
  90366. * @param name defines the name of the range
  90367. * @param from defines the starting key
  90368. * @param to defines the end key
  90369. */
  90370. createAnimationRange(name: string, from: number, to: number): void;
  90371. /**
  90372. * Delete a specific animation range
  90373. * @param name defines the name of the range to delete
  90374. * @param deleteFrames defines if animation frames from the range must be deleted as well
  90375. */
  90376. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  90377. /**
  90378. * Get an animation range by name
  90379. * @param name defines the name of the animation range to look for
  90380. * @returns null if not found else the requested animation range
  90381. */
  90382. getAnimationRange(name: string): Nullable<AnimationRange>;
  90383. /**
  90384. * Gets the list of all animation ranges defined on this node
  90385. * @returns an array
  90386. */
  90387. getAnimationRanges(): Nullable<AnimationRange>[];
  90388. /**
  90389. * Will start the animation sequence
  90390. * @param name defines the range frames for animation sequence
  90391. * @param loop defines if the animation should loop (false by default)
  90392. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  90393. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  90394. * @returns the object created for this animation. If range does not exist, it will return null
  90395. */
  90396. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  90397. /**
  90398. * Serialize animation ranges into a JSON compatible object
  90399. * @returns serialization object
  90400. */
  90401. serializeAnimationRanges(): any;
  90402. /**
  90403. * Computes the world matrix of the node
  90404. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  90405. * @returns the world matrix
  90406. */
  90407. computeWorldMatrix(force?: boolean): Matrix;
  90408. /**
  90409. * Releases resources associated with this node.
  90410. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90411. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90412. */
  90413. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90414. /**
  90415. * Parse animation range data from a serialization object and store them into a given node
  90416. * @param node defines where to store the animation ranges
  90417. * @param parsedNode defines the serialization object to read data from
  90418. * @param scene defines the hosting scene
  90419. */
  90420. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  90421. /**
  90422. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  90423. * @param includeDescendants Include bounding info from descendants as well (true by default)
  90424. * @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
  90425. * @returns the new bounding vectors
  90426. */
  90427. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  90428. min: Vector3;
  90429. max: Vector3;
  90430. };
  90431. }
  90432. }
  90433. declare module BABYLON {
  90434. /**
  90435. * @hidden
  90436. */
  90437. export class _IAnimationState {
  90438. key: number;
  90439. repeatCount: number;
  90440. workValue?: any;
  90441. loopMode?: number;
  90442. offsetValue?: any;
  90443. highLimitValue?: any;
  90444. }
  90445. /**
  90446. * Class used to store any kind of animation
  90447. */
  90448. export class Animation {
  90449. /**Name of the animation */
  90450. name: string;
  90451. /**Property to animate */
  90452. targetProperty: string;
  90453. /**The frames per second of the animation */
  90454. framePerSecond: number;
  90455. /**The data type of the animation */
  90456. dataType: number;
  90457. /**The loop mode of the animation */
  90458. loopMode?: number | undefined;
  90459. /**Specifies if blending should be enabled */
  90460. enableBlending?: boolean | undefined;
  90461. /**
  90462. * Use matrix interpolation instead of using direct key value when animating matrices
  90463. */
  90464. static AllowMatricesInterpolation: boolean;
  90465. /**
  90466. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  90467. */
  90468. static AllowMatrixDecomposeForInterpolation: boolean;
  90469. /**
  90470. * Stores the key frames of the animation
  90471. */
  90472. private _keys;
  90473. /**
  90474. * Stores the easing function of the animation
  90475. */
  90476. private _easingFunction;
  90477. /**
  90478. * @hidden Internal use only
  90479. */
  90480. _runtimeAnimations: RuntimeAnimation[];
  90481. /**
  90482. * The set of event that will be linked to this animation
  90483. */
  90484. private _events;
  90485. /**
  90486. * Stores an array of target property paths
  90487. */
  90488. targetPropertyPath: string[];
  90489. /**
  90490. * Stores the blending speed of the animation
  90491. */
  90492. blendingSpeed: number;
  90493. /**
  90494. * Stores the animation ranges for the animation
  90495. */
  90496. private _ranges;
  90497. /**
  90498. * @hidden Internal use
  90499. */
  90500. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  90501. /**
  90502. * Sets up an animation
  90503. * @param property The property to animate
  90504. * @param animationType The animation type to apply
  90505. * @param framePerSecond The frames per second of the animation
  90506. * @param easingFunction The easing function used in the animation
  90507. * @returns The created animation
  90508. */
  90509. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  90510. /**
  90511. * Create and start an animation on a node
  90512. * @param name defines the name of the global animation that will be run on all nodes
  90513. * @param node defines the root node where the animation will take place
  90514. * @param targetProperty defines property to animate
  90515. * @param framePerSecond defines the number of frame per second yo use
  90516. * @param totalFrame defines the number of frames in total
  90517. * @param from defines the initial value
  90518. * @param to defines the final value
  90519. * @param loopMode defines which loop mode you want to use (off by default)
  90520. * @param easingFunction defines the easing function to use (linear by default)
  90521. * @param onAnimationEnd defines the callback to call when animation end
  90522. * @returns the animatable created for this animation
  90523. */
  90524. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  90525. /**
  90526. * Create and start an animation on a node and its descendants
  90527. * @param name defines the name of the global animation that will be run on all nodes
  90528. * @param node defines the root node where the animation will take place
  90529. * @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
  90530. * @param targetProperty defines property to animate
  90531. * @param framePerSecond defines the number of frame per second to use
  90532. * @param totalFrame defines the number of frames in total
  90533. * @param from defines the initial value
  90534. * @param to defines the final value
  90535. * @param loopMode defines which loop mode you want to use (off by default)
  90536. * @param easingFunction defines the easing function to use (linear by default)
  90537. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  90538. * @returns the list of animatables created for all nodes
  90539. * @example https://www.babylonjs-playground.com/#MH0VLI
  90540. */
  90541. 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[]>;
  90542. /**
  90543. * Creates a new animation, merges it with the existing animations and starts it
  90544. * @param name Name of the animation
  90545. * @param node Node which contains the scene that begins the animations
  90546. * @param targetProperty Specifies which property to animate
  90547. * @param framePerSecond The frames per second of the animation
  90548. * @param totalFrame The total number of frames
  90549. * @param from The frame at the beginning of the animation
  90550. * @param to The frame at the end of the animation
  90551. * @param loopMode Specifies the loop mode of the animation
  90552. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  90553. * @param onAnimationEnd Callback to run once the animation is complete
  90554. * @returns Nullable animation
  90555. */
  90556. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  90557. /**
  90558. * Transition property of an host to the target Value
  90559. * @param property The property to transition
  90560. * @param targetValue The target Value of the property
  90561. * @param host The object where the property to animate belongs
  90562. * @param scene Scene used to run the animation
  90563. * @param frameRate Framerate (in frame/s) to use
  90564. * @param transition The transition type we want to use
  90565. * @param duration The duration of the animation, in milliseconds
  90566. * @param onAnimationEnd Callback trigger at the end of the animation
  90567. * @returns Nullable animation
  90568. */
  90569. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  90570. /**
  90571. * Return the array of runtime animations currently using this animation
  90572. */
  90573. readonly runtimeAnimations: RuntimeAnimation[];
  90574. /**
  90575. * Specifies if any of the runtime animations are currently running
  90576. */
  90577. readonly hasRunningRuntimeAnimations: boolean;
  90578. /**
  90579. * Initializes the animation
  90580. * @param name Name of the animation
  90581. * @param targetProperty Property to animate
  90582. * @param framePerSecond The frames per second of the animation
  90583. * @param dataType The data type of the animation
  90584. * @param loopMode The loop mode of the animation
  90585. * @param enableBlending Specifies if blending should be enabled
  90586. */
  90587. constructor(
  90588. /**Name of the animation */
  90589. name: string,
  90590. /**Property to animate */
  90591. targetProperty: string,
  90592. /**The frames per second of the animation */
  90593. framePerSecond: number,
  90594. /**The data type of the animation */
  90595. dataType: number,
  90596. /**The loop mode of the animation */
  90597. loopMode?: number | undefined,
  90598. /**Specifies if blending should be enabled */
  90599. enableBlending?: boolean | undefined);
  90600. /**
  90601. * Converts the animation to a string
  90602. * @param fullDetails support for multiple levels of logging within scene loading
  90603. * @returns String form of the animation
  90604. */
  90605. toString(fullDetails?: boolean): string;
  90606. /**
  90607. * Add an event to this animation
  90608. * @param event Event to add
  90609. */
  90610. addEvent(event: AnimationEvent): void;
  90611. /**
  90612. * Remove all events found at the given frame
  90613. * @param frame The frame to remove events from
  90614. */
  90615. removeEvents(frame: number): void;
  90616. /**
  90617. * Retrieves all the events from the animation
  90618. * @returns Events from the animation
  90619. */
  90620. getEvents(): AnimationEvent[];
  90621. /**
  90622. * Creates an animation range
  90623. * @param name Name of the animation range
  90624. * @param from Starting frame of the animation range
  90625. * @param to Ending frame of the animation
  90626. */
  90627. createRange(name: string, from: number, to: number): void;
  90628. /**
  90629. * Deletes an animation range by name
  90630. * @param name Name of the animation range to delete
  90631. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  90632. */
  90633. deleteRange(name: string, deleteFrames?: boolean): void;
  90634. /**
  90635. * Gets the animation range by name, or null if not defined
  90636. * @param name Name of the animation range
  90637. * @returns Nullable animation range
  90638. */
  90639. getRange(name: string): Nullable<AnimationRange>;
  90640. /**
  90641. * Gets the key frames from the animation
  90642. * @returns The key frames of the animation
  90643. */
  90644. getKeys(): Array<IAnimationKey>;
  90645. /**
  90646. * Gets the highest frame rate of the animation
  90647. * @returns Highest frame rate of the animation
  90648. */
  90649. getHighestFrame(): number;
  90650. /**
  90651. * Gets the easing function of the animation
  90652. * @returns Easing function of the animation
  90653. */
  90654. getEasingFunction(): IEasingFunction;
  90655. /**
  90656. * Sets the easing function of the animation
  90657. * @param easingFunction A custom mathematical formula for animation
  90658. */
  90659. setEasingFunction(easingFunction: EasingFunction): void;
  90660. /**
  90661. * Interpolates a scalar linearly
  90662. * @param startValue Start value of the animation curve
  90663. * @param endValue End value of the animation curve
  90664. * @param gradient Scalar amount to interpolate
  90665. * @returns Interpolated scalar value
  90666. */
  90667. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  90668. /**
  90669. * Interpolates a scalar cubically
  90670. * @param startValue Start value of the animation curve
  90671. * @param outTangent End tangent of the animation
  90672. * @param endValue End value of the animation curve
  90673. * @param inTangent Start tangent of the animation curve
  90674. * @param gradient Scalar amount to interpolate
  90675. * @returns Interpolated scalar value
  90676. */
  90677. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  90678. /**
  90679. * Interpolates a quaternion using a spherical linear interpolation
  90680. * @param startValue Start value of the animation curve
  90681. * @param endValue End value of the animation curve
  90682. * @param gradient Scalar amount to interpolate
  90683. * @returns Interpolated quaternion value
  90684. */
  90685. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  90686. /**
  90687. * Interpolates a quaternion cubically
  90688. * @param startValue Start value of the animation curve
  90689. * @param outTangent End tangent of the animation curve
  90690. * @param endValue End value of the animation curve
  90691. * @param inTangent Start tangent of the animation curve
  90692. * @param gradient Scalar amount to interpolate
  90693. * @returns Interpolated quaternion value
  90694. */
  90695. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  90696. /**
  90697. * Interpolates a Vector3 linearl
  90698. * @param startValue Start value of the animation curve
  90699. * @param endValue End value of the animation curve
  90700. * @param gradient Scalar amount to interpolate
  90701. * @returns Interpolated scalar value
  90702. */
  90703. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  90704. /**
  90705. * Interpolates a Vector3 cubically
  90706. * @param startValue Start value of the animation curve
  90707. * @param outTangent End tangent of the animation
  90708. * @param endValue End value of the animation curve
  90709. * @param inTangent Start tangent of the animation curve
  90710. * @param gradient Scalar amount to interpolate
  90711. * @returns InterpolatedVector3 value
  90712. */
  90713. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  90714. /**
  90715. * Interpolates a Vector2 linearly
  90716. * @param startValue Start value of the animation curve
  90717. * @param endValue End value of the animation curve
  90718. * @param gradient Scalar amount to interpolate
  90719. * @returns Interpolated Vector2 value
  90720. */
  90721. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  90722. /**
  90723. * Interpolates a Vector2 cubically
  90724. * @param startValue Start value of the animation curve
  90725. * @param outTangent End tangent of the animation
  90726. * @param endValue End value of the animation curve
  90727. * @param inTangent Start tangent of the animation curve
  90728. * @param gradient Scalar amount to interpolate
  90729. * @returns Interpolated Vector2 value
  90730. */
  90731. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  90732. /**
  90733. * Interpolates a size linearly
  90734. * @param startValue Start value of the animation curve
  90735. * @param endValue End value of the animation curve
  90736. * @param gradient Scalar amount to interpolate
  90737. * @returns Interpolated Size value
  90738. */
  90739. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  90740. /**
  90741. * Interpolates a Color3 linearly
  90742. * @param startValue Start value of the animation curve
  90743. * @param endValue End value of the animation curve
  90744. * @param gradient Scalar amount to interpolate
  90745. * @returns Interpolated Color3 value
  90746. */
  90747. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  90748. /**
  90749. * @hidden Internal use only
  90750. */
  90751. _getKeyValue(value: any): any;
  90752. /**
  90753. * @hidden Internal use only
  90754. */
  90755. _interpolate(currentFrame: number, state: _IAnimationState): any;
  90756. /**
  90757. * Defines the function to use to interpolate matrices
  90758. * @param startValue defines the start matrix
  90759. * @param endValue defines the end matrix
  90760. * @param gradient defines the gradient between both matrices
  90761. * @param result defines an optional target matrix where to store the interpolation
  90762. * @returns the interpolated matrix
  90763. */
  90764. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  90765. /**
  90766. * Makes a copy of the animation
  90767. * @returns Cloned animation
  90768. */
  90769. clone(): Animation;
  90770. /**
  90771. * Sets the key frames of the animation
  90772. * @param values The animation key frames to set
  90773. */
  90774. setKeys(values: Array<IAnimationKey>): void;
  90775. /**
  90776. * Serializes the animation to an object
  90777. * @returns Serialized object
  90778. */
  90779. serialize(): any;
  90780. /**
  90781. * Float animation type
  90782. */
  90783. private static _ANIMATIONTYPE_FLOAT;
  90784. /**
  90785. * Vector3 animation type
  90786. */
  90787. private static _ANIMATIONTYPE_VECTOR3;
  90788. /**
  90789. * Quaternion animation type
  90790. */
  90791. private static _ANIMATIONTYPE_QUATERNION;
  90792. /**
  90793. * Matrix animation type
  90794. */
  90795. private static _ANIMATIONTYPE_MATRIX;
  90796. /**
  90797. * Color3 animation type
  90798. */
  90799. private static _ANIMATIONTYPE_COLOR3;
  90800. /**
  90801. * Vector2 animation type
  90802. */
  90803. private static _ANIMATIONTYPE_VECTOR2;
  90804. /**
  90805. * Size animation type
  90806. */
  90807. private static _ANIMATIONTYPE_SIZE;
  90808. /**
  90809. * Relative Loop Mode
  90810. */
  90811. private static _ANIMATIONLOOPMODE_RELATIVE;
  90812. /**
  90813. * Cycle Loop Mode
  90814. */
  90815. private static _ANIMATIONLOOPMODE_CYCLE;
  90816. /**
  90817. * Constant Loop Mode
  90818. */
  90819. private static _ANIMATIONLOOPMODE_CONSTANT;
  90820. /**
  90821. * Get the float animation type
  90822. */
  90823. static readonly ANIMATIONTYPE_FLOAT: number;
  90824. /**
  90825. * Get the Vector3 animation type
  90826. */
  90827. static readonly ANIMATIONTYPE_VECTOR3: number;
  90828. /**
  90829. * Get the Vector2 animation type
  90830. */
  90831. static readonly ANIMATIONTYPE_VECTOR2: number;
  90832. /**
  90833. * Get the Size animation type
  90834. */
  90835. static readonly ANIMATIONTYPE_SIZE: number;
  90836. /**
  90837. * Get the Quaternion animation type
  90838. */
  90839. static readonly ANIMATIONTYPE_QUATERNION: number;
  90840. /**
  90841. * Get the Matrix animation type
  90842. */
  90843. static readonly ANIMATIONTYPE_MATRIX: number;
  90844. /**
  90845. * Get the Color3 animation type
  90846. */
  90847. static readonly ANIMATIONTYPE_COLOR3: number;
  90848. /**
  90849. * Get the Relative Loop Mode
  90850. */
  90851. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  90852. /**
  90853. * Get the Cycle Loop Mode
  90854. */
  90855. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  90856. /**
  90857. * Get the Constant Loop Mode
  90858. */
  90859. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  90860. /** @hidden */
  90861. static _UniversalLerp(left: any, right: any, amount: number): any;
  90862. /**
  90863. * Parses an animation object and creates an animation
  90864. * @param parsedAnimation Parsed animation object
  90865. * @returns Animation object
  90866. */
  90867. static Parse(parsedAnimation: any): Animation;
  90868. /**
  90869. * Appends the serialized animations from the source animations
  90870. * @param source Source containing the animations
  90871. * @param destination Target to store the animations
  90872. */
  90873. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  90874. }
  90875. }
  90876. declare module BABYLON {
  90877. /**
  90878. * Interface containing an array of animations
  90879. */
  90880. export interface IAnimatable {
  90881. /**
  90882. * Array of animations
  90883. */
  90884. animations: Nullable<Array<Animation>>;
  90885. }
  90886. }
  90887. declare module BABYLON {
  90888. /**
  90889. * This represents all the required information to add a fresnel effect on a material:
  90890. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  90891. */
  90892. export class FresnelParameters {
  90893. private _isEnabled;
  90894. /**
  90895. * Define if the fresnel effect is enable or not.
  90896. */
  90897. isEnabled: boolean;
  90898. /**
  90899. * Define the color used on edges (grazing angle)
  90900. */
  90901. leftColor: Color3;
  90902. /**
  90903. * Define the color used on center
  90904. */
  90905. rightColor: Color3;
  90906. /**
  90907. * Define bias applied to computed fresnel term
  90908. */
  90909. bias: number;
  90910. /**
  90911. * Defined the power exponent applied to fresnel term
  90912. */
  90913. power: number;
  90914. /**
  90915. * Clones the current fresnel and its valuues
  90916. * @returns a clone fresnel configuration
  90917. */
  90918. clone(): FresnelParameters;
  90919. /**
  90920. * Serializes the current fresnel parameters to a JSON representation.
  90921. * @return the JSON serialization
  90922. */
  90923. serialize(): any;
  90924. /**
  90925. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  90926. * @param parsedFresnelParameters Define the JSON representation
  90927. * @returns the parsed parameters
  90928. */
  90929. static Parse(parsedFresnelParameters: any): FresnelParameters;
  90930. }
  90931. }
  90932. declare module BABYLON {
  90933. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  90934. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90935. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90936. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90937. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90938. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90939. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90940. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90941. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90942. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90943. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90944. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90945. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90946. /**
  90947. * Decorator used to define property that can be serialized as reference to a camera
  90948. * @param sourceName defines the name of the property to decorate
  90949. */
  90950. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90951. /**
  90952. * Class used to help serialization objects
  90953. */
  90954. export class SerializationHelper {
  90955. /** @hidden */
  90956. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  90957. /** @hidden */
  90958. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  90959. /** @hidden */
  90960. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  90961. /** @hidden */
  90962. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  90963. /**
  90964. * Appends the serialized animations from the source animations
  90965. * @param source Source containing the animations
  90966. * @param destination Target to store the animations
  90967. */
  90968. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  90969. /**
  90970. * Static function used to serialized a specific entity
  90971. * @param entity defines the entity to serialize
  90972. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  90973. * @returns a JSON compatible object representing the serialization of the entity
  90974. */
  90975. static Serialize<T>(entity: T, serializationObject?: any): any;
  90976. /**
  90977. * Creates a new entity from a serialization data object
  90978. * @param creationFunction defines a function used to instanciated the new entity
  90979. * @param source defines the source serialization data
  90980. * @param scene defines the hosting scene
  90981. * @param rootUrl defines the root url for resources
  90982. * @returns a new entity
  90983. */
  90984. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  90985. /**
  90986. * Clones an object
  90987. * @param creationFunction defines the function used to instanciate the new object
  90988. * @param source defines the source object
  90989. * @returns the cloned object
  90990. */
  90991. static Clone<T>(creationFunction: () => T, source: T): T;
  90992. /**
  90993. * Instanciates a new object based on a source one (some data will be shared between both object)
  90994. * @param creationFunction defines the function used to instanciate the new object
  90995. * @param source defines the source object
  90996. * @returns the new object
  90997. */
  90998. static Instanciate<T>(creationFunction: () => T, source: T): T;
  90999. }
  91000. }
  91001. declare module BABYLON {
  91002. /**
  91003. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  91004. */
  91005. export interface CubeMapInfo {
  91006. /**
  91007. * The pixel array for the front face.
  91008. * This is stored in format, left to right, up to down format.
  91009. */
  91010. front: Nullable<ArrayBufferView>;
  91011. /**
  91012. * The pixel array for the back face.
  91013. * This is stored in format, left to right, up to down format.
  91014. */
  91015. back: Nullable<ArrayBufferView>;
  91016. /**
  91017. * The pixel array for the left face.
  91018. * This is stored in format, left to right, up to down format.
  91019. */
  91020. left: Nullable<ArrayBufferView>;
  91021. /**
  91022. * The pixel array for the right face.
  91023. * This is stored in format, left to right, up to down format.
  91024. */
  91025. right: Nullable<ArrayBufferView>;
  91026. /**
  91027. * The pixel array for the up face.
  91028. * This is stored in format, left to right, up to down format.
  91029. */
  91030. up: Nullable<ArrayBufferView>;
  91031. /**
  91032. * The pixel array for the down face.
  91033. * This is stored in format, left to right, up to down format.
  91034. */
  91035. down: Nullable<ArrayBufferView>;
  91036. /**
  91037. * The size of the cubemap stored.
  91038. *
  91039. * Each faces will be size * size pixels.
  91040. */
  91041. size: number;
  91042. /**
  91043. * The format of the texture.
  91044. *
  91045. * RGBA, RGB.
  91046. */
  91047. format: number;
  91048. /**
  91049. * The type of the texture data.
  91050. *
  91051. * UNSIGNED_INT, FLOAT.
  91052. */
  91053. type: number;
  91054. /**
  91055. * Specifies whether the texture is in gamma space.
  91056. */
  91057. gammaSpace: boolean;
  91058. }
  91059. /**
  91060. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  91061. */
  91062. export class PanoramaToCubeMapTools {
  91063. private static FACE_FRONT;
  91064. private static FACE_BACK;
  91065. private static FACE_RIGHT;
  91066. private static FACE_LEFT;
  91067. private static FACE_DOWN;
  91068. private static FACE_UP;
  91069. /**
  91070. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  91071. *
  91072. * @param float32Array The source data.
  91073. * @param inputWidth The width of the input panorama.
  91074. * @param inputHeight The height of the input panorama.
  91075. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  91076. * @return The cubemap data
  91077. */
  91078. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  91079. private static CreateCubemapTexture;
  91080. private static CalcProjectionSpherical;
  91081. }
  91082. }
  91083. declare module BABYLON {
  91084. /**
  91085. * Helper class dealing with the extraction of spherical polynomial dataArray
  91086. * from a cube map.
  91087. */
  91088. export class CubeMapToSphericalPolynomialTools {
  91089. private static FileFaces;
  91090. /**
  91091. * Converts a texture to the according Spherical Polynomial data.
  91092. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91093. *
  91094. * @param texture The texture to extract the information from.
  91095. * @return The Spherical Polynomial data.
  91096. */
  91097. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  91098. /**
  91099. * Converts a cubemap to the according Spherical Polynomial data.
  91100. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91101. *
  91102. * @param cubeInfo The Cube map to extract the information from.
  91103. * @return The Spherical Polynomial data.
  91104. */
  91105. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  91106. }
  91107. }
  91108. declare module BABYLON {
  91109. /**
  91110. * Class used to manipulate GUIDs
  91111. */
  91112. export class GUID {
  91113. /**
  91114. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  91115. * Be aware Math.random() could cause collisions, but:
  91116. * "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"
  91117. * @returns a pseudo random id
  91118. */
  91119. static RandomId(): string;
  91120. }
  91121. }
  91122. declare module BABYLON {
  91123. /**
  91124. * Base class of all the textures in babylon.
  91125. * It groups all the common properties the materials, post process, lights... might need
  91126. * in order to make a correct use of the texture.
  91127. */
  91128. export class BaseTexture implements IAnimatable {
  91129. /**
  91130. * Default anisotropic filtering level for the application.
  91131. * It is set to 4 as a good tradeoff between perf and quality.
  91132. */
  91133. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  91134. /**
  91135. * Gets or sets the unique id of the texture
  91136. */
  91137. uniqueId: number;
  91138. /**
  91139. * Define the name of the texture.
  91140. */
  91141. name: string;
  91142. /**
  91143. * Gets or sets an object used to store user defined information.
  91144. */
  91145. metadata: any;
  91146. /**
  91147. * For internal use only. Please do not use.
  91148. */
  91149. reservedDataStore: any;
  91150. private _hasAlpha;
  91151. /**
  91152. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  91153. */
  91154. hasAlpha: boolean;
  91155. /**
  91156. * Defines if the alpha value should be determined via the rgb values.
  91157. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  91158. */
  91159. getAlphaFromRGB: boolean;
  91160. /**
  91161. * Intensity or strength of the texture.
  91162. * It is commonly used by materials to fine tune the intensity of the texture
  91163. */
  91164. level: number;
  91165. /**
  91166. * Define the UV chanel to use starting from 0 and defaulting to 0.
  91167. * This is part of the texture as textures usually maps to one uv set.
  91168. */
  91169. coordinatesIndex: number;
  91170. private _coordinatesMode;
  91171. /**
  91172. * How a texture is mapped.
  91173. *
  91174. * | Value | Type | Description |
  91175. * | ----- | ----------------------------------- | ----------- |
  91176. * | 0 | EXPLICIT_MODE | |
  91177. * | 1 | SPHERICAL_MODE | |
  91178. * | 2 | PLANAR_MODE | |
  91179. * | 3 | CUBIC_MODE | |
  91180. * | 4 | PROJECTION_MODE | |
  91181. * | 5 | SKYBOX_MODE | |
  91182. * | 6 | INVCUBIC_MODE | |
  91183. * | 7 | EQUIRECTANGULAR_MODE | |
  91184. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  91185. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  91186. */
  91187. coordinatesMode: number;
  91188. /**
  91189. * | Value | Type | Description |
  91190. * | ----- | ------------------ | ----------- |
  91191. * | 0 | CLAMP_ADDRESSMODE | |
  91192. * | 1 | WRAP_ADDRESSMODE | |
  91193. * | 2 | MIRROR_ADDRESSMODE | |
  91194. */
  91195. wrapU: number;
  91196. /**
  91197. * | Value | Type | Description |
  91198. * | ----- | ------------------ | ----------- |
  91199. * | 0 | CLAMP_ADDRESSMODE | |
  91200. * | 1 | WRAP_ADDRESSMODE | |
  91201. * | 2 | MIRROR_ADDRESSMODE | |
  91202. */
  91203. wrapV: number;
  91204. /**
  91205. * | Value | Type | Description |
  91206. * | ----- | ------------------ | ----------- |
  91207. * | 0 | CLAMP_ADDRESSMODE | |
  91208. * | 1 | WRAP_ADDRESSMODE | |
  91209. * | 2 | MIRROR_ADDRESSMODE | |
  91210. */
  91211. wrapR: number;
  91212. /**
  91213. * With compliant hardware and browser (supporting anisotropic filtering)
  91214. * this defines the level of anisotropic filtering in the texture.
  91215. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  91216. */
  91217. anisotropicFilteringLevel: number;
  91218. /**
  91219. * Define if the texture is a cube texture or if false a 2d texture.
  91220. */
  91221. isCube: boolean;
  91222. /**
  91223. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  91224. */
  91225. is3D: boolean;
  91226. /**
  91227. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  91228. * HDR texture are usually stored in linear space.
  91229. * This only impacts the PBR and Background materials
  91230. */
  91231. gammaSpace: boolean;
  91232. /**
  91233. * Gets whether or not the texture contains RGBD data.
  91234. */
  91235. readonly isRGBD: boolean;
  91236. /**
  91237. * Is Z inverted in the texture (useful in a cube texture).
  91238. */
  91239. invertZ: boolean;
  91240. /**
  91241. * Are mip maps generated for this texture or not.
  91242. */
  91243. readonly noMipmap: boolean;
  91244. /**
  91245. * @hidden
  91246. */
  91247. lodLevelInAlpha: boolean;
  91248. /**
  91249. * With prefiltered texture, defined the offset used during the prefiltering steps.
  91250. */
  91251. lodGenerationOffset: number;
  91252. /**
  91253. * With prefiltered texture, defined the scale used during the prefiltering steps.
  91254. */
  91255. lodGenerationScale: number;
  91256. /**
  91257. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  91258. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  91259. * average roughness values.
  91260. */
  91261. linearSpecularLOD: boolean;
  91262. /**
  91263. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  91264. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  91265. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  91266. */
  91267. irradianceTexture: Nullable<BaseTexture>;
  91268. /**
  91269. * Define if the texture is a render target.
  91270. */
  91271. isRenderTarget: boolean;
  91272. /**
  91273. * Define the unique id of the texture in the scene.
  91274. */
  91275. readonly uid: string;
  91276. /**
  91277. * Return a string representation of the texture.
  91278. * @returns the texture as a string
  91279. */
  91280. toString(): string;
  91281. /**
  91282. * Get the class name of the texture.
  91283. * @returns "BaseTexture"
  91284. */
  91285. getClassName(): string;
  91286. /**
  91287. * Define the list of animation attached to the texture.
  91288. */
  91289. animations: Animation[];
  91290. /**
  91291. * An event triggered when the texture is disposed.
  91292. */
  91293. onDisposeObservable: Observable<BaseTexture>;
  91294. private _onDisposeObserver;
  91295. /**
  91296. * Callback triggered when the texture has been disposed.
  91297. * Kept for back compatibility, you can use the onDisposeObservable instead.
  91298. */
  91299. onDispose: () => void;
  91300. /**
  91301. * Define the current state of the loading sequence when in delayed load mode.
  91302. */
  91303. delayLoadState: number;
  91304. private _scene;
  91305. /** @hidden */
  91306. _texture: Nullable<InternalTexture>;
  91307. private _uid;
  91308. /**
  91309. * Define if the texture is preventinga material to render or not.
  91310. * If not and the texture is not ready, the engine will use a default black texture instead.
  91311. */
  91312. readonly isBlocking: boolean;
  91313. /**
  91314. * Instantiates a new BaseTexture.
  91315. * Base class of all the textures in babylon.
  91316. * It groups all the common properties the materials, post process, lights... might need
  91317. * in order to make a correct use of the texture.
  91318. * @param scene Define the scene the texture blongs to
  91319. */
  91320. constructor(scene: Nullable<Scene>);
  91321. /**
  91322. * Get the scene the texture belongs to.
  91323. * @returns the scene or null if undefined
  91324. */
  91325. getScene(): Nullable<Scene>;
  91326. /**
  91327. * Get the texture transform matrix used to offset tile the texture for istance.
  91328. * @returns the transformation matrix
  91329. */
  91330. getTextureMatrix(): Matrix;
  91331. /**
  91332. * Get the texture reflection matrix used to rotate/transform the reflection.
  91333. * @returns the reflection matrix
  91334. */
  91335. getReflectionTextureMatrix(): Matrix;
  91336. /**
  91337. * Get the underlying lower level texture from Babylon.
  91338. * @returns the insternal texture
  91339. */
  91340. getInternalTexture(): Nullable<InternalTexture>;
  91341. /**
  91342. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  91343. * @returns true if ready or not blocking
  91344. */
  91345. isReadyOrNotBlocking(): boolean;
  91346. /**
  91347. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  91348. * @returns true if fully ready
  91349. */
  91350. isReady(): boolean;
  91351. private _cachedSize;
  91352. /**
  91353. * Get the size of the texture.
  91354. * @returns the texture size.
  91355. */
  91356. getSize(): ISize;
  91357. /**
  91358. * Get the base size of the texture.
  91359. * It can be different from the size if the texture has been resized for POT for instance
  91360. * @returns the base size
  91361. */
  91362. getBaseSize(): ISize;
  91363. /**
  91364. * Update the sampling mode of the texture.
  91365. * Default is Trilinear mode.
  91366. *
  91367. * | Value | Type | Description |
  91368. * | ----- | ------------------ | ----------- |
  91369. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  91370. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  91371. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  91372. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  91373. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  91374. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  91375. * | 7 | NEAREST_LINEAR | |
  91376. * | 8 | NEAREST_NEAREST | |
  91377. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  91378. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  91379. * | 11 | LINEAR_LINEAR | |
  91380. * | 12 | LINEAR_NEAREST | |
  91381. *
  91382. * > _mag_: magnification filter (close to the viewer)
  91383. * > _min_: minification filter (far from the viewer)
  91384. * > _mip_: filter used between mip map levels
  91385. *@param samplingMode Define the new sampling mode of the texture
  91386. */
  91387. updateSamplingMode(samplingMode: number): void;
  91388. /**
  91389. * Scales the texture if is `canRescale()`
  91390. * @param ratio the resize factor we want to use to rescale
  91391. */
  91392. scale(ratio: number): void;
  91393. /**
  91394. * Get if the texture can rescale.
  91395. */
  91396. readonly canRescale: boolean;
  91397. /** @hidden */
  91398. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  91399. /** @hidden */
  91400. _rebuild(): void;
  91401. /**
  91402. * Triggers the load sequence in delayed load mode.
  91403. */
  91404. delayLoad(): void;
  91405. /**
  91406. * Clones the texture.
  91407. * @returns the cloned texture
  91408. */
  91409. clone(): Nullable<BaseTexture>;
  91410. /**
  91411. * Get the texture underlying type (INT, FLOAT...)
  91412. */
  91413. readonly textureType: number;
  91414. /**
  91415. * Get the texture underlying format (RGB, RGBA...)
  91416. */
  91417. readonly textureFormat: number;
  91418. /**
  91419. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  91420. * This will returns an RGBA array buffer containing either in values (0-255) or
  91421. * float values (0-1) depending of the underlying buffer type.
  91422. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  91423. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  91424. * @param buffer defines a user defined buffer to fill with data (can be null)
  91425. * @returns The Array buffer containing the pixels data.
  91426. */
  91427. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  91428. /**
  91429. * Release and destroy the underlying lower level texture aka internalTexture.
  91430. */
  91431. releaseInternalTexture(): void;
  91432. /**
  91433. * Get the polynomial representation of the texture data.
  91434. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  91435. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  91436. */
  91437. sphericalPolynomial: Nullable<SphericalPolynomial>;
  91438. /** @hidden */
  91439. readonly _lodTextureHigh: Nullable<BaseTexture>;
  91440. /** @hidden */
  91441. readonly _lodTextureMid: Nullable<BaseTexture>;
  91442. /** @hidden */
  91443. readonly _lodTextureLow: Nullable<BaseTexture>;
  91444. /**
  91445. * Dispose the texture and release its associated resources.
  91446. */
  91447. dispose(): void;
  91448. /**
  91449. * Serialize the texture into a JSON representation that can be parsed later on.
  91450. * @returns the JSON representation of the texture
  91451. */
  91452. serialize(): any;
  91453. /**
  91454. * Helper function to be called back once a list of texture contains only ready textures.
  91455. * @param textures Define the list of textures to wait for
  91456. * @param callback Define the callback triggered once the entire list will be ready
  91457. */
  91458. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  91459. }
  91460. }
  91461. declare module BABYLON {
  91462. /**
  91463. * Class used to store data associated with WebGL texture data for the engine
  91464. * This class should not be used directly
  91465. */
  91466. export class InternalTexture {
  91467. /** @hidden */
  91468. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  91469. /**
  91470. * The source of the texture data is unknown
  91471. */
  91472. static DATASOURCE_UNKNOWN: number;
  91473. /**
  91474. * Texture data comes from an URL
  91475. */
  91476. static DATASOURCE_URL: number;
  91477. /**
  91478. * Texture data is only used for temporary storage
  91479. */
  91480. static DATASOURCE_TEMP: number;
  91481. /**
  91482. * Texture data comes from raw data (ArrayBuffer)
  91483. */
  91484. static DATASOURCE_RAW: number;
  91485. /**
  91486. * Texture content is dynamic (video or dynamic texture)
  91487. */
  91488. static DATASOURCE_DYNAMIC: number;
  91489. /**
  91490. * Texture content is generated by rendering to it
  91491. */
  91492. static DATASOURCE_RENDERTARGET: number;
  91493. /**
  91494. * Texture content is part of a multi render target process
  91495. */
  91496. static DATASOURCE_MULTIRENDERTARGET: number;
  91497. /**
  91498. * Texture data comes from a cube data file
  91499. */
  91500. static DATASOURCE_CUBE: number;
  91501. /**
  91502. * Texture data comes from a raw cube data
  91503. */
  91504. static DATASOURCE_CUBERAW: number;
  91505. /**
  91506. * Texture data come from a prefiltered cube data file
  91507. */
  91508. static DATASOURCE_CUBEPREFILTERED: number;
  91509. /**
  91510. * Texture content is raw 3D data
  91511. */
  91512. static DATASOURCE_RAW3D: number;
  91513. /**
  91514. * Texture content is a depth texture
  91515. */
  91516. static DATASOURCE_DEPTHTEXTURE: number;
  91517. /**
  91518. * Texture data comes from a raw cube data encoded with RGBD
  91519. */
  91520. static DATASOURCE_CUBERAW_RGBD: number;
  91521. /**
  91522. * Defines if the texture is ready
  91523. */
  91524. isReady: boolean;
  91525. /**
  91526. * Defines if the texture is a cube texture
  91527. */
  91528. isCube: boolean;
  91529. /**
  91530. * Defines if the texture contains 3D data
  91531. */
  91532. is3D: boolean;
  91533. /**
  91534. * Defines if the texture contains multiview data
  91535. */
  91536. isMultiview: boolean;
  91537. /**
  91538. * Gets the URL used to load this texture
  91539. */
  91540. url: string;
  91541. /**
  91542. * Gets the sampling mode of the texture
  91543. */
  91544. samplingMode: number;
  91545. /**
  91546. * Gets a boolean indicating if the texture needs mipmaps generation
  91547. */
  91548. generateMipMaps: boolean;
  91549. /**
  91550. * Gets the number of samples used by the texture (WebGL2+ only)
  91551. */
  91552. samples: number;
  91553. /**
  91554. * Gets the type of the texture (int, float...)
  91555. */
  91556. type: number;
  91557. /**
  91558. * Gets the format of the texture (RGB, RGBA...)
  91559. */
  91560. format: number;
  91561. /**
  91562. * Observable called when the texture is loaded
  91563. */
  91564. onLoadedObservable: Observable<InternalTexture>;
  91565. /**
  91566. * Gets the width of the texture
  91567. */
  91568. width: number;
  91569. /**
  91570. * Gets the height of the texture
  91571. */
  91572. height: number;
  91573. /**
  91574. * Gets the depth of the texture
  91575. */
  91576. depth: number;
  91577. /**
  91578. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  91579. */
  91580. baseWidth: number;
  91581. /**
  91582. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  91583. */
  91584. baseHeight: number;
  91585. /**
  91586. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  91587. */
  91588. baseDepth: number;
  91589. /**
  91590. * Gets a boolean indicating if the texture is inverted on Y axis
  91591. */
  91592. invertY: boolean;
  91593. /** @hidden */
  91594. _invertVScale: boolean;
  91595. /** @hidden */
  91596. _associatedChannel: number;
  91597. /** @hidden */
  91598. _dataSource: number;
  91599. /** @hidden */
  91600. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  91601. /** @hidden */
  91602. _bufferView: Nullable<ArrayBufferView>;
  91603. /** @hidden */
  91604. _bufferViewArray: Nullable<ArrayBufferView[]>;
  91605. /** @hidden */
  91606. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  91607. /** @hidden */
  91608. _size: number;
  91609. /** @hidden */
  91610. _extension: string;
  91611. /** @hidden */
  91612. _files: Nullable<string[]>;
  91613. /** @hidden */
  91614. _workingCanvas: Nullable<HTMLCanvasElement>;
  91615. /** @hidden */
  91616. _workingContext: Nullable<CanvasRenderingContext2D>;
  91617. /** @hidden */
  91618. _framebuffer: Nullable<WebGLFramebuffer>;
  91619. /** @hidden */
  91620. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  91621. /** @hidden */
  91622. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  91623. /** @hidden */
  91624. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  91625. /** @hidden */
  91626. _attachments: Nullable<number[]>;
  91627. /** @hidden */
  91628. _cachedCoordinatesMode: Nullable<number>;
  91629. /** @hidden */
  91630. _cachedWrapU: Nullable<number>;
  91631. /** @hidden */
  91632. _cachedWrapV: Nullable<number>;
  91633. /** @hidden */
  91634. _cachedWrapR: Nullable<number>;
  91635. /** @hidden */
  91636. _cachedAnisotropicFilteringLevel: Nullable<number>;
  91637. /** @hidden */
  91638. _isDisabled: boolean;
  91639. /** @hidden */
  91640. _compression: Nullable<string>;
  91641. /** @hidden */
  91642. _generateStencilBuffer: boolean;
  91643. /** @hidden */
  91644. _generateDepthBuffer: boolean;
  91645. /** @hidden */
  91646. _comparisonFunction: number;
  91647. /** @hidden */
  91648. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  91649. /** @hidden */
  91650. _lodGenerationScale: number;
  91651. /** @hidden */
  91652. _lodGenerationOffset: number;
  91653. /** @hidden */
  91654. _colorTextureArray: Nullable<WebGLTexture>;
  91655. /** @hidden */
  91656. _depthStencilTextureArray: Nullable<WebGLTexture>;
  91657. /** @hidden */
  91658. _lodTextureHigh: Nullable<BaseTexture>;
  91659. /** @hidden */
  91660. _lodTextureMid: Nullable<BaseTexture>;
  91661. /** @hidden */
  91662. _lodTextureLow: Nullable<BaseTexture>;
  91663. /** @hidden */
  91664. _isRGBD: boolean;
  91665. /** @hidden */
  91666. _linearSpecularLOD: boolean;
  91667. /** @hidden */
  91668. _irradianceTexture: Nullable<BaseTexture>;
  91669. /** @hidden */
  91670. _webGLTexture: Nullable<WebGLTexture>;
  91671. /** @hidden */
  91672. _references: number;
  91673. private _engine;
  91674. /**
  91675. * Gets the Engine the texture belongs to.
  91676. * @returns The babylon engine
  91677. */
  91678. getEngine(): Engine;
  91679. /**
  91680. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  91681. */
  91682. readonly dataSource: number;
  91683. /**
  91684. * Creates a new InternalTexture
  91685. * @param engine defines the engine to use
  91686. * @param dataSource defines the type of data that will be used
  91687. * @param delayAllocation if the texture allocation should be delayed (default: false)
  91688. */
  91689. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  91690. /**
  91691. * Increments the number of references (ie. the number of Texture that point to it)
  91692. */
  91693. incrementReferences(): void;
  91694. /**
  91695. * Change the size of the texture (not the size of the content)
  91696. * @param width defines the new width
  91697. * @param height defines the new height
  91698. * @param depth defines the new depth (1 by default)
  91699. */
  91700. updateSize(width: int, height: int, depth?: int): void;
  91701. /** @hidden */
  91702. _rebuild(): void;
  91703. /** @hidden */
  91704. _swapAndDie(target: InternalTexture): void;
  91705. /**
  91706. * Dispose the current allocated resources
  91707. */
  91708. dispose(): void;
  91709. }
  91710. }
  91711. declare module BABYLON {
  91712. /**
  91713. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  91714. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  91715. */
  91716. export class EffectFallbacks {
  91717. private _defines;
  91718. private _currentRank;
  91719. private _maxRank;
  91720. private _mesh;
  91721. /**
  91722. * Removes the fallback from the bound mesh.
  91723. */
  91724. unBindMesh(): void;
  91725. /**
  91726. * Adds a fallback on the specified property.
  91727. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  91728. * @param define The name of the define in the shader
  91729. */
  91730. addFallback(rank: number, define: string): void;
  91731. /**
  91732. * Sets the mesh to use CPU skinning when needing to fallback.
  91733. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  91734. * @param mesh The mesh to use the fallbacks.
  91735. */
  91736. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  91737. /**
  91738. * Checks to see if more fallbacks are still availible.
  91739. */
  91740. readonly isMoreFallbacks: boolean;
  91741. /**
  91742. * Removes the defines that should be removed when falling back.
  91743. * @param currentDefines defines the current define statements for the shader.
  91744. * @param effect defines the current effect we try to compile
  91745. * @returns The resulting defines with defines of the current rank removed.
  91746. */
  91747. reduce(currentDefines: string, effect: Effect): string;
  91748. }
  91749. /**
  91750. * Options to be used when creating an effect.
  91751. */
  91752. export class EffectCreationOptions {
  91753. /**
  91754. * Atrributes that will be used in the shader.
  91755. */
  91756. attributes: string[];
  91757. /**
  91758. * Uniform varible names that will be set in the shader.
  91759. */
  91760. uniformsNames: string[];
  91761. /**
  91762. * Uniform buffer varible names that will be set in the shader.
  91763. */
  91764. uniformBuffersNames: string[];
  91765. /**
  91766. * Sampler texture variable names that will be set in the shader.
  91767. */
  91768. samplers: string[];
  91769. /**
  91770. * Define statements that will be set in the shader.
  91771. */
  91772. defines: any;
  91773. /**
  91774. * Possible fallbacks for this effect to improve performance when needed.
  91775. */
  91776. fallbacks: Nullable<EffectFallbacks>;
  91777. /**
  91778. * Callback that will be called when the shader is compiled.
  91779. */
  91780. onCompiled: Nullable<(effect: Effect) => void>;
  91781. /**
  91782. * Callback that will be called if an error occurs during shader compilation.
  91783. */
  91784. onError: Nullable<(effect: Effect, errors: string) => void>;
  91785. /**
  91786. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  91787. */
  91788. indexParameters: any;
  91789. /**
  91790. * Max number of lights that can be used in the shader.
  91791. */
  91792. maxSimultaneousLights: number;
  91793. /**
  91794. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  91795. */
  91796. transformFeedbackVaryings: Nullable<string[]>;
  91797. }
  91798. /**
  91799. * Effect containing vertex and fragment shader that can be executed on an object.
  91800. */
  91801. export class Effect implements IDisposable {
  91802. /**
  91803. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  91804. */
  91805. static ShadersRepository: string;
  91806. /**
  91807. * Name of the effect.
  91808. */
  91809. name: any;
  91810. /**
  91811. * String container all the define statements that should be set on the shader.
  91812. */
  91813. defines: string;
  91814. /**
  91815. * Callback that will be called when the shader is compiled.
  91816. */
  91817. onCompiled: Nullable<(effect: Effect) => void>;
  91818. /**
  91819. * Callback that will be called if an error occurs during shader compilation.
  91820. */
  91821. onError: Nullable<(effect: Effect, errors: string) => void>;
  91822. /**
  91823. * Callback that will be called when effect is bound.
  91824. */
  91825. onBind: Nullable<(effect: Effect) => void>;
  91826. /**
  91827. * Unique ID of the effect.
  91828. */
  91829. uniqueId: number;
  91830. /**
  91831. * Observable that will be called when the shader is compiled.
  91832. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  91833. */
  91834. onCompileObservable: Observable<Effect>;
  91835. /**
  91836. * Observable that will be called if an error occurs during shader compilation.
  91837. */
  91838. onErrorObservable: Observable<Effect>;
  91839. /** @hidden */
  91840. _onBindObservable: Nullable<Observable<Effect>>;
  91841. /**
  91842. * Observable that will be called when effect is bound.
  91843. */
  91844. readonly onBindObservable: Observable<Effect>;
  91845. /** @hidden */
  91846. _bonesComputationForcedToCPU: boolean;
  91847. private static _uniqueIdSeed;
  91848. private _engine;
  91849. private _uniformBuffersNames;
  91850. private _uniformsNames;
  91851. private _samplerList;
  91852. private _samplers;
  91853. private _isReady;
  91854. private _compilationError;
  91855. private _attributesNames;
  91856. private _attributes;
  91857. private _uniforms;
  91858. /**
  91859. * Key for the effect.
  91860. * @hidden
  91861. */
  91862. _key: string;
  91863. private _indexParameters;
  91864. private _fallbacks;
  91865. private _vertexSourceCode;
  91866. private _fragmentSourceCode;
  91867. private _vertexSourceCodeOverride;
  91868. private _fragmentSourceCodeOverride;
  91869. private _transformFeedbackVaryings;
  91870. /**
  91871. * Compiled shader to webGL program.
  91872. * @hidden
  91873. */
  91874. _pipelineContext: Nullable<IPipelineContext>;
  91875. private _valueCache;
  91876. private static _baseCache;
  91877. /**
  91878. * Instantiates an effect.
  91879. * An effect can be used to create/manage/execute vertex and fragment shaders.
  91880. * @param baseName Name of the effect.
  91881. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  91882. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  91883. * @param samplers List of sampler variables that will be passed to the shader.
  91884. * @param engine Engine to be used to render the effect
  91885. * @param defines Define statements to be added to the shader.
  91886. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  91887. * @param onCompiled Callback that will be called when the shader is compiled.
  91888. * @param onError Callback that will be called if an error occurs during shader compilation.
  91889. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  91890. */
  91891. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  91892. private _useFinalCode;
  91893. /**
  91894. * Unique key for this effect
  91895. */
  91896. readonly key: string;
  91897. /**
  91898. * If the effect has been compiled and prepared.
  91899. * @returns if the effect is compiled and prepared.
  91900. */
  91901. isReady(): boolean;
  91902. /**
  91903. * The engine the effect was initialized with.
  91904. * @returns the engine.
  91905. */
  91906. getEngine(): Engine;
  91907. /**
  91908. * The pipeline context for this effect
  91909. * @returns the associated pipeline context
  91910. */
  91911. getPipelineContext(): Nullable<IPipelineContext>;
  91912. /**
  91913. * The set of names of attribute variables for the shader.
  91914. * @returns An array of attribute names.
  91915. */
  91916. getAttributesNames(): string[];
  91917. /**
  91918. * Returns the attribute at the given index.
  91919. * @param index The index of the attribute.
  91920. * @returns The location of the attribute.
  91921. */
  91922. getAttributeLocation(index: number): number;
  91923. /**
  91924. * Returns the attribute based on the name of the variable.
  91925. * @param name of the attribute to look up.
  91926. * @returns the attribute location.
  91927. */
  91928. getAttributeLocationByName(name: string): number;
  91929. /**
  91930. * The number of attributes.
  91931. * @returns the numnber of attributes.
  91932. */
  91933. getAttributesCount(): number;
  91934. /**
  91935. * Gets the index of a uniform variable.
  91936. * @param uniformName of the uniform to look up.
  91937. * @returns the index.
  91938. */
  91939. getUniformIndex(uniformName: string): number;
  91940. /**
  91941. * Returns the attribute based on the name of the variable.
  91942. * @param uniformName of the uniform to look up.
  91943. * @returns the location of the uniform.
  91944. */
  91945. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  91946. /**
  91947. * Returns an array of sampler variable names
  91948. * @returns The array of sampler variable neames.
  91949. */
  91950. getSamplers(): string[];
  91951. /**
  91952. * The error from the last compilation.
  91953. * @returns the error string.
  91954. */
  91955. getCompilationError(): string;
  91956. /**
  91957. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  91958. * @param func The callback to be used.
  91959. */
  91960. executeWhenCompiled(func: (effect: Effect) => void): void;
  91961. private _checkIsReady;
  91962. /** @hidden */
  91963. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  91964. /** @hidden */
  91965. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  91966. /** @hidden */
  91967. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  91968. /**
  91969. * Recompiles the webGL program
  91970. * @param vertexSourceCode The source code for the vertex shader.
  91971. * @param fragmentSourceCode The source code for the fragment shader.
  91972. * @param onCompiled Callback called when completed.
  91973. * @param onError Callback called on error.
  91974. * @hidden
  91975. */
  91976. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  91977. /**
  91978. * Prepares the effect
  91979. * @hidden
  91980. */
  91981. _prepareEffect(): void;
  91982. /**
  91983. * Checks if the effect is supported. (Must be called after compilation)
  91984. */
  91985. readonly isSupported: boolean;
  91986. /**
  91987. * Binds a texture to the engine to be used as output of the shader.
  91988. * @param channel Name of the output variable.
  91989. * @param texture Texture to bind.
  91990. * @hidden
  91991. */
  91992. _bindTexture(channel: string, texture: InternalTexture): void;
  91993. /**
  91994. * Sets a texture on the engine to be used in the shader.
  91995. * @param channel Name of the sampler variable.
  91996. * @param texture Texture to set.
  91997. */
  91998. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  91999. /**
  92000. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  92001. * @param channel Name of the sampler variable.
  92002. * @param texture Texture to set.
  92003. */
  92004. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  92005. /**
  92006. * Sets an array of textures on the engine to be used in the shader.
  92007. * @param channel Name of the variable.
  92008. * @param textures Textures to set.
  92009. */
  92010. setTextureArray(channel: string, textures: BaseTexture[]): void;
  92011. /**
  92012. * 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)
  92013. * @param channel Name of the sampler variable.
  92014. * @param postProcess Post process to get the input texture from.
  92015. */
  92016. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  92017. /**
  92018. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  92019. * 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)
  92020. * @param channel Name of the sampler variable.
  92021. * @param postProcess Post process to get the output texture from.
  92022. */
  92023. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  92024. /** @hidden */
  92025. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  92026. /** @hidden */
  92027. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  92028. /** @hidden */
  92029. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  92030. /** @hidden */
  92031. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  92032. /**
  92033. * Binds a buffer to a uniform.
  92034. * @param buffer Buffer to bind.
  92035. * @param name Name of the uniform variable to bind to.
  92036. */
  92037. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  92038. /**
  92039. * Binds block to a uniform.
  92040. * @param blockName Name of the block to bind.
  92041. * @param index Index to bind.
  92042. */
  92043. bindUniformBlock(blockName: string, index: number): void;
  92044. /**
  92045. * Sets an interger value on a uniform variable.
  92046. * @param uniformName Name of the variable.
  92047. * @param value Value to be set.
  92048. * @returns this effect.
  92049. */
  92050. setInt(uniformName: string, value: number): Effect;
  92051. /**
  92052. * Sets an int array on a uniform variable.
  92053. * @param uniformName Name of the variable.
  92054. * @param array array to be set.
  92055. * @returns this effect.
  92056. */
  92057. setIntArray(uniformName: string, array: Int32Array): Effect;
  92058. /**
  92059. * 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)
  92060. * @param uniformName Name of the variable.
  92061. * @param array array to be set.
  92062. * @returns this effect.
  92063. */
  92064. setIntArray2(uniformName: string, array: Int32Array): Effect;
  92065. /**
  92066. * 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)
  92067. * @param uniformName Name of the variable.
  92068. * @param array array to be set.
  92069. * @returns this effect.
  92070. */
  92071. setIntArray3(uniformName: string, array: Int32Array): Effect;
  92072. /**
  92073. * 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)
  92074. * @param uniformName Name of the variable.
  92075. * @param array array to be set.
  92076. * @returns this effect.
  92077. */
  92078. setIntArray4(uniformName: string, array: Int32Array): Effect;
  92079. /**
  92080. * Sets an float array on a uniform variable.
  92081. * @param uniformName Name of the variable.
  92082. * @param array array to be set.
  92083. * @returns this effect.
  92084. */
  92085. setFloatArray(uniformName: string, array: Float32Array): Effect;
  92086. /**
  92087. * 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)
  92088. * @param uniformName Name of the variable.
  92089. * @param array array to be set.
  92090. * @returns this effect.
  92091. */
  92092. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  92093. /**
  92094. * 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)
  92095. * @param uniformName Name of the variable.
  92096. * @param array array to be set.
  92097. * @returns this effect.
  92098. */
  92099. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  92100. /**
  92101. * 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)
  92102. * @param uniformName Name of the variable.
  92103. * @param array array to be set.
  92104. * @returns this effect.
  92105. */
  92106. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  92107. /**
  92108. * Sets an array on a uniform variable.
  92109. * @param uniformName Name of the variable.
  92110. * @param array array to be set.
  92111. * @returns this effect.
  92112. */
  92113. setArray(uniformName: string, array: number[]): Effect;
  92114. /**
  92115. * 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)
  92116. * @param uniformName Name of the variable.
  92117. * @param array array to be set.
  92118. * @returns this effect.
  92119. */
  92120. setArray2(uniformName: string, array: number[]): Effect;
  92121. /**
  92122. * 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)
  92123. * @param uniformName Name of the variable.
  92124. * @param array array to be set.
  92125. * @returns this effect.
  92126. */
  92127. setArray3(uniformName: string, array: number[]): Effect;
  92128. /**
  92129. * 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)
  92130. * @param uniformName Name of the variable.
  92131. * @param array array to be set.
  92132. * @returns this effect.
  92133. */
  92134. setArray4(uniformName: string, array: number[]): Effect;
  92135. /**
  92136. * Sets matrices on a uniform variable.
  92137. * @param uniformName Name of the variable.
  92138. * @param matrices matrices to be set.
  92139. * @returns this effect.
  92140. */
  92141. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  92142. /**
  92143. * Sets matrix on a uniform variable.
  92144. * @param uniformName Name of the variable.
  92145. * @param matrix matrix to be set.
  92146. * @returns this effect.
  92147. */
  92148. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  92149. /**
  92150. * 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)
  92151. * @param uniformName Name of the variable.
  92152. * @param matrix matrix to be set.
  92153. * @returns this effect.
  92154. */
  92155. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  92156. /**
  92157. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  92158. * @param uniformName Name of the variable.
  92159. * @param matrix matrix to be set.
  92160. * @returns this effect.
  92161. */
  92162. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  92163. /**
  92164. * Sets a float on a uniform variable.
  92165. * @param uniformName Name of the variable.
  92166. * @param value value to be set.
  92167. * @returns this effect.
  92168. */
  92169. setFloat(uniformName: string, value: number): Effect;
  92170. /**
  92171. * Sets a boolean on a uniform variable.
  92172. * @param uniformName Name of the variable.
  92173. * @param bool value to be set.
  92174. * @returns this effect.
  92175. */
  92176. setBool(uniformName: string, bool: boolean): Effect;
  92177. /**
  92178. * Sets a Vector2 on a uniform variable.
  92179. * @param uniformName Name of the variable.
  92180. * @param vector2 vector2 to be set.
  92181. * @returns this effect.
  92182. */
  92183. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  92184. /**
  92185. * Sets a float2 on a uniform variable.
  92186. * @param uniformName Name of the variable.
  92187. * @param x First float in float2.
  92188. * @param y Second float in float2.
  92189. * @returns this effect.
  92190. */
  92191. setFloat2(uniformName: string, x: number, y: number): Effect;
  92192. /**
  92193. * Sets a Vector3 on a uniform variable.
  92194. * @param uniformName Name of the variable.
  92195. * @param vector3 Value to be set.
  92196. * @returns this effect.
  92197. */
  92198. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  92199. /**
  92200. * Sets a float3 on a uniform variable.
  92201. * @param uniformName Name of the variable.
  92202. * @param x First float in float3.
  92203. * @param y Second float in float3.
  92204. * @param z Third float in float3.
  92205. * @returns this effect.
  92206. */
  92207. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  92208. /**
  92209. * Sets a Vector4 on a uniform variable.
  92210. * @param uniformName Name of the variable.
  92211. * @param vector4 Value to be set.
  92212. * @returns this effect.
  92213. */
  92214. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  92215. /**
  92216. * Sets a float4 on a uniform variable.
  92217. * @param uniformName Name of the variable.
  92218. * @param x First float in float4.
  92219. * @param y Second float in float4.
  92220. * @param z Third float in float4.
  92221. * @param w Fourth float in float4.
  92222. * @returns this effect.
  92223. */
  92224. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  92225. /**
  92226. * Sets a Color3 on a uniform variable.
  92227. * @param uniformName Name of the variable.
  92228. * @param color3 Value to be set.
  92229. * @returns this effect.
  92230. */
  92231. setColor3(uniformName: string, color3: IColor3Like): Effect;
  92232. /**
  92233. * Sets a Color4 on a uniform variable.
  92234. * @param uniformName Name of the variable.
  92235. * @param color3 Value to be set.
  92236. * @param alpha Alpha value to be set.
  92237. * @returns this effect.
  92238. */
  92239. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  92240. /**
  92241. * Sets a Color4 on a uniform variable
  92242. * @param uniformName defines the name of the variable
  92243. * @param color4 defines the value to be set
  92244. * @returns this effect.
  92245. */
  92246. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  92247. /** Release all associated resources */
  92248. dispose(): void;
  92249. /**
  92250. * This function will add a new shader to the shader store
  92251. * @param name the name of the shader
  92252. * @param pixelShader optional pixel shader content
  92253. * @param vertexShader optional vertex shader content
  92254. */
  92255. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  92256. /**
  92257. * Store of each shader (The can be looked up using effect.key)
  92258. */
  92259. static ShadersStore: {
  92260. [key: string]: string;
  92261. };
  92262. /**
  92263. * Store of each included file for a shader (The can be looked up using effect.key)
  92264. */
  92265. static IncludesShadersStore: {
  92266. [key: string]: string;
  92267. };
  92268. /**
  92269. * Resets the cache of effects.
  92270. */
  92271. static ResetCache(): void;
  92272. }
  92273. }
  92274. declare module BABYLON {
  92275. /**
  92276. * Uniform buffer objects.
  92277. *
  92278. * Handles blocks of uniform on the GPU.
  92279. *
  92280. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  92281. *
  92282. * For more information, please refer to :
  92283. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  92284. */
  92285. export class UniformBuffer {
  92286. private _engine;
  92287. private _buffer;
  92288. private _data;
  92289. private _bufferData;
  92290. private _dynamic?;
  92291. private _uniformLocations;
  92292. private _uniformSizes;
  92293. private _uniformLocationPointer;
  92294. private _needSync;
  92295. private _noUBO;
  92296. private _currentEffect;
  92297. private static _MAX_UNIFORM_SIZE;
  92298. private static _tempBuffer;
  92299. /**
  92300. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  92301. * This is dynamic to allow compat with webgl 1 and 2.
  92302. * You will need to pass the name of the uniform as well as the value.
  92303. */
  92304. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  92305. /**
  92306. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  92307. * This is dynamic to allow compat with webgl 1 and 2.
  92308. * You will need to pass the name of the uniform as well as the value.
  92309. */
  92310. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  92311. /**
  92312. * Lambda to Update a single float in a uniform buffer.
  92313. * This is dynamic to allow compat with webgl 1 and 2.
  92314. * You will need to pass the name of the uniform as well as the value.
  92315. */
  92316. updateFloat: (name: string, x: number) => void;
  92317. /**
  92318. * Lambda to Update a vec2 of float in a uniform buffer.
  92319. * This is dynamic to allow compat with webgl 1 and 2.
  92320. * You will need to pass the name of the uniform as well as the value.
  92321. */
  92322. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  92323. /**
  92324. * Lambda to Update a vec3 of float in a uniform buffer.
  92325. * This is dynamic to allow compat with webgl 1 and 2.
  92326. * You will need to pass the name of the uniform as well as the value.
  92327. */
  92328. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  92329. /**
  92330. * Lambda to Update a vec4 of float in a uniform buffer.
  92331. * This is dynamic to allow compat with webgl 1 and 2.
  92332. * You will need to pass the name of the uniform as well as the value.
  92333. */
  92334. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  92335. /**
  92336. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  92337. * This is dynamic to allow compat with webgl 1 and 2.
  92338. * You will need to pass the name of the uniform as well as the value.
  92339. */
  92340. updateMatrix: (name: string, mat: Matrix) => void;
  92341. /**
  92342. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  92343. * This is dynamic to allow compat with webgl 1 and 2.
  92344. * You will need to pass the name of the uniform as well as the value.
  92345. */
  92346. updateVector3: (name: string, vector: Vector3) => void;
  92347. /**
  92348. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  92349. * This is dynamic to allow compat with webgl 1 and 2.
  92350. * You will need to pass the name of the uniform as well as the value.
  92351. */
  92352. updateVector4: (name: string, vector: Vector4) => void;
  92353. /**
  92354. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  92355. * This is dynamic to allow compat with webgl 1 and 2.
  92356. * You will need to pass the name of the uniform as well as the value.
  92357. */
  92358. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  92359. /**
  92360. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  92361. * This is dynamic to allow compat with webgl 1 and 2.
  92362. * You will need to pass the name of the uniform as well as the value.
  92363. */
  92364. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  92365. /**
  92366. * Instantiates a new Uniform buffer objects.
  92367. *
  92368. * Handles blocks of uniform on the GPU.
  92369. *
  92370. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  92371. *
  92372. * For more information, please refer to :
  92373. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  92374. * @param engine Define the engine the buffer is associated with
  92375. * @param data Define the data contained in the buffer
  92376. * @param dynamic Define if the buffer is updatable
  92377. */
  92378. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  92379. /**
  92380. * Indicates if the buffer is using the WebGL2 UBO implementation,
  92381. * or just falling back on setUniformXXX calls.
  92382. */
  92383. readonly useUbo: boolean;
  92384. /**
  92385. * Indicates if the WebGL underlying uniform buffer is in sync
  92386. * with the javascript cache data.
  92387. */
  92388. readonly isSync: boolean;
  92389. /**
  92390. * Indicates if the WebGL underlying uniform buffer is dynamic.
  92391. * Also, a dynamic UniformBuffer will disable cache verification and always
  92392. * update the underlying WebGL uniform buffer to the GPU.
  92393. * @returns if Dynamic, otherwise false
  92394. */
  92395. isDynamic(): boolean;
  92396. /**
  92397. * The data cache on JS side.
  92398. * @returns the underlying data as a float array
  92399. */
  92400. getData(): Float32Array;
  92401. /**
  92402. * The underlying WebGL Uniform buffer.
  92403. * @returns the webgl buffer
  92404. */
  92405. getBuffer(): Nullable<DataBuffer>;
  92406. /**
  92407. * std140 layout specifies how to align data within an UBO structure.
  92408. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  92409. * for specs.
  92410. */
  92411. private _fillAlignment;
  92412. /**
  92413. * Adds an uniform in the buffer.
  92414. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  92415. * for the layout to be correct !
  92416. * @param name Name of the uniform, as used in the uniform block in the shader.
  92417. * @param size Data size, or data directly.
  92418. */
  92419. addUniform(name: string, size: number | number[]): void;
  92420. /**
  92421. * Adds a Matrix 4x4 to the uniform buffer.
  92422. * @param name Name of the uniform, as used in the uniform block in the shader.
  92423. * @param mat A 4x4 matrix.
  92424. */
  92425. addMatrix(name: string, mat: Matrix): void;
  92426. /**
  92427. * Adds a vec2 to the uniform buffer.
  92428. * @param name Name of the uniform, as used in the uniform block in the shader.
  92429. * @param x Define the x component value of the vec2
  92430. * @param y Define the y component value of the vec2
  92431. */
  92432. addFloat2(name: string, x: number, y: number): void;
  92433. /**
  92434. * Adds a vec3 to the uniform buffer.
  92435. * @param name Name of the uniform, as used in the uniform block in the shader.
  92436. * @param x Define the x component value of the vec3
  92437. * @param y Define the y component value of the vec3
  92438. * @param z Define the z component value of the vec3
  92439. */
  92440. addFloat3(name: string, x: number, y: number, z: number): void;
  92441. /**
  92442. * Adds a vec3 to the uniform buffer.
  92443. * @param name Name of the uniform, as used in the uniform block in the shader.
  92444. * @param color Define the vec3 from a Color
  92445. */
  92446. addColor3(name: string, color: Color3): void;
  92447. /**
  92448. * Adds a vec4 to the uniform buffer.
  92449. * @param name Name of the uniform, as used in the uniform block in the shader.
  92450. * @param color Define the rgb components from a Color
  92451. * @param alpha Define the a component of the vec4
  92452. */
  92453. addColor4(name: string, color: Color3, alpha: number): void;
  92454. /**
  92455. * Adds a vec3 to the uniform buffer.
  92456. * @param name Name of the uniform, as used in the uniform block in the shader.
  92457. * @param vector Define the vec3 components from a Vector
  92458. */
  92459. addVector3(name: string, vector: Vector3): void;
  92460. /**
  92461. * Adds a Matrix 3x3 to the uniform buffer.
  92462. * @param name Name of the uniform, as used in the uniform block in the shader.
  92463. */
  92464. addMatrix3x3(name: string): void;
  92465. /**
  92466. * Adds a Matrix 2x2 to the uniform buffer.
  92467. * @param name Name of the uniform, as used in the uniform block in the shader.
  92468. */
  92469. addMatrix2x2(name: string): void;
  92470. /**
  92471. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  92472. */
  92473. create(): void;
  92474. /** @hidden */
  92475. _rebuild(): void;
  92476. /**
  92477. * Updates the WebGL Uniform Buffer on the GPU.
  92478. * If the `dynamic` flag is set to true, no cache comparison is done.
  92479. * Otherwise, the buffer will be updated only if the cache differs.
  92480. */
  92481. update(): void;
  92482. /**
  92483. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  92484. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  92485. * @param data Define the flattened data
  92486. * @param size Define the size of the data.
  92487. */
  92488. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  92489. private _updateMatrix3x3ForUniform;
  92490. private _updateMatrix3x3ForEffect;
  92491. private _updateMatrix2x2ForEffect;
  92492. private _updateMatrix2x2ForUniform;
  92493. private _updateFloatForEffect;
  92494. private _updateFloatForUniform;
  92495. private _updateFloat2ForEffect;
  92496. private _updateFloat2ForUniform;
  92497. private _updateFloat3ForEffect;
  92498. private _updateFloat3ForUniform;
  92499. private _updateFloat4ForEffect;
  92500. private _updateFloat4ForUniform;
  92501. private _updateMatrixForEffect;
  92502. private _updateMatrixForUniform;
  92503. private _updateVector3ForEffect;
  92504. private _updateVector3ForUniform;
  92505. private _updateVector4ForEffect;
  92506. private _updateVector4ForUniform;
  92507. private _updateColor3ForEffect;
  92508. private _updateColor3ForUniform;
  92509. private _updateColor4ForEffect;
  92510. private _updateColor4ForUniform;
  92511. /**
  92512. * Sets a sampler uniform on the effect.
  92513. * @param name Define the name of the sampler.
  92514. * @param texture Define the texture to set in the sampler
  92515. */
  92516. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  92517. /**
  92518. * Directly updates the value of the uniform in the cache AND on the GPU.
  92519. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  92520. * @param data Define the flattened data
  92521. */
  92522. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  92523. /**
  92524. * Binds this uniform buffer to an effect.
  92525. * @param effect Define the effect to bind the buffer to
  92526. * @param name Name of the uniform block in the shader.
  92527. */
  92528. bindToEffect(effect: Effect, name: string): void;
  92529. /**
  92530. * Disposes the uniform buffer.
  92531. */
  92532. dispose(): void;
  92533. }
  92534. }
  92535. declare module BABYLON {
  92536. /**
  92537. * Class used to work with sound analyzer using fast fourier transform (FFT)
  92538. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92539. */
  92540. export class Analyser {
  92541. /**
  92542. * Gets or sets the smoothing
  92543. * @ignorenaming
  92544. */
  92545. SMOOTHING: number;
  92546. /**
  92547. * Gets or sets the FFT table size
  92548. * @ignorenaming
  92549. */
  92550. FFT_SIZE: number;
  92551. /**
  92552. * Gets or sets the bar graph amplitude
  92553. * @ignorenaming
  92554. */
  92555. BARGRAPHAMPLITUDE: number;
  92556. /**
  92557. * Gets or sets the position of the debug canvas
  92558. * @ignorenaming
  92559. */
  92560. DEBUGCANVASPOS: {
  92561. x: number;
  92562. y: number;
  92563. };
  92564. /**
  92565. * Gets or sets the debug canvas size
  92566. * @ignorenaming
  92567. */
  92568. DEBUGCANVASSIZE: {
  92569. width: number;
  92570. height: number;
  92571. };
  92572. private _byteFreqs;
  92573. private _byteTime;
  92574. private _floatFreqs;
  92575. private _webAudioAnalyser;
  92576. private _debugCanvas;
  92577. private _debugCanvasContext;
  92578. private _scene;
  92579. private _registerFunc;
  92580. private _audioEngine;
  92581. /**
  92582. * Creates a new analyser
  92583. * @param scene defines hosting scene
  92584. */
  92585. constructor(scene: Scene);
  92586. /**
  92587. * Get the number of data values you will have to play with for the visualization
  92588. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  92589. * @returns a number
  92590. */
  92591. getFrequencyBinCount(): number;
  92592. /**
  92593. * Gets the current frequency data as a byte array
  92594. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  92595. * @returns a Uint8Array
  92596. */
  92597. getByteFrequencyData(): Uint8Array;
  92598. /**
  92599. * Gets the current waveform as a byte array
  92600. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  92601. * @returns a Uint8Array
  92602. */
  92603. getByteTimeDomainData(): Uint8Array;
  92604. /**
  92605. * Gets the current frequency data as a float array
  92606. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  92607. * @returns a Float32Array
  92608. */
  92609. getFloatFrequencyData(): Float32Array;
  92610. /**
  92611. * Renders the debug canvas
  92612. */
  92613. drawDebugCanvas(): void;
  92614. /**
  92615. * Stops rendering the debug canvas and removes it
  92616. */
  92617. stopDebugCanvas(): void;
  92618. /**
  92619. * Connects two audio nodes
  92620. * @param inputAudioNode defines first node to connect
  92621. * @param outputAudioNode defines second node to connect
  92622. */
  92623. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  92624. /**
  92625. * Releases all associated resources
  92626. */
  92627. dispose(): void;
  92628. }
  92629. }
  92630. declare module BABYLON {
  92631. /**
  92632. * This represents an audio engine and it is responsible
  92633. * to play, synchronize and analyse sounds throughout the application.
  92634. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92635. */
  92636. export interface IAudioEngine extends IDisposable {
  92637. /**
  92638. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  92639. */
  92640. readonly canUseWebAudio: boolean;
  92641. /**
  92642. * Gets the current AudioContext if available.
  92643. */
  92644. readonly audioContext: Nullable<AudioContext>;
  92645. /**
  92646. * The master gain node defines the global audio volume of your audio engine.
  92647. */
  92648. readonly masterGain: GainNode;
  92649. /**
  92650. * Gets whether or not mp3 are supported by your browser.
  92651. */
  92652. readonly isMP3supported: boolean;
  92653. /**
  92654. * Gets whether or not ogg are supported by your browser.
  92655. */
  92656. readonly isOGGsupported: boolean;
  92657. /**
  92658. * Defines if Babylon should emit a warning if WebAudio is not supported.
  92659. * @ignoreNaming
  92660. */
  92661. WarnedWebAudioUnsupported: boolean;
  92662. /**
  92663. * Defines if the audio engine relies on a custom unlocked button.
  92664. * In this case, the embedded button will not be displayed.
  92665. */
  92666. useCustomUnlockedButton: boolean;
  92667. /**
  92668. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  92669. */
  92670. readonly unlocked: boolean;
  92671. /**
  92672. * Event raised when audio has been unlocked on the browser.
  92673. */
  92674. onAudioUnlockedObservable: Observable<AudioEngine>;
  92675. /**
  92676. * Event raised when audio has been locked on the browser.
  92677. */
  92678. onAudioLockedObservable: Observable<AudioEngine>;
  92679. /**
  92680. * Flags the audio engine in Locked state.
  92681. * This happens due to new browser policies preventing audio to autoplay.
  92682. */
  92683. lock(): void;
  92684. /**
  92685. * Unlocks the audio engine once a user action has been done on the dom.
  92686. * This is helpful to resume play once browser policies have been satisfied.
  92687. */
  92688. unlock(): void;
  92689. }
  92690. /**
  92691. * This represents the default audio engine used in babylon.
  92692. * It is responsible to play, synchronize and analyse sounds throughout the application.
  92693. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92694. */
  92695. export class AudioEngine implements IAudioEngine {
  92696. private _audioContext;
  92697. private _audioContextInitialized;
  92698. private _muteButton;
  92699. private _hostElement;
  92700. /**
  92701. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  92702. */
  92703. canUseWebAudio: boolean;
  92704. /**
  92705. * The master gain node defines the global audio volume of your audio engine.
  92706. */
  92707. masterGain: GainNode;
  92708. /**
  92709. * Defines if Babylon should emit a warning if WebAudio is not supported.
  92710. * @ignoreNaming
  92711. */
  92712. WarnedWebAudioUnsupported: boolean;
  92713. /**
  92714. * Gets whether or not mp3 are supported by your browser.
  92715. */
  92716. isMP3supported: boolean;
  92717. /**
  92718. * Gets whether or not ogg are supported by your browser.
  92719. */
  92720. isOGGsupported: boolean;
  92721. /**
  92722. * Gets whether audio has been unlocked on the device.
  92723. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  92724. * a user interaction has happened.
  92725. */
  92726. unlocked: boolean;
  92727. /**
  92728. * Defines if the audio engine relies on a custom unlocked button.
  92729. * In this case, the embedded button will not be displayed.
  92730. */
  92731. useCustomUnlockedButton: boolean;
  92732. /**
  92733. * Event raised when audio has been unlocked on the browser.
  92734. */
  92735. onAudioUnlockedObservable: Observable<AudioEngine>;
  92736. /**
  92737. * Event raised when audio has been locked on the browser.
  92738. */
  92739. onAudioLockedObservable: Observable<AudioEngine>;
  92740. /**
  92741. * Gets the current AudioContext if available.
  92742. */
  92743. readonly audioContext: Nullable<AudioContext>;
  92744. private _connectedAnalyser;
  92745. /**
  92746. * Instantiates a new audio engine.
  92747. *
  92748. * There should be only one per page as some browsers restrict the number
  92749. * of audio contexts you can create.
  92750. * @param hostElement defines the host element where to display the mute icon if necessary
  92751. */
  92752. constructor(hostElement?: Nullable<HTMLElement>);
  92753. /**
  92754. * Flags the audio engine in Locked state.
  92755. * This happens due to new browser policies preventing audio to autoplay.
  92756. */
  92757. lock(): void;
  92758. /**
  92759. * Unlocks the audio engine once a user action has been done on the dom.
  92760. * This is helpful to resume play once browser policies have been satisfied.
  92761. */
  92762. unlock(): void;
  92763. private _resumeAudioContext;
  92764. private _initializeAudioContext;
  92765. private _tryToRun;
  92766. private _triggerRunningState;
  92767. private _triggerSuspendedState;
  92768. private _displayMuteButton;
  92769. private _moveButtonToTopLeft;
  92770. private _onResize;
  92771. private _hideMuteButton;
  92772. /**
  92773. * Destroy and release the resources associated with the audio ccontext.
  92774. */
  92775. dispose(): void;
  92776. /**
  92777. * Gets the global volume sets on the master gain.
  92778. * @returns the global volume if set or -1 otherwise
  92779. */
  92780. getGlobalVolume(): number;
  92781. /**
  92782. * Sets the global volume of your experience (sets on the master gain).
  92783. * @param newVolume Defines the new global volume of the application
  92784. */
  92785. setGlobalVolume(newVolume: number): void;
  92786. /**
  92787. * Connect the audio engine to an audio analyser allowing some amazing
  92788. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  92789. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  92790. * @param analyser The analyser to connect to the engine
  92791. */
  92792. connectToAnalyser(analyser: Analyser): void;
  92793. }
  92794. }
  92795. declare module BABYLON {
  92796. /**
  92797. * Interface used to present a loading screen while loading a scene
  92798. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  92799. */
  92800. export interface ILoadingScreen {
  92801. /**
  92802. * Function called to display the loading screen
  92803. */
  92804. displayLoadingUI: () => void;
  92805. /**
  92806. * Function called to hide the loading screen
  92807. */
  92808. hideLoadingUI: () => void;
  92809. /**
  92810. * Gets or sets the color to use for the background
  92811. */
  92812. loadingUIBackgroundColor: string;
  92813. /**
  92814. * Gets or sets the text to display while loading
  92815. */
  92816. loadingUIText: string;
  92817. }
  92818. /**
  92819. * Class used for the default loading screen
  92820. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  92821. */
  92822. export class DefaultLoadingScreen implements ILoadingScreen {
  92823. private _renderingCanvas;
  92824. private _loadingText;
  92825. private _loadingDivBackgroundColor;
  92826. private _loadingDiv;
  92827. private _loadingTextDiv;
  92828. /** Gets or sets the logo url to use for the default loading screen */
  92829. static DefaultLogoUrl: string;
  92830. /** Gets or sets the spinner url to use for the default loading screen */
  92831. static DefaultSpinnerUrl: string;
  92832. /**
  92833. * Creates a new default loading screen
  92834. * @param _renderingCanvas defines the canvas used to render the scene
  92835. * @param _loadingText defines the default text to display
  92836. * @param _loadingDivBackgroundColor defines the default background color
  92837. */
  92838. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  92839. /**
  92840. * Function called to display the loading screen
  92841. */
  92842. displayLoadingUI(): void;
  92843. /**
  92844. * Function called to hide the loading screen
  92845. */
  92846. hideLoadingUI(): void;
  92847. /**
  92848. * Gets or sets the text to display while loading
  92849. */
  92850. loadingUIText: string;
  92851. /**
  92852. * Gets or sets the color to use for the background
  92853. */
  92854. loadingUIBackgroundColor: string;
  92855. private _resizeLoadingUI;
  92856. }
  92857. }
  92858. declare module BABYLON {
  92859. /** @hidden */
  92860. export class WebGLPipelineContext implements IPipelineContext {
  92861. engine: Engine;
  92862. program: Nullable<WebGLProgram>;
  92863. context?: WebGLRenderingContext;
  92864. vertexShader?: WebGLShader;
  92865. fragmentShader?: WebGLShader;
  92866. isParallelCompiled: boolean;
  92867. onCompiled?: () => void;
  92868. transformFeedback?: WebGLTransformFeedback | null;
  92869. readonly isAsync: boolean;
  92870. readonly isReady: boolean;
  92871. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  92872. }
  92873. }
  92874. declare module BABYLON {
  92875. /** @hidden */
  92876. export class WebGLDataBuffer extends DataBuffer {
  92877. private _buffer;
  92878. constructor(resource: WebGLBuffer);
  92879. readonly underlyingResource: any;
  92880. }
  92881. }
  92882. declare module BABYLON {
  92883. /** @hidden */
  92884. export class WebGL2ShaderProcessor implements IShaderProcessor {
  92885. attributeProcessor(attribute: string): string;
  92886. varyingProcessor(varying: string, isFragment: boolean): string;
  92887. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  92888. }
  92889. }
  92890. declare module BABYLON {
  92891. /**
  92892. * This class is used to track a performance counter which is number based.
  92893. * The user has access to many properties which give statistics of different nature.
  92894. *
  92895. * The implementer can track two kinds of Performance Counter: time and count.
  92896. * 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.
  92897. * 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.
  92898. */
  92899. export class PerfCounter {
  92900. /**
  92901. * Gets or sets a global boolean to turn on and off all the counters
  92902. */
  92903. static Enabled: boolean;
  92904. /**
  92905. * Returns the smallest value ever
  92906. */
  92907. readonly min: number;
  92908. /**
  92909. * Returns the biggest value ever
  92910. */
  92911. readonly max: number;
  92912. /**
  92913. * Returns the average value since the performance counter is running
  92914. */
  92915. readonly average: number;
  92916. /**
  92917. * Returns the average value of the last second the counter was monitored
  92918. */
  92919. readonly lastSecAverage: number;
  92920. /**
  92921. * Returns the current value
  92922. */
  92923. readonly current: number;
  92924. /**
  92925. * Gets the accumulated total
  92926. */
  92927. readonly total: number;
  92928. /**
  92929. * Gets the total value count
  92930. */
  92931. readonly count: number;
  92932. /**
  92933. * Creates a new counter
  92934. */
  92935. constructor();
  92936. /**
  92937. * Call this method to start monitoring a new frame.
  92938. * 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.
  92939. */
  92940. fetchNewFrame(): void;
  92941. /**
  92942. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  92943. * @param newCount the count value to add to the monitored count
  92944. * @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.
  92945. */
  92946. addCount(newCount: number, fetchResult: boolean): void;
  92947. /**
  92948. * Start monitoring this performance counter
  92949. */
  92950. beginMonitoring(): void;
  92951. /**
  92952. * Compute the time lapsed since the previous beginMonitoring() call.
  92953. * @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
  92954. */
  92955. endMonitoring(newFrame?: boolean): void;
  92956. private _fetchResult;
  92957. private _startMonitoringTime;
  92958. private _min;
  92959. private _max;
  92960. private _average;
  92961. private _current;
  92962. private _totalValueCount;
  92963. private _totalAccumulated;
  92964. private _lastSecAverage;
  92965. private _lastSecAccumulated;
  92966. private _lastSecTime;
  92967. private _lastSecValueCount;
  92968. }
  92969. }
  92970. declare module BABYLON {
  92971. /**
  92972. * Interface for any object that can request an animation frame
  92973. */
  92974. export interface ICustomAnimationFrameRequester {
  92975. /**
  92976. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  92977. */
  92978. renderFunction?: Function;
  92979. /**
  92980. * Called to request the next frame to render to
  92981. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  92982. */
  92983. requestAnimationFrame: Function;
  92984. /**
  92985. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  92986. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  92987. */
  92988. requestID?: number;
  92989. }
  92990. }
  92991. declare module BABYLON {
  92992. /**
  92993. * Settings for finer control over video usage
  92994. */
  92995. export interface VideoTextureSettings {
  92996. /**
  92997. * Applies `autoplay` to video, if specified
  92998. */
  92999. autoPlay?: boolean;
  93000. /**
  93001. * Applies `loop` to video, if specified
  93002. */
  93003. loop?: boolean;
  93004. /**
  93005. * Automatically updates internal texture from video at every frame in the render loop
  93006. */
  93007. autoUpdateTexture: boolean;
  93008. /**
  93009. * Image src displayed during the video loading or until the user interacts with the video.
  93010. */
  93011. poster?: string;
  93012. }
  93013. /**
  93014. * If you want to display a video in your scene, this is the special texture for that.
  93015. * This special texture works similar to other textures, with the exception of a few parameters.
  93016. * @see https://doc.babylonjs.com/how_to/video_texture
  93017. */
  93018. export class VideoTexture extends Texture {
  93019. /**
  93020. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  93021. */
  93022. readonly autoUpdateTexture: boolean;
  93023. /**
  93024. * The video instance used by the texture internally
  93025. */
  93026. readonly video: HTMLVideoElement;
  93027. private _onUserActionRequestedObservable;
  93028. /**
  93029. * Event triggerd when a dom action is required by the user to play the video.
  93030. * This happens due to recent changes in browser policies preventing video to auto start.
  93031. */
  93032. readonly onUserActionRequestedObservable: Observable<Texture>;
  93033. private _generateMipMaps;
  93034. private _engine;
  93035. private _stillImageCaptured;
  93036. private _displayingPosterTexture;
  93037. private _settings;
  93038. private _createInternalTextureOnEvent;
  93039. /**
  93040. * Creates a video texture.
  93041. * If you want to display a video in your scene, this is the special texture for that.
  93042. * This special texture works similar to other textures, with the exception of a few parameters.
  93043. * @see https://doc.babylonjs.com/how_to/video_texture
  93044. * @param name optional name, will detect from video source, if not defined
  93045. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  93046. * @param scene is obviously the current scene.
  93047. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  93048. * @param invertY is false by default but can be used to invert video on Y axis
  93049. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  93050. * @param settings allows finer control over video usage
  93051. */
  93052. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  93053. private _getName;
  93054. private _getVideo;
  93055. private _createInternalTexture;
  93056. private reset;
  93057. /**
  93058. * @hidden Internal method to initiate `update`.
  93059. */
  93060. _rebuild(): void;
  93061. /**
  93062. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  93063. */
  93064. update(): void;
  93065. /**
  93066. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  93067. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  93068. */
  93069. updateTexture(isVisible: boolean): void;
  93070. protected _updateInternalTexture: () => void;
  93071. /**
  93072. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  93073. * @param url New url.
  93074. */
  93075. updateURL(url: string): void;
  93076. /**
  93077. * Dispose the texture and release its associated resources.
  93078. */
  93079. dispose(): void;
  93080. /**
  93081. * Creates a video texture straight from a stream.
  93082. * @param scene Define the scene the texture should be created in
  93083. * @param stream Define the stream the texture should be created from
  93084. * @returns The created video texture as a promise
  93085. */
  93086. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  93087. /**
  93088. * Creates a video texture straight from your WebCam video feed.
  93089. * @param scene Define the scene the texture should be created in
  93090. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93091. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93092. * @returns The created video texture as a promise
  93093. */
  93094. static CreateFromWebCamAsync(scene: Scene, constraints: {
  93095. minWidth: number;
  93096. maxWidth: number;
  93097. minHeight: number;
  93098. maxHeight: number;
  93099. deviceId: string;
  93100. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  93101. /**
  93102. * Creates a video texture straight from your WebCam video feed.
  93103. * @param scene Define the scene the texture should be created in
  93104. * @param onReady Define a callback to triggered once the texture will be ready
  93105. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93106. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93107. */
  93108. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  93109. minWidth: number;
  93110. maxWidth: number;
  93111. minHeight: number;
  93112. maxHeight: number;
  93113. deviceId: string;
  93114. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  93115. }
  93116. }
  93117. declare module BABYLON {
  93118. /**
  93119. * Defines the interface used by objects containing a viewport (like a camera)
  93120. */
  93121. interface IViewportOwnerLike {
  93122. /**
  93123. * Gets or sets the viewport
  93124. */
  93125. viewport: IViewportLike;
  93126. }
  93127. /**
  93128. * Interface for attribute information associated with buffer instanciation
  93129. */
  93130. export class InstancingAttributeInfo {
  93131. /**
  93132. * Index/offset of the attribute in the vertex shader
  93133. */
  93134. index: number;
  93135. /**
  93136. * size of the attribute, 1, 2, 3 or 4
  93137. */
  93138. attributeSize: number;
  93139. /**
  93140. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  93141. * default is FLOAT
  93142. */
  93143. attribyteType: number;
  93144. /**
  93145. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  93146. */
  93147. normalized: boolean;
  93148. /**
  93149. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  93150. */
  93151. offset: number;
  93152. /**
  93153. * Name of the GLSL attribute, for debugging purpose only
  93154. */
  93155. attributeName: string;
  93156. }
  93157. /**
  93158. * Define options used to create a depth texture
  93159. */
  93160. export class DepthTextureCreationOptions {
  93161. /** Specifies whether or not a stencil should be allocated in the texture */
  93162. generateStencil?: boolean;
  93163. /** Specifies whether or not bilinear filtering is enable on the texture */
  93164. bilinearFiltering?: boolean;
  93165. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  93166. comparisonFunction?: number;
  93167. /** Specifies if the created texture is a cube texture */
  93168. isCube?: boolean;
  93169. }
  93170. /**
  93171. * Class used to describe the capabilities of the engine relatively to the current browser
  93172. */
  93173. export class EngineCapabilities {
  93174. /** Maximum textures units per fragment shader */
  93175. maxTexturesImageUnits: number;
  93176. /** Maximum texture units per vertex shader */
  93177. maxVertexTextureImageUnits: number;
  93178. /** Maximum textures units in the entire pipeline */
  93179. maxCombinedTexturesImageUnits: number;
  93180. /** Maximum texture size */
  93181. maxTextureSize: number;
  93182. /** Maximum cube texture size */
  93183. maxCubemapTextureSize: number;
  93184. /** Maximum render texture size */
  93185. maxRenderTextureSize: number;
  93186. /** Maximum number of vertex attributes */
  93187. maxVertexAttribs: number;
  93188. /** Maximum number of varyings */
  93189. maxVaryingVectors: number;
  93190. /** Maximum number of uniforms per vertex shader */
  93191. maxVertexUniformVectors: number;
  93192. /** Maximum number of uniforms per fragment shader */
  93193. maxFragmentUniformVectors: number;
  93194. /** Defines if standard derivates (dx/dy) are supported */
  93195. standardDerivatives: boolean;
  93196. /** Defines if s3tc texture compression is supported */
  93197. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  93198. /** Defines if pvrtc texture compression is supported */
  93199. pvrtc: any;
  93200. /** Defines if etc1 texture compression is supported */
  93201. etc1: any;
  93202. /** Defines if etc2 texture compression is supported */
  93203. etc2: any;
  93204. /** Defines if astc texture compression is supported */
  93205. astc: any;
  93206. /** Defines if float textures are supported */
  93207. textureFloat: boolean;
  93208. /** Defines if vertex array objects are supported */
  93209. vertexArrayObject: boolean;
  93210. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  93211. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  93212. /** Gets the maximum level of anisotropy supported */
  93213. maxAnisotropy: number;
  93214. /** Defines if instancing is supported */
  93215. instancedArrays: boolean;
  93216. /** Defines if 32 bits indices are supported */
  93217. uintIndices: boolean;
  93218. /** Defines if high precision shaders are supported */
  93219. highPrecisionShaderSupported: boolean;
  93220. /** Defines if depth reading in the fragment shader is supported */
  93221. fragmentDepthSupported: boolean;
  93222. /** Defines if float texture linear filtering is supported*/
  93223. textureFloatLinearFiltering: boolean;
  93224. /** Defines if rendering to float textures is supported */
  93225. textureFloatRender: boolean;
  93226. /** Defines if half float textures are supported*/
  93227. textureHalfFloat: boolean;
  93228. /** Defines if half float texture linear filtering is supported*/
  93229. textureHalfFloatLinearFiltering: boolean;
  93230. /** Defines if rendering to half float textures is supported */
  93231. textureHalfFloatRender: boolean;
  93232. /** Defines if textureLOD shader command is supported */
  93233. textureLOD: boolean;
  93234. /** Defines if draw buffers extension is supported */
  93235. drawBuffersExtension: boolean;
  93236. /** Defines if depth textures are supported */
  93237. depthTextureExtension: boolean;
  93238. /** Defines if float color buffer are supported */
  93239. colorBufferFloat: boolean;
  93240. /** Gets disjoint timer query extension (null if not supported) */
  93241. timerQuery: EXT_disjoint_timer_query;
  93242. /** Defines if timestamp can be used with timer query */
  93243. canUseTimestampForTimerQuery: boolean;
  93244. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  93245. multiview: any;
  93246. /** Function used to let the system compiles shaders in background */
  93247. parallelShaderCompile: {
  93248. COMPLETION_STATUS_KHR: number;
  93249. };
  93250. }
  93251. /** Interface defining initialization parameters for Engine class */
  93252. export interface EngineOptions extends WebGLContextAttributes {
  93253. /**
  93254. * Defines if the engine should no exceed a specified device ratio
  93255. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  93256. */
  93257. limitDeviceRatio?: number;
  93258. /**
  93259. * Defines if webvr should be enabled automatically
  93260. * @see http://doc.babylonjs.com/how_to/webvr_camera
  93261. */
  93262. autoEnableWebVR?: boolean;
  93263. /**
  93264. * Defines if webgl2 should be turned off even if supported
  93265. * @see http://doc.babylonjs.com/features/webgl2
  93266. */
  93267. disableWebGL2Support?: boolean;
  93268. /**
  93269. * Defines if webaudio should be initialized as well
  93270. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93271. */
  93272. audioEngine?: boolean;
  93273. /**
  93274. * Defines if animations should run using a deterministic lock step
  93275. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  93276. */
  93277. deterministicLockstep?: boolean;
  93278. /** Defines the maximum steps to use with deterministic lock step mode */
  93279. lockstepMaxSteps?: number;
  93280. /**
  93281. * Defines that engine should ignore context lost events
  93282. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  93283. */
  93284. doNotHandleContextLost?: boolean;
  93285. /**
  93286. * Defines that engine should ignore modifying touch action attribute and style
  93287. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  93288. */
  93289. doNotHandleTouchAction?: boolean;
  93290. /**
  93291. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  93292. */
  93293. useHighPrecisionFloats?: boolean;
  93294. }
  93295. /**
  93296. * Defines the interface used by display changed events
  93297. */
  93298. export interface IDisplayChangedEventArgs {
  93299. /** Gets the vrDisplay object (if any) */
  93300. vrDisplay: Nullable<any>;
  93301. /** Gets a boolean indicating if webVR is supported */
  93302. vrSupported: boolean;
  93303. }
  93304. /**
  93305. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  93306. */
  93307. export class Engine {
  93308. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  93309. static ExceptionList: ({
  93310. key: string;
  93311. capture: string;
  93312. captureConstraint: number;
  93313. targets: string[];
  93314. } | {
  93315. key: string;
  93316. capture: null;
  93317. captureConstraint: null;
  93318. targets: string[];
  93319. })[];
  93320. /** Gets the list of created engines */
  93321. static readonly Instances: Engine[];
  93322. /**
  93323. * Gets the latest created engine
  93324. */
  93325. static readonly LastCreatedEngine: Nullable<Engine>;
  93326. /**
  93327. * Gets the latest created scene
  93328. */
  93329. static readonly LastCreatedScene: Nullable<Scene>;
  93330. /**
  93331. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  93332. * @param flag defines which part of the materials must be marked as dirty
  93333. * @param predicate defines a predicate used to filter which materials should be affected
  93334. */
  93335. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  93336. /** @hidden */
  93337. static _TextureLoaders: IInternalTextureLoader[];
  93338. /** Defines that alpha blending is disabled */
  93339. static readonly ALPHA_DISABLE: number;
  93340. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  93341. static readonly ALPHA_ADD: number;
  93342. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  93343. static readonly ALPHA_COMBINE: number;
  93344. /** Defines that alpha blending to DEST - SRC * DEST */
  93345. static readonly ALPHA_SUBTRACT: number;
  93346. /** Defines that alpha blending to SRC * DEST */
  93347. static readonly ALPHA_MULTIPLY: number;
  93348. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  93349. static readonly ALPHA_MAXIMIZED: number;
  93350. /** Defines that alpha blending to SRC + DEST */
  93351. static readonly ALPHA_ONEONE: number;
  93352. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  93353. static readonly ALPHA_PREMULTIPLIED: number;
  93354. /**
  93355. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  93356. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  93357. */
  93358. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  93359. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  93360. static readonly ALPHA_INTERPOLATE: number;
  93361. /**
  93362. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  93363. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  93364. */
  93365. static readonly ALPHA_SCREENMODE: number;
  93366. /** Defines that the ressource is not delayed*/
  93367. static readonly DELAYLOADSTATE_NONE: number;
  93368. /** Defines that the ressource was successfully delay loaded */
  93369. static readonly DELAYLOADSTATE_LOADED: number;
  93370. /** Defines that the ressource is currently delay loading */
  93371. static readonly DELAYLOADSTATE_LOADING: number;
  93372. /** Defines that the ressource is delayed and has not started loading */
  93373. static readonly DELAYLOADSTATE_NOTLOADED: number;
  93374. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  93375. static readonly NEVER: number;
  93376. /** 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 */
  93377. static readonly ALWAYS: number;
  93378. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  93379. static readonly LESS: number;
  93380. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  93381. static readonly EQUAL: number;
  93382. /** 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 */
  93383. static readonly LEQUAL: number;
  93384. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  93385. static readonly GREATER: number;
  93386. /** 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 */
  93387. static readonly GEQUAL: number;
  93388. /** 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 */
  93389. static readonly NOTEQUAL: number;
  93390. /** Passed to stencilOperation to specify that stencil value must be kept */
  93391. static readonly KEEP: number;
  93392. /** Passed to stencilOperation to specify that stencil value must be replaced */
  93393. static readonly REPLACE: number;
  93394. /** Passed to stencilOperation to specify that stencil value must be incremented */
  93395. static readonly INCR: number;
  93396. /** Passed to stencilOperation to specify that stencil value must be decremented */
  93397. static readonly DECR: number;
  93398. /** Passed to stencilOperation to specify that stencil value must be inverted */
  93399. static readonly INVERT: number;
  93400. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  93401. static readonly INCR_WRAP: number;
  93402. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  93403. static readonly DECR_WRAP: number;
  93404. /** Texture is not repeating outside of 0..1 UVs */
  93405. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  93406. /** Texture is repeating outside of 0..1 UVs */
  93407. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  93408. /** Texture is repeating and mirrored */
  93409. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  93410. /** ALPHA */
  93411. static readonly TEXTUREFORMAT_ALPHA: number;
  93412. /** LUMINANCE */
  93413. static readonly TEXTUREFORMAT_LUMINANCE: number;
  93414. /** LUMINANCE_ALPHA */
  93415. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  93416. /** RGB */
  93417. static readonly TEXTUREFORMAT_RGB: number;
  93418. /** RGBA */
  93419. static readonly TEXTUREFORMAT_RGBA: number;
  93420. /** RED */
  93421. static readonly TEXTUREFORMAT_RED: number;
  93422. /** RED (2nd reference) */
  93423. static readonly TEXTUREFORMAT_R: number;
  93424. /** RG */
  93425. static readonly TEXTUREFORMAT_RG: number;
  93426. /** RED_INTEGER */
  93427. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  93428. /** RED_INTEGER (2nd reference) */
  93429. static readonly TEXTUREFORMAT_R_INTEGER: number;
  93430. /** RG_INTEGER */
  93431. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  93432. /** RGB_INTEGER */
  93433. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  93434. /** RGBA_INTEGER */
  93435. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  93436. /** UNSIGNED_BYTE */
  93437. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  93438. /** UNSIGNED_BYTE (2nd reference) */
  93439. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  93440. /** FLOAT */
  93441. static readonly TEXTURETYPE_FLOAT: number;
  93442. /** HALF_FLOAT */
  93443. static readonly TEXTURETYPE_HALF_FLOAT: number;
  93444. /** BYTE */
  93445. static readonly TEXTURETYPE_BYTE: number;
  93446. /** SHORT */
  93447. static readonly TEXTURETYPE_SHORT: number;
  93448. /** UNSIGNED_SHORT */
  93449. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  93450. /** INT */
  93451. static readonly TEXTURETYPE_INT: number;
  93452. /** UNSIGNED_INT */
  93453. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  93454. /** UNSIGNED_SHORT_4_4_4_4 */
  93455. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  93456. /** UNSIGNED_SHORT_5_5_5_1 */
  93457. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  93458. /** UNSIGNED_SHORT_5_6_5 */
  93459. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  93460. /** UNSIGNED_INT_2_10_10_10_REV */
  93461. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  93462. /** UNSIGNED_INT_24_8 */
  93463. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  93464. /** UNSIGNED_INT_10F_11F_11F_REV */
  93465. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  93466. /** UNSIGNED_INT_5_9_9_9_REV */
  93467. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  93468. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  93469. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  93470. /** nearest is mag = nearest and min = nearest and mip = linear */
  93471. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  93472. /** Bilinear is mag = linear and min = linear and mip = nearest */
  93473. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  93474. /** Trilinear is mag = linear and min = linear and mip = linear */
  93475. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  93476. /** nearest is mag = nearest and min = nearest and mip = linear */
  93477. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  93478. /** Bilinear is mag = linear and min = linear and mip = nearest */
  93479. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  93480. /** Trilinear is mag = linear and min = linear and mip = linear */
  93481. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  93482. /** mag = nearest and min = nearest and mip = nearest */
  93483. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  93484. /** mag = nearest and min = linear and mip = nearest */
  93485. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  93486. /** mag = nearest and min = linear and mip = linear */
  93487. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  93488. /** mag = nearest and min = linear and mip = none */
  93489. static readonly TEXTURE_NEAREST_LINEAR: number;
  93490. /** mag = nearest and min = nearest and mip = none */
  93491. static readonly TEXTURE_NEAREST_NEAREST: number;
  93492. /** mag = linear and min = nearest and mip = nearest */
  93493. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  93494. /** mag = linear and min = nearest and mip = linear */
  93495. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  93496. /** mag = linear and min = linear and mip = none */
  93497. static readonly TEXTURE_LINEAR_LINEAR: number;
  93498. /** mag = linear and min = nearest and mip = none */
  93499. static readonly TEXTURE_LINEAR_NEAREST: number;
  93500. /** Explicit coordinates mode */
  93501. static readonly TEXTURE_EXPLICIT_MODE: number;
  93502. /** Spherical coordinates mode */
  93503. static readonly TEXTURE_SPHERICAL_MODE: number;
  93504. /** Planar coordinates mode */
  93505. static readonly TEXTURE_PLANAR_MODE: number;
  93506. /** Cubic coordinates mode */
  93507. static readonly TEXTURE_CUBIC_MODE: number;
  93508. /** Projection coordinates mode */
  93509. static readonly TEXTURE_PROJECTION_MODE: number;
  93510. /** Skybox coordinates mode */
  93511. static readonly TEXTURE_SKYBOX_MODE: number;
  93512. /** Inverse Cubic coordinates mode */
  93513. static readonly TEXTURE_INVCUBIC_MODE: number;
  93514. /** Equirectangular coordinates mode */
  93515. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  93516. /** Equirectangular Fixed coordinates mode */
  93517. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  93518. /** Equirectangular Fixed Mirrored coordinates mode */
  93519. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  93520. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  93521. static readonly SCALEMODE_FLOOR: number;
  93522. /** Defines that texture rescaling will look for the nearest power of 2 size */
  93523. static readonly SCALEMODE_NEAREST: number;
  93524. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  93525. static readonly SCALEMODE_CEILING: number;
  93526. /**
  93527. * Returns the current npm package of the sdk
  93528. */
  93529. static readonly NpmPackage: string;
  93530. /**
  93531. * Returns the current version of the framework
  93532. */
  93533. static readonly Version: string;
  93534. /**
  93535. * Returns a string describing the current engine
  93536. */
  93537. readonly description: string;
  93538. /**
  93539. * Gets or sets the epsilon value used by collision engine
  93540. */
  93541. static CollisionsEpsilon: number;
  93542. /**
  93543. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  93544. */
  93545. static ShadersRepository: string;
  93546. /**
  93547. * Method called to create the default loading screen.
  93548. * This can be overriden in your own app.
  93549. * @param canvas The rendering canvas element
  93550. * @returns The loading screen
  93551. */
  93552. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  93553. /**
  93554. * Method called to create the default rescale post process on each engine.
  93555. */
  93556. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  93557. /** @hidden */
  93558. _shaderProcessor: IShaderProcessor;
  93559. /**
  93560. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  93561. */
  93562. forcePOTTextures: boolean;
  93563. /**
  93564. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  93565. */
  93566. isFullscreen: boolean;
  93567. /**
  93568. * Gets a boolean indicating if the pointer is currently locked
  93569. */
  93570. isPointerLock: boolean;
  93571. /**
  93572. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  93573. */
  93574. cullBackFaces: boolean;
  93575. /**
  93576. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  93577. */
  93578. renderEvenInBackground: boolean;
  93579. /**
  93580. * Gets or sets a boolean indicating that cache can be kept between frames
  93581. */
  93582. preventCacheWipeBetweenFrames: boolean;
  93583. /**
  93584. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  93585. **/
  93586. enableOfflineSupport: boolean;
  93587. /**
  93588. * 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)
  93589. **/
  93590. disableManifestCheck: boolean;
  93591. /**
  93592. * Gets the list of created scenes
  93593. */
  93594. scenes: Scene[];
  93595. /**
  93596. * Event raised when a new scene is created
  93597. */
  93598. onNewSceneAddedObservable: Observable<Scene>;
  93599. /**
  93600. * Gets the list of created postprocesses
  93601. */
  93602. postProcesses: PostProcess[];
  93603. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  93604. validateShaderPrograms: boolean;
  93605. /**
  93606. * Observable event triggered each time the rendering canvas is resized
  93607. */
  93608. onResizeObservable: Observable<Engine>;
  93609. /**
  93610. * Observable event triggered each time the canvas loses focus
  93611. */
  93612. onCanvasBlurObservable: Observable<Engine>;
  93613. /**
  93614. * Observable event triggered each time the canvas gains focus
  93615. */
  93616. onCanvasFocusObservable: Observable<Engine>;
  93617. /**
  93618. * Observable event triggered each time the canvas receives pointerout event
  93619. */
  93620. onCanvasPointerOutObservable: Observable<PointerEvent>;
  93621. /**
  93622. * Observable event triggered before each texture is initialized
  93623. */
  93624. onBeforeTextureInitObservable: Observable<Texture>;
  93625. /**
  93626. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  93627. */
  93628. disableUniformBuffers: boolean;
  93629. /** @hidden */
  93630. _uniformBuffers: UniformBuffer[];
  93631. /**
  93632. * Gets a boolean indicating that the engine supports uniform buffers
  93633. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  93634. */
  93635. readonly supportsUniformBuffers: boolean;
  93636. /**
  93637. * Observable raised when the engine begins a new frame
  93638. */
  93639. onBeginFrameObservable: Observable<Engine>;
  93640. /**
  93641. * If set, will be used to request the next animation frame for the render loop
  93642. */
  93643. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  93644. /**
  93645. * Observable raised when the engine ends the current frame
  93646. */
  93647. onEndFrameObservable: Observable<Engine>;
  93648. /**
  93649. * Observable raised when the engine is about to compile a shader
  93650. */
  93651. onBeforeShaderCompilationObservable: Observable<Engine>;
  93652. /**
  93653. * Observable raised when the engine has jsut compiled a shader
  93654. */
  93655. onAfterShaderCompilationObservable: Observable<Engine>;
  93656. /** @hidden */
  93657. _gl: WebGLRenderingContext;
  93658. private _renderingCanvas;
  93659. private _windowIsBackground;
  93660. private _webGLVersion;
  93661. protected _highPrecisionShadersAllowed: boolean;
  93662. /** @hidden */
  93663. readonly _shouldUseHighPrecisionShader: boolean;
  93664. /**
  93665. * Gets a boolean indicating that only power of 2 textures are supported
  93666. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  93667. */
  93668. readonly needPOTTextures: boolean;
  93669. /** @hidden */
  93670. _badOS: boolean;
  93671. /** @hidden */
  93672. _badDesktopOS: boolean;
  93673. /**
  93674. * Gets the audio engine
  93675. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93676. * @ignorenaming
  93677. */
  93678. static audioEngine: IAudioEngine;
  93679. /**
  93680. * Default AudioEngine factory responsible of creating the Audio Engine.
  93681. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  93682. */
  93683. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  93684. /**
  93685. * Default offline support factory responsible of creating a tool used to store data locally.
  93686. * By default, this will create a Database object if the workload has been embedded.
  93687. */
  93688. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  93689. private _onFocus;
  93690. private _onBlur;
  93691. private _onCanvasPointerOut;
  93692. private _onCanvasBlur;
  93693. private _onCanvasFocus;
  93694. private _onFullscreenChange;
  93695. private _onPointerLockChange;
  93696. private _hardwareScalingLevel;
  93697. /** @hidden */
  93698. _caps: EngineCapabilities;
  93699. private _pointerLockRequested;
  93700. private _isStencilEnable;
  93701. private _colorWrite;
  93702. private _loadingScreen;
  93703. /** @hidden */
  93704. _drawCalls: PerfCounter;
  93705. private _glVersion;
  93706. private _glRenderer;
  93707. private _glVendor;
  93708. private _videoTextureSupported;
  93709. private _renderingQueueLaunched;
  93710. private _activeRenderLoops;
  93711. private _deterministicLockstep;
  93712. private _lockstepMaxSteps;
  93713. /**
  93714. * Observable signaled when a context lost event is raised
  93715. */
  93716. onContextLostObservable: Observable<Engine>;
  93717. /**
  93718. * Observable signaled when a context restored event is raised
  93719. */
  93720. onContextRestoredObservable: Observable<Engine>;
  93721. private _onContextLost;
  93722. private _onContextRestored;
  93723. private _contextWasLost;
  93724. /** @hidden */
  93725. _doNotHandleContextLost: boolean;
  93726. /**
  93727. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  93728. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  93729. */
  93730. doNotHandleContextLost: boolean;
  93731. private _performanceMonitor;
  93732. private _fps;
  93733. private _deltaTime;
  93734. /**
  93735. * Turn this value on if you want to pause FPS computation when in background
  93736. */
  93737. disablePerformanceMonitorInBackground: boolean;
  93738. /**
  93739. * Gets the performance monitor attached to this engine
  93740. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  93741. */
  93742. readonly performanceMonitor: PerformanceMonitor;
  93743. /**
  93744. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  93745. */
  93746. disableVertexArrayObjects: boolean;
  93747. /** @hidden */
  93748. protected _depthCullingState: _DepthCullingState;
  93749. /** @hidden */
  93750. protected _stencilState: _StencilState;
  93751. /** @hidden */
  93752. protected _alphaState: _AlphaState;
  93753. /** @hidden */
  93754. protected _alphaMode: number;
  93755. /** @hidden */
  93756. _internalTexturesCache: InternalTexture[];
  93757. /** @hidden */
  93758. protected _activeChannel: number;
  93759. private _currentTextureChannel;
  93760. /** @hidden */
  93761. protected _boundTexturesCache: {
  93762. [key: string]: Nullable<InternalTexture>;
  93763. };
  93764. /** @hidden */
  93765. protected _currentEffect: Nullable<Effect>;
  93766. /** @hidden */
  93767. protected _currentProgram: Nullable<WebGLProgram>;
  93768. private _compiledEffects;
  93769. private _vertexAttribArraysEnabled;
  93770. /** @hidden */
  93771. protected _cachedViewport: Nullable<IViewportLike>;
  93772. private _cachedVertexArrayObject;
  93773. /** @hidden */
  93774. protected _cachedVertexBuffers: any;
  93775. /** @hidden */
  93776. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  93777. /** @hidden */
  93778. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  93779. /** @hidden */
  93780. _currentRenderTarget: Nullable<InternalTexture>;
  93781. private _uintIndicesCurrentlySet;
  93782. private _currentBoundBuffer;
  93783. /** @hidden */
  93784. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  93785. private _currentBufferPointers;
  93786. private _currentInstanceLocations;
  93787. private _currentInstanceBuffers;
  93788. private _textureUnits;
  93789. /** @hidden */
  93790. _workingCanvas: Nullable<HTMLCanvasElement>;
  93791. /** @hidden */
  93792. _workingContext: Nullable<CanvasRenderingContext2D>;
  93793. private _rescalePostProcess;
  93794. private _dummyFramebuffer;
  93795. private _externalData;
  93796. /** @hidden */
  93797. _bindedRenderFunction: any;
  93798. private _vaoRecordInProgress;
  93799. private _mustWipeVertexAttributes;
  93800. private _emptyTexture;
  93801. private _emptyCubeTexture;
  93802. private _emptyTexture3D;
  93803. /** @hidden */
  93804. _frameHandler: number;
  93805. private _nextFreeTextureSlots;
  93806. private _maxSimultaneousTextures;
  93807. private _activeRequests;
  93808. private _texturesSupported;
  93809. /** @hidden */
  93810. _textureFormatInUse: Nullable<string>;
  93811. /**
  93812. * Gets the list of texture formats supported
  93813. */
  93814. readonly texturesSupported: Array<string>;
  93815. /**
  93816. * Gets the list of texture formats in use
  93817. */
  93818. readonly textureFormatInUse: Nullable<string>;
  93819. /**
  93820. * Gets the current viewport
  93821. */
  93822. readonly currentViewport: Nullable<IViewportLike>;
  93823. /**
  93824. * Gets the default empty texture
  93825. */
  93826. readonly emptyTexture: InternalTexture;
  93827. /**
  93828. * Gets the default empty 3D texture
  93829. */
  93830. readonly emptyTexture3D: InternalTexture;
  93831. /**
  93832. * Gets the default empty cube texture
  93833. */
  93834. readonly emptyCubeTexture: InternalTexture;
  93835. /**
  93836. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  93837. */
  93838. readonly premultipliedAlpha: boolean;
  93839. /**
  93840. * Creates a new engine
  93841. * @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
  93842. * @param antialias defines enable antialiasing (default: false)
  93843. * @param options defines further options to be sent to the getContext() function
  93844. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  93845. */
  93846. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  93847. /**
  93848. * Initializes a webVR display and starts listening to display change events
  93849. * The onVRDisplayChangedObservable will be notified upon these changes
  93850. * @returns The onVRDisplayChangedObservable
  93851. */
  93852. initWebVR(): Observable<IDisplayChangedEventArgs>;
  93853. /** @hidden */
  93854. _prepareVRComponent(): void;
  93855. /** @hidden */
  93856. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  93857. /** @hidden */
  93858. _submitVRFrame(): void;
  93859. /**
  93860. * Call this function to leave webVR mode
  93861. * Will do nothing if webVR is not supported or if there is no webVR device
  93862. * @see http://doc.babylonjs.com/how_to/webvr_camera
  93863. */
  93864. disableVR(): void;
  93865. /**
  93866. * Gets a boolean indicating that the system is in VR mode and is presenting
  93867. * @returns true if VR mode is engaged
  93868. */
  93869. isVRPresenting(): boolean;
  93870. /** @hidden */
  93871. _requestVRFrame(): void;
  93872. private _disableTouchAction;
  93873. private _rebuildInternalTextures;
  93874. private _rebuildEffects;
  93875. /**
  93876. * Gets a boolean indicating if all created effects are ready
  93877. * @returns true if all effects are ready
  93878. */
  93879. areAllEffectsReady(): boolean;
  93880. private _rebuildBuffers;
  93881. private _initGLContext;
  93882. /**
  93883. * Gets version of the current webGL context
  93884. */
  93885. readonly webGLVersion: number;
  93886. /**
  93887. * Gets a string idenfifying the name of the class
  93888. * @returns "Engine" string
  93889. */
  93890. getClassName(): string;
  93891. /**
  93892. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  93893. */
  93894. readonly isStencilEnable: boolean;
  93895. /** @hidden */
  93896. _prepareWorkingCanvas(): void;
  93897. /**
  93898. * Reset the texture cache to empty state
  93899. */
  93900. resetTextureCache(): void;
  93901. /**
  93902. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  93903. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  93904. * @returns true if engine is in deterministic lock step mode
  93905. */
  93906. isDeterministicLockStep(): boolean;
  93907. /**
  93908. * Gets the max steps when engine is running in deterministic lock step
  93909. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  93910. * @returns the max steps
  93911. */
  93912. getLockstepMaxSteps(): number;
  93913. /**
  93914. * Gets an object containing information about the current webGL context
  93915. * @returns an object containing the vender, the renderer and the version of the current webGL context
  93916. */
  93917. getGlInfo(): {
  93918. vendor: string;
  93919. renderer: string;
  93920. version: string;
  93921. };
  93922. /**
  93923. * Gets current aspect ratio
  93924. * @param viewportOwner defines the camera to use to get the aspect ratio
  93925. * @param useScreen defines if screen size must be used (or the current render target if any)
  93926. * @returns a number defining the aspect ratio
  93927. */
  93928. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  93929. /**
  93930. * Gets current screen aspect ratio
  93931. * @returns a number defining the aspect ratio
  93932. */
  93933. getScreenAspectRatio(): number;
  93934. /**
  93935. * Gets the current render width
  93936. * @param useScreen defines if screen size must be used (or the current render target if any)
  93937. * @returns a number defining the current render width
  93938. */
  93939. getRenderWidth(useScreen?: boolean): number;
  93940. /**
  93941. * Gets the current render height
  93942. * @param useScreen defines if screen size must be used (or the current render target if any)
  93943. * @returns a number defining the current render height
  93944. */
  93945. getRenderHeight(useScreen?: boolean): number;
  93946. /**
  93947. * Gets the HTML canvas attached with the current webGL context
  93948. * @returns a HTML canvas
  93949. */
  93950. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  93951. /**
  93952. * Gets the client rect of the HTML canvas attached with the current webGL context
  93953. * @returns a client rectanglee
  93954. */
  93955. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  93956. /**
  93957. * Defines the hardware scaling level.
  93958. * By default the hardware scaling level is computed from the window device ratio.
  93959. * 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.
  93960. * @param level defines the level to use
  93961. */
  93962. setHardwareScalingLevel(level: number): void;
  93963. /**
  93964. * Gets the current hardware scaling level.
  93965. * By default the hardware scaling level is computed from the window device ratio.
  93966. * 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.
  93967. * @returns a number indicating the current hardware scaling level
  93968. */
  93969. getHardwareScalingLevel(): number;
  93970. /**
  93971. * Gets the list of loaded textures
  93972. * @returns an array containing all loaded textures
  93973. */
  93974. getLoadedTexturesCache(): InternalTexture[];
  93975. /**
  93976. * Gets the object containing all engine capabilities
  93977. * @returns the EngineCapabilities object
  93978. */
  93979. getCaps(): EngineCapabilities;
  93980. /**
  93981. * Gets the current depth function
  93982. * @returns a number defining the depth function
  93983. */
  93984. getDepthFunction(): Nullable<number>;
  93985. /**
  93986. * Sets the current depth function
  93987. * @param depthFunc defines the function to use
  93988. */
  93989. setDepthFunction(depthFunc: number): void;
  93990. /**
  93991. * Sets the current depth function to GREATER
  93992. */
  93993. setDepthFunctionToGreater(): void;
  93994. /**
  93995. * Sets the current depth function to GEQUAL
  93996. */
  93997. setDepthFunctionToGreaterOrEqual(): void;
  93998. /**
  93999. * Sets the current depth function to LESS
  94000. */
  94001. setDepthFunctionToLess(): void;
  94002. private _cachedStencilBuffer;
  94003. private _cachedStencilFunction;
  94004. private _cachedStencilMask;
  94005. private _cachedStencilOperationPass;
  94006. private _cachedStencilOperationFail;
  94007. private _cachedStencilOperationDepthFail;
  94008. private _cachedStencilReference;
  94009. /**
  94010. * Caches the the state of the stencil buffer
  94011. */
  94012. cacheStencilState(): void;
  94013. /**
  94014. * Restores the state of the stencil buffer
  94015. */
  94016. restoreStencilState(): void;
  94017. /**
  94018. * Sets the current depth function to LEQUAL
  94019. */
  94020. setDepthFunctionToLessOrEqual(): void;
  94021. /**
  94022. * Gets a boolean indicating if stencil buffer is enabled
  94023. * @returns the current stencil buffer state
  94024. */
  94025. getStencilBuffer(): boolean;
  94026. /**
  94027. * Enable or disable the stencil buffer
  94028. * @param enable defines if the stencil buffer must be enabled or disabled
  94029. */
  94030. setStencilBuffer(enable: boolean): void;
  94031. /**
  94032. * Gets the current stencil mask
  94033. * @returns a number defining the new stencil mask to use
  94034. */
  94035. getStencilMask(): number;
  94036. /**
  94037. * Sets the current stencil mask
  94038. * @param mask defines the new stencil mask to use
  94039. */
  94040. setStencilMask(mask: number): void;
  94041. /**
  94042. * Gets the current stencil function
  94043. * @returns a number defining the stencil function to use
  94044. */
  94045. getStencilFunction(): number;
  94046. /**
  94047. * Gets the current stencil reference value
  94048. * @returns a number defining the stencil reference value to use
  94049. */
  94050. getStencilFunctionReference(): number;
  94051. /**
  94052. * Gets the current stencil mask
  94053. * @returns a number defining the stencil mask to use
  94054. */
  94055. getStencilFunctionMask(): number;
  94056. /**
  94057. * Sets the current stencil function
  94058. * @param stencilFunc defines the new stencil function to use
  94059. */
  94060. setStencilFunction(stencilFunc: number): void;
  94061. /**
  94062. * Sets the current stencil reference
  94063. * @param reference defines the new stencil reference to use
  94064. */
  94065. setStencilFunctionReference(reference: number): void;
  94066. /**
  94067. * Sets the current stencil mask
  94068. * @param mask defines the new stencil mask to use
  94069. */
  94070. setStencilFunctionMask(mask: number): void;
  94071. /**
  94072. * Gets the current stencil operation when stencil fails
  94073. * @returns a number defining stencil operation to use when stencil fails
  94074. */
  94075. getStencilOperationFail(): number;
  94076. /**
  94077. * Gets the current stencil operation when depth fails
  94078. * @returns a number defining stencil operation to use when depth fails
  94079. */
  94080. getStencilOperationDepthFail(): number;
  94081. /**
  94082. * Gets the current stencil operation when stencil passes
  94083. * @returns a number defining stencil operation to use when stencil passes
  94084. */
  94085. getStencilOperationPass(): number;
  94086. /**
  94087. * Sets the stencil operation to use when stencil fails
  94088. * @param operation defines the stencil operation to use when stencil fails
  94089. */
  94090. setStencilOperationFail(operation: number): void;
  94091. /**
  94092. * Sets the stencil operation to use when depth fails
  94093. * @param operation defines the stencil operation to use when depth fails
  94094. */
  94095. setStencilOperationDepthFail(operation: number): void;
  94096. /**
  94097. * Sets the stencil operation to use when stencil passes
  94098. * @param operation defines the stencil operation to use when stencil passes
  94099. */
  94100. setStencilOperationPass(operation: number): void;
  94101. /**
  94102. * Sets a boolean indicating if the dithering state is enabled or disabled
  94103. * @param value defines the dithering state
  94104. */
  94105. setDitheringState(value: boolean): void;
  94106. /**
  94107. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  94108. * @param value defines the rasterizer state
  94109. */
  94110. setRasterizerState(value: boolean): void;
  94111. /**
  94112. * stop executing a render loop function and remove it from the execution array
  94113. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  94114. */
  94115. stopRenderLoop(renderFunction?: () => void): void;
  94116. /** @hidden */
  94117. _renderLoop(): void;
  94118. /**
  94119. * Register and execute a render loop. The engine can have more than one render function
  94120. * @param renderFunction defines the function to continuously execute
  94121. */
  94122. runRenderLoop(renderFunction: () => void): void;
  94123. /**
  94124. * Toggle full screen mode
  94125. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94126. */
  94127. switchFullscreen(requestPointerLock: boolean): void;
  94128. /**
  94129. * Enters full screen mode
  94130. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94131. */
  94132. enterFullscreen(requestPointerLock: boolean): void;
  94133. /**
  94134. * Exits full screen mode
  94135. */
  94136. exitFullscreen(): void;
  94137. /**
  94138. * Enters Pointerlock mode
  94139. */
  94140. enterPointerlock(): void;
  94141. /**
  94142. * Exits Pointerlock mode
  94143. */
  94144. exitPointerlock(): void;
  94145. /**
  94146. * Clear the current render buffer or the current render target (if any is set up)
  94147. * @param color defines the color to use
  94148. * @param backBuffer defines if the back buffer must be cleared
  94149. * @param depth defines if the depth buffer must be cleared
  94150. * @param stencil defines if the stencil buffer must be cleared
  94151. */
  94152. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  94153. /**
  94154. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  94155. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94156. * @param y defines the y-coordinate of the corner of the clear rectangle
  94157. * @param width defines the width of the clear rectangle
  94158. * @param height defines the height of the clear rectangle
  94159. * @param clearColor defines the clear color
  94160. */
  94161. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  94162. /**
  94163. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  94164. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94165. * @param y defines the y-coordinate of the corner of the clear rectangle
  94166. * @param width defines the width of the clear rectangle
  94167. * @param height defines the height of the clear rectangle
  94168. */
  94169. enableScissor(x: number, y: number, width: number, height: number): void;
  94170. /**
  94171. * Disable previously set scissor test rectangle
  94172. */
  94173. disableScissor(): void;
  94174. private _viewportCached;
  94175. /** @hidden */
  94176. _viewport(x: number, y: number, width: number, height: number): void;
  94177. /**
  94178. * Set the WebGL's viewport
  94179. * @param viewport defines the viewport element to be used
  94180. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  94181. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  94182. */
  94183. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  94184. /**
  94185. * Directly set the WebGL Viewport
  94186. * @param x defines the x coordinate of the viewport (in screen space)
  94187. * @param y defines the y coordinate of the viewport (in screen space)
  94188. * @param width defines the width of the viewport (in screen space)
  94189. * @param height defines the height of the viewport (in screen space)
  94190. * @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
  94191. */
  94192. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  94193. /**
  94194. * Begin a new frame
  94195. */
  94196. beginFrame(): void;
  94197. /**
  94198. * Enf the current frame
  94199. */
  94200. endFrame(): void;
  94201. /**
  94202. * Resize the view according to the canvas' size
  94203. */
  94204. resize(): void;
  94205. /**
  94206. * Force a specific size of the canvas
  94207. * @param width defines the new canvas' width
  94208. * @param height defines the new canvas' height
  94209. */
  94210. setSize(width: number, height: number): void;
  94211. /**
  94212. * Binds the frame buffer to the specified texture.
  94213. * @param texture The texture to render to or null for the default canvas
  94214. * @param faceIndex The face of the texture to render to in case of cube texture
  94215. * @param requiredWidth The width of the target to render to
  94216. * @param requiredHeight The height of the target to render to
  94217. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  94218. * @param depthStencilTexture The depth stencil texture to use to render
  94219. * @param lodLevel defines le lod level to bind to the frame buffer
  94220. */
  94221. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  94222. /** @hidden */
  94223. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  94224. /**
  94225. * Unbind the current render target texture from the webGL context
  94226. * @param texture defines the render target texture to unbind
  94227. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  94228. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  94229. */
  94230. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  94231. /**
  94232. * Force the mipmap generation for the given render target texture
  94233. * @param texture defines the render target texture to use
  94234. */
  94235. generateMipMapsForCubemap(texture: InternalTexture): void;
  94236. /**
  94237. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  94238. */
  94239. flushFramebuffer(): void;
  94240. /**
  94241. * Unbind the current render target and bind the default framebuffer
  94242. */
  94243. restoreDefaultFramebuffer(): void;
  94244. /**
  94245. * Create an uniform buffer
  94246. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94247. * @param elements defines the content of the uniform buffer
  94248. * @returns the webGL uniform buffer
  94249. */
  94250. createUniformBuffer(elements: FloatArray): DataBuffer;
  94251. /**
  94252. * Create a dynamic uniform buffer
  94253. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94254. * @param elements defines the content of the uniform buffer
  94255. * @returns the webGL uniform buffer
  94256. */
  94257. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  94258. /**
  94259. * Update an existing uniform buffer
  94260. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94261. * @param uniformBuffer defines the target uniform buffer
  94262. * @param elements defines the content to update
  94263. * @param offset defines the offset in the uniform buffer where update should start
  94264. * @param count defines the size of the data to update
  94265. */
  94266. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  94267. private _resetVertexBufferBinding;
  94268. /**
  94269. * Creates a vertex buffer
  94270. * @param data the data for the vertex buffer
  94271. * @returns the new WebGL static buffer
  94272. */
  94273. createVertexBuffer(data: DataArray): DataBuffer;
  94274. /**
  94275. * Creates a dynamic vertex buffer
  94276. * @param data the data for the dynamic vertex buffer
  94277. * @returns the new WebGL dynamic buffer
  94278. */
  94279. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  94280. /**
  94281. * Update a dynamic index buffer
  94282. * @param indexBuffer defines the target index buffer
  94283. * @param indices defines the data to update
  94284. * @param offset defines the offset in the target index buffer where update should start
  94285. */
  94286. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  94287. /**
  94288. * Updates a dynamic vertex buffer.
  94289. * @param vertexBuffer the vertex buffer to update
  94290. * @param data the data used to update the vertex buffer
  94291. * @param byteOffset the byte offset of the data
  94292. * @param byteLength the byte length of the data
  94293. */
  94294. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  94295. private _resetIndexBufferBinding;
  94296. /**
  94297. * Creates a new index buffer
  94298. * @param indices defines the content of the index buffer
  94299. * @param updatable defines if the index buffer must be updatable
  94300. * @returns a new webGL buffer
  94301. */
  94302. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  94303. /**
  94304. * Bind a webGL buffer to the webGL context
  94305. * @param buffer defines the buffer to bind
  94306. */
  94307. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  94308. /**
  94309. * Bind an uniform buffer to the current webGL context
  94310. * @param buffer defines the buffer to bind
  94311. */
  94312. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  94313. /**
  94314. * Bind a buffer to the current webGL context at a given location
  94315. * @param buffer defines the buffer to bind
  94316. * @param location defines the index where to bind the buffer
  94317. */
  94318. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  94319. /**
  94320. * Bind a specific block at a given index in a specific shader program
  94321. * @param pipelineContext defines the pipeline context to use
  94322. * @param blockName defines the block name
  94323. * @param index defines the index where to bind the block
  94324. */
  94325. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  94326. private bindIndexBuffer;
  94327. private bindBuffer;
  94328. /**
  94329. * update the bound buffer with the given data
  94330. * @param data defines the data to update
  94331. */
  94332. updateArrayBuffer(data: Float32Array): void;
  94333. private _vertexAttribPointer;
  94334. private _bindIndexBufferWithCache;
  94335. private _bindVertexBuffersAttributes;
  94336. /**
  94337. * Records a vertex array object
  94338. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  94339. * @param vertexBuffers defines the list of vertex buffers to store
  94340. * @param indexBuffer defines the index buffer to store
  94341. * @param effect defines the effect to store
  94342. * @returns the new vertex array object
  94343. */
  94344. recordVertexArrayObject(vertexBuffers: {
  94345. [key: string]: VertexBuffer;
  94346. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  94347. /**
  94348. * Bind a specific vertex array object
  94349. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  94350. * @param vertexArrayObject defines the vertex array object to bind
  94351. * @param indexBuffer defines the index buffer to bind
  94352. */
  94353. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  94354. /**
  94355. * Bind webGl buffers directly to the webGL context
  94356. * @param vertexBuffer defines the vertex buffer to bind
  94357. * @param indexBuffer defines the index buffer to bind
  94358. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  94359. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  94360. * @param effect defines the effect associated with the vertex buffer
  94361. */
  94362. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  94363. private _unbindVertexArrayObject;
  94364. /**
  94365. * Bind a list of vertex buffers to the webGL context
  94366. * @param vertexBuffers defines the list of vertex buffers to bind
  94367. * @param indexBuffer defines the index buffer to bind
  94368. * @param effect defines the effect associated with the vertex buffers
  94369. */
  94370. bindBuffers(vertexBuffers: {
  94371. [key: string]: Nullable<VertexBuffer>;
  94372. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  94373. /**
  94374. * Unbind all instance attributes
  94375. */
  94376. unbindInstanceAttributes(): void;
  94377. /**
  94378. * Release and free the memory of a vertex array object
  94379. * @param vao defines the vertex array object to delete
  94380. */
  94381. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  94382. /** @hidden */
  94383. _releaseBuffer(buffer: DataBuffer): boolean;
  94384. /**
  94385. * Creates a webGL buffer to use with instanciation
  94386. * @param capacity defines the size of the buffer
  94387. * @returns the webGL buffer
  94388. */
  94389. createInstancesBuffer(capacity: number): DataBuffer;
  94390. /**
  94391. * Delete a webGL buffer used with instanciation
  94392. * @param buffer defines the webGL buffer to delete
  94393. */
  94394. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  94395. /**
  94396. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  94397. * @param instancesBuffer defines the webGL buffer to update and bind
  94398. * @param data defines the data to store in the buffer
  94399. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  94400. */
  94401. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  94402. /**
  94403. * Apply all cached states (depth, culling, stencil and alpha)
  94404. */
  94405. applyStates(): void;
  94406. /**
  94407. * Send a draw order
  94408. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  94409. * @param indexStart defines the starting index
  94410. * @param indexCount defines the number of index to draw
  94411. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94412. */
  94413. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  94414. /**
  94415. * Draw a list of points
  94416. * @param verticesStart defines the index of first vertex to draw
  94417. * @param verticesCount defines the count of vertices to draw
  94418. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94419. */
  94420. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94421. /**
  94422. * Draw a list of unindexed primitives
  94423. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  94424. * @param verticesStart defines the index of first vertex to draw
  94425. * @param verticesCount defines the count of vertices to draw
  94426. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94427. */
  94428. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94429. /**
  94430. * Draw a list of indexed primitives
  94431. * @param fillMode defines the primitive to use
  94432. * @param indexStart defines the starting index
  94433. * @param indexCount defines the number of index to draw
  94434. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94435. */
  94436. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  94437. /**
  94438. * Draw a list of unindexed primitives
  94439. * @param fillMode defines the primitive to use
  94440. * @param verticesStart defines the index of first vertex to draw
  94441. * @param verticesCount defines the count of vertices to draw
  94442. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94443. */
  94444. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94445. private _drawMode;
  94446. /** @hidden */
  94447. _releaseEffect(effect: Effect): void;
  94448. /** @hidden */
  94449. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  94450. /**
  94451. * Create a new effect (used to store vertex/fragment shaders)
  94452. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  94453. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  94454. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  94455. * @param samplers defines an array of string used to represent textures
  94456. * @param defines defines the string containing the defines to use to compile the shaders
  94457. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  94458. * @param onCompiled defines a function to call when the effect creation is successful
  94459. * @param onError defines a function to call when the effect creation has failed
  94460. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  94461. * @returns the new Effect
  94462. */
  94463. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  94464. private _compileShader;
  94465. private _compileRawShader;
  94466. /**
  94467. * Directly creates a webGL program
  94468. * @param pipelineContext defines the pipeline context to attach to
  94469. * @param vertexCode defines the vertex shader code to use
  94470. * @param fragmentCode defines the fragment shader code to use
  94471. * @param context defines the webGL context to use (if not set, the current one will be used)
  94472. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  94473. * @returns the new webGL program
  94474. */
  94475. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  94476. /**
  94477. * Creates a webGL program
  94478. * @param pipelineContext defines the pipeline context to attach to
  94479. * @param vertexCode defines the vertex shader code to use
  94480. * @param fragmentCode defines the fragment shader code to use
  94481. * @param defines defines the string containing the defines to use to compile the shaders
  94482. * @param context defines the webGL context to use (if not set, the current one will be used)
  94483. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  94484. * @returns the new webGL program
  94485. */
  94486. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  94487. /**
  94488. * Creates a new pipeline context
  94489. * @returns the new pipeline
  94490. */
  94491. createPipelineContext(): WebGLPipelineContext;
  94492. private _createShaderProgram;
  94493. private _finalizePipelineContext;
  94494. /** @hidden */
  94495. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  94496. /** @hidden */
  94497. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  94498. /** @hidden */
  94499. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  94500. /**
  94501. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  94502. * @param pipelineContext defines the pipeline context to use
  94503. * @param uniformsNames defines the list of uniform names
  94504. * @returns an array of webGL uniform locations
  94505. */
  94506. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  94507. /**
  94508. * Gets the lsit of active attributes for a given webGL program
  94509. * @param pipelineContext defines the pipeline context to use
  94510. * @param attributesNames defines the list of attribute names to get
  94511. * @returns an array of indices indicating the offset of each attribute
  94512. */
  94513. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  94514. /**
  94515. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  94516. * @param effect defines the effect to activate
  94517. */
  94518. enableEffect(effect: Nullable<Effect>): void;
  94519. /**
  94520. * Set the value of an uniform to an array of int32
  94521. * @param uniform defines the webGL uniform location where to store the value
  94522. * @param array defines the array of int32 to store
  94523. */
  94524. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94525. /**
  94526. * Set the value of an uniform to an array of int32 (stored as vec2)
  94527. * @param uniform defines the webGL uniform location where to store the value
  94528. * @param array defines the array of int32 to store
  94529. */
  94530. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94531. /**
  94532. * Set the value of an uniform to an array of int32 (stored as vec3)
  94533. * @param uniform defines the webGL uniform location where to store the value
  94534. * @param array defines the array of int32 to store
  94535. */
  94536. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94537. /**
  94538. * Set the value of an uniform to an array of int32 (stored as vec4)
  94539. * @param uniform defines the webGL uniform location where to store the value
  94540. * @param array defines the array of int32 to store
  94541. */
  94542. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94543. /**
  94544. * Set the value of an uniform to an array of float32
  94545. * @param uniform defines the webGL uniform location where to store the value
  94546. * @param array defines the array of float32 to store
  94547. */
  94548. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94549. /**
  94550. * Set the value of an uniform to an array of float32 (stored as vec2)
  94551. * @param uniform defines the webGL uniform location where to store the value
  94552. * @param array defines the array of float32 to store
  94553. */
  94554. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94555. /**
  94556. * Set the value of an uniform to an array of float32 (stored as vec3)
  94557. * @param uniform defines the webGL uniform location where to store the value
  94558. * @param array defines the array of float32 to store
  94559. */
  94560. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94561. /**
  94562. * Set the value of an uniform to an array of float32 (stored as vec4)
  94563. * @param uniform defines the webGL uniform location where to store the value
  94564. * @param array defines the array of float32 to store
  94565. */
  94566. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94567. /**
  94568. * Set the value of an uniform to an array of number
  94569. * @param uniform defines the webGL uniform location where to store the value
  94570. * @param array defines the array of number to store
  94571. */
  94572. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94573. /**
  94574. * Set the value of an uniform to an array of number (stored as vec2)
  94575. * @param uniform defines the webGL uniform location where to store the value
  94576. * @param array defines the array of number to store
  94577. */
  94578. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94579. /**
  94580. * Set the value of an uniform to an array of number (stored as vec3)
  94581. * @param uniform defines the webGL uniform location where to store the value
  94582. * @param array defines the array of number to store
  94583. */
  94584. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94585. /**
  94586. * Set the value of an uniform to an array of number (stored as vec4)
  94587. * @param uniform defines the webGL uniform location where to store the value
  94588. * @param array defines the array of number to store
  94589. */
  94590. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94591. /**
  94592. * Set the value of an uniform to an array of float32 (stored as matrices)
  94593. * @param uniform defines the webGL uniform location where to store the value
  94594. * @param matrices defines the array of float32 to store
  94595. */
  94596. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  94597. /**
  94598. * Set the value of an uniform to a matrix (3x3)
  94599. * @param uniform defines the webGL uniform location where to store the value
  94600. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  94601. */
  94602. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  94603. /**
  94604. * Set the value of an uniform to a matrix (2x2)
  94605. * @param uniform defines the webGL uniform location where to store the value
  94606. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  94607. */
  94608. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  94609. /**
  94610. * Set the value of an uniform to a number (int)
  94611. * @param uniform defines the webGL uniform location where to store the value
  94612. * @param value defines the int number to store
  94613. */
  94614. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  94615. /**
  94616. * Set the value of an uniform to a number (float)
  94617. * @param uniform defines the webGL uniform location where to store the value
  94618. * @param value defines the float number to store
  94619. */
  94620. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  94621. /**
  94622. * Set the value of an uniform to a vec2
  94623. * @param uniform defines the webGL uniform location where to store the value
  94624. * @param x defines the 1st component of the value
  94625. * @param y defines the 2nd component of the value
  94626. */
  94627. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  94628. /**
  94629. * Set the value of an uniform to a vec3
  94630. * @param uniform defines the webGL uniform location where to store the value
  94631. * @param x defines the 1st component of the value
  94632. * @param y defines the 2nd component of the value
  94633. * @param z defines the 3rd component of the value
  94634. */
  94635. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  94636. /**
  94637. * Set the value of an uniform to a boolean
  94638. * @param uniform defines the webGL uniform location where to store the value
  94639. * @param bool defines the boolean to store
  94640. */
  94641. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  94642. /**
  94643. * Set the value of an uniform to a vec4
  94644. * @param uniform defines the webGL uniform location where to store the value
  94645. * @param x defines the 1st component of the value
  94646. * @param y defines the 2nd component of the value
  94647. * @param z defines the 3rd component of the value
  94648. * @param w defines the 4th component of the value
  94649. */
  94650. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  94651. /**
  94652. * Sets a Color4 on a uniform variable
  94653. * @param uniform defines the uniform location
  94654. * @param color4 defines the value to be set
  94655. */
  94656. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  94657. /**
  94658. * Set various states to the webGL context
  94659. * @param culling defines backface culling state
  94660. * @param zOffset defines the value to apply to zOffset (0 by default)
  94661. * @param force defines if states must be applied even if cache is up to date
  94662. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  94663. */
  94664. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  94665. /**
  94666. * Set the z offset to apply to current rendering
  94667. * @param value defines the offset to apply
  94668. */
  94669. setZOffset(value: number): void;
  94670. /**
  94671. * Gets the current value of the zOffset
  94672. * @returns the current zOffset state
  94673. */
  94674. getZOffset(): number;
  94675. /**
  94676. * Enable or disable depth buffering
  94677. * @param enable defines the state to set
  94678. */
  94679. setDepthBuffer(enable: boolean): void;
  94680. /**
  94681. * Gets a boolean indicating if depth writing is enabled
  94682. * @returns the current depth writing state
  94683. */
  94684. getDepthWrite(): boolean;
  94685. /**
  94686. * Enable or disable depth writing
  94687. * @param enable defines the state to set
  94688. */
  94689. setDepthWrite(enable: boolean): void;
  94690. /**
  94691. * Enable or disable color writing
  94692. * @param enable defines the state to set
  94693. */
  94694. setColorWrite(enable: boolean): void;
  94695. /**
  94696. * Gets a boolean indicating if color writing is enabled
  94697. * @returns the current color writing state
  94698. */
  94699. getColorWrite(): boolean;
  94700. /**
  94701. * Sets alpha constants used by some alpha blending modes
  94702. * @param r defines the red component
  94703. * @param g defines the green component
  94704. * @param b defines the blue component
  94705. * @param a defines the alpha component
  94706. */
  94707. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  94708. /**
  94709. * Sets the current alpha mode
  94710. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  94711. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  94712. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  94713. */
  94714. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  94715. /**
  94716. * Gets the current alpha mode
  94717. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  94718. * @returns the current alpha mode
  94719. */
  94720. getAlphaMode(): number;
  94721. /**
  94722. * Clears the list of texture accessible through engine.
  94723. * This can help preventing texture load conflict due to name collision.
  94724. */
  94725. clearInternalTexturesCache(): void;
  94726. /**
  94727. * Force the entire cache to be cleared
  94728. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  94729. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  94730. */
  94731. wipeCaches(bruteForce?: boolean): void;
  94732. /**
  94733. * Set the compressed texture format to use, based on the formats you have, and the formats
  94734. * supported by the hardware / browser.
  94735. *
  94736. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  94737. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  94738. * to API arguments needed to compressed textures. This puts the burden on the container
  94739. * generator to house the arcane code for determining these for current & future formats.
  94740. *
  94741. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  94742. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  94743. *
  94744. * Note: The result of this call is not taken into account when a texture is base64.
  94745. *
  94746. * @param formatsAvailable defines the list of those format families you have created
  94747. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  94748. *
  94749. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  94750. * @returns The extension selected.
  94751. */
  94752. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  94753. /** @hidden */
  94754. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  94755. min: number;
  94756. mag: number;
  94757. };
  94758. /** @hidden */
  94759. _createTexture(): WebGLTexture;
  94760. /**
  94761. * Usually called from Texture.ts.
  94762. * Passed information to create a WebGLTexture
  94763. * @param urlArg defines a value which contains one of the following:
  94764. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  94765. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  94766. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  94767. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  94768. * @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)
  94769. * @param scene needed for loading to the correct scene
  94770. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  94771. * @param onLoad optional callback to be called upon successful completion
  94772. * @param onError optional callback to be called upon failure
  94773. * @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
  94774. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  94775. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  94776. * @param forcedExtension defines the extension to use to pick the right loader
  94777. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  94778. * @returns a InternalTexture for assignment back into BABYLON.Texture
  94779. */
  94780. 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 | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  94781. /**
  94782. * @hidden
  94783. * Rescales a texture
  94784. * @param source input texutre
  94785. * @param destination destination texture
  94786. * @param scene scene to use to render the resize
  94787. * @param internalFormat format to use when resizing
  94788. * @param onComplete callback to be called when resize has completed
  94789. */
  94790. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  94791. private _unpackFlipYCached;
  94792. /**
  94793. * In case you are sharing the context with other applications, it might
  94794. * be interested to not cache the unpack flip y state to ensure a consistent
  94795. * value would be set.
  94796. */
  94797. enableUnpackFlipYCached: boolean;
  94798. /** @hidden */
  94799. _unpackFlipY(value: boolean): void;
  94800. /** @hidden */
  94801. _getUnpackAlignement(): number;
  94802. /**
  94803. * Creates a dynamic texture
  94804. * @param width defines the width of the texture
  94805. * @param height defines the height of the texture
  94806. * @param generateMipMaps defines if the engine should generate the mip levels
  94807. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  94808. * @returns the dynamic texture inside an InternalTexture
  94809. */
  94810. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  94811. /**
  94812. * Update the sampling mode of a given texture
  94813. * @param samplingMode defines the required sampling mode
  94814. * @param texture defines the texture to update
  94815. */
  94816. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  94817. /**
  94818. * Update the content of a dynamic texture
  94819. * @param texture defines the texture to update
  94820. * @param canvas defines the canvas containing the source
  94821. * @param invertY defines if data must be stored with Y axis inverted
  94822. * @param premulAlpha defines if alpha is stored as premultiplied
  94823. * @param format defines the format of the data
  94824. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  94825. */
  94826. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  94827. /**
  94828. * Update a video texture
  94829. * @param texture defines the texture to update
  94830. * @param video defines the video element to use
  94831. * @param invertY defines if data must be stored with Y axis inverted
  94832. */
  94833. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  94834. /**
  94835. * Updates a depth texture Comparison Mode and Function.
  94836. * If the comparison Function is equal to 0, the mode will be set to none.
  94837. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  94838. * @param texture The texture to set the comparison function for
  94839. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  94840. */
  94841. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  94842. /** @hidden */
  94843. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  94844. width: number;
  94845. height: number;
  94846. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  94847. /**
  94848. * Creates a depth stencil texture.
  94849. * This is only available in WebGL 2 or with the depth texture extension available.
  94850. * @param size The size of face edge in the texture.
  94851. * @param options The options defining the texture.
  94852. * @returns The texture
  94853. */
  94854. createDepthStencilTexture(size: number | {
  94855. width: number;
  94856. height: number;
  94857. }, options: DepthTextureCreationOptions): InternalTexture;
  94858. /**
  94859. * Creates a depth stencil texture.
  94860. * This is only available in WebGL 2 or with the depth texture extension available.
  94861. * @param size The size of face edge in the texture.
  94862. * @param options The options defining the texture.
  94863. * @returns The texture
  94864. */
  94865. private _createDepthStencilTexture;
  94866. /**
  94867. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  94868. * @param renderTarget The render target to set the frame buffer for
  94869. */
  94870. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  94871. /**
  94872. * Creates a new render target texture
  94873. * @param size defines the size of the texture
  94874. * @param options defines the options used to create the texture
  94875. * @returns a new render target texture stored in an InternalTexture
  94876. */
  94877. createRenderTargetTexture(size: number | {
  94878. width: number;
  94879. height: number;
  94880. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  94881. /** @hidden */
  94882. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  94883. /**
  94884. * Updates the sample count of a render target texture
  94885. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  94886. * @param texture defines the texture to update
  94887. * @param samples defines the sample count to set
  94888. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  94889. */
  94890. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  94891. /** @hidden */
  94892. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  94893. /** @hidden */
  94894. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  94895. /** @hidden */
  94896. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  94897. /** @hidden */
  94898. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  94899. /**
  94900. * @hidden
  94901. */
  94902. _setCubeMapTextureParams(loadMipmap: boolean): void;
  94903. private _prepareWebGLTextureContinuation;
  94904. private _prepareWebGLTexture;
  94905. /** @hidden */
  94906. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  94907. /** @hidden */
  94908. _releaseFramebufferObjects(texture: InternalTexture): void;
  94909. /** @hidden */
  94910. _releaseTexture(texture: InternalTexture): void;
  94911. private setProgram;
  94912. private _boundUniforms;
  94913. /**
  94914. * Binds an effect to the webGL context
  94915. * @param effect defines the effect to bind
  94916. */
  94917. bindSamplers(effect: Effect): void;
  94918. private _activateCurrentTexture;
  94919. /** @hidden */
  94920. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  94921. /** @hidden */
  94922. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  94923. /**
  94924. * Sets a texture to the webGL context from a postprocess
  94925. * @param channel defines the channel to use
  94926. * @param postProcess defines the source postprocess
  94927. */
  94928. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  94929. /**
  94930. * Binds the output of the passed in post process to the texture channel specified
  94931. * @param channel The channel the texture should be bound to
  94932. * @param postProcess The post process which's output should be bound
  94933. */
  94934. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  94935. /**
  94936. * Unbind all textures from the webGL context
  94937. */
  94938. unbindAllTextures(): void;
  94939. /**
  94940. * Sets a texture to the according uniform.
  94941. * @param channel The texture channel
  94942. * @param uniform The uniform to set
  94943. * @param texture The texture to apply
  94944. */
  94945. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  94946. /**
  94947. * Sets a depth stencil texture from a render target to the according uniform.
  94948. * @param channel The texture channel
  94949. * @param uniform The uniform to set
  94950. * @param texture The render target texture containing the depth stencil texture to apply
  94951. */
  94952. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  94953. private _bindSamplerUniformToChannel;
  94954. private _getTextureWrapMode;
  94955. private _setTexture;
  94956. /**
  94957. * Sets an array of texture to the webGL context
  94958. * @param channel defines the channel where the texture array must be set
  94959. * @param uniform defines the associated uniform location
  94960. * @param textures defines the array of textures to bind
  94961. */
  94962. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  94963. /** @hidden */
  94964. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  94965. private _setTextureParameterFloat;
  94966. private _setTextureParameterInteger;
  94967. /**
  94968. * Reads pixels from the current frame buffer. Please note that this function can be slow
  94969. * @param x defines the x coordinate of the rectangle where pixels must be read
  94970. * @param y defines the y coordinate of the rectangle where pixels must be read
  94971. * @param width defines the width of the rectangle where pixels must be read
  94972. * @param height defines the height of the rectangle where pixels must be read
  94973. * @returns a Uint8Array containing RGBA colors
  94974. */
  94975. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  94976. /**
  94977. * Add an externaly attached data from its key.
  94978. * This method call will fail and return false, if such key already exists.
  94979. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  94980. * @param key the unique key that identifies the data
  94981. * @param data the data object to associate to the key for this Engine instance
  94982. * @return true if no such key were already present and the data was added successfully, false otherwise
  94983. */
  94984. addExternalData<T>(key: string, data: T): boolean;
  94985. /**
  94986. * Get an externaly attached data from its key
  94987. * @param key the unique key that identifies the data
  94988. * @return the associated data, if present (can be null), or undefined if not present
  94989. */
  94990. getExternalData<T>(key: string): T;
  94991. /**
  94992. * Get an externaly attached data from its key, create it using a factory if it's not already present
  94993. * @param key the unique key that identifies the data
  94994. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  94995. * @return the associated data, can be null if the factory returned null.
  94996. */
  94997. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  94998. /**
  94999. * Remove an externaly attached data from the Engine instance
  95000. * @param key the unique key that identifies the data
  95001. * @return true if the data was successfully removed, false if it doesn't exist
  95002. */
  95003. removeExternalData(key: string): boolean;
  95004. /**
  95005. * Unbind all vertex attributes from the webGL context
  95006. */
  95007. unbindAllAttributes(): void;
  95008. /**
  95009. * 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
  95010. */
  95011. releaseEffects(): void;
  95012. /**
  95013. * Dispose and release all associated resources
  95014. */
  95015. dispose(): void;
  95016. /**
  95017. * Display the loading screen
  95018. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95019. */
  95020. displayLoadingUI(): void;
  95021. /**
  95022. * Hide the loading screen
  95023. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95024. */
  95025. hideLoadingUI(): void;
  95026. /**
  95027. * Gets the current loading screen object
  95028. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95029. */
  95030. /**
  95031. * Sets the current loading screen object
  95032. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95033. */
  95034. loadingScreen: ILoadingScreen;
  95035. /**
  95036. * Sets the current loading screen text
  95037. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95038. */
  95039. loadingUIText: string;
  95040. /**
  95041. * Sets the current loading screen background color
  95042. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95043. */
  95044. loadingUIBackgroundColor: string;
  95045. /**
  95046. * Attach a new callback raised when context lost event is fired
  95047. * @param callback defines the callback to call
  95048. */
  95049. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95050. /**
  95051. * Attach a new callback raised when context restored event is fired
  95052. * @param callback defines the callback to call
  95053. */
  95054. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95055. /**
  95056. * Gets the source code of the vertex shader associated with a specific webGL program
  95057. * @param program defines the program to use
  95058. * @returns a string containing the source code of the vertex shader associated with the program
  95059. */
  95060. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  95061. /**
  95062. * Gets the source code of the fragment shader associated with a specific webGL program
  95063. * @param program defines the program to use
  95064. * @returns a string containing the source code of the fragment shader associated with the program
  95065. */
  95066. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  95067. /**
  95068. * Get the current error code of the webGL context
  95069. * @returns the error code
  95070. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  95071. */
  95072. getError(): number;
  95073. /**
  95074. * Gets the current framerate
  95075. * @returns a number representing the framerate
  95076. */
  95077. getFps(): number;
  95078. /**
  95079. * Gets the time spent between current and previous frame
  95080. * @returns a number representing the delta time in ms
  95081. */
  95082. getDeltaTime(): number;
  95083. private _measureFps;
  95084. /** @hidden */
  95085. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  95086. private _canRenderToFloatFramebuffer;
  95087. private _canRenderToHalfFloatFramebuffer;
  95088. private _canRenderToFramebuffer;
  95089. /** @hidden */
  95090. _getWebGLTextureType(type: number): number;
  95091. /** @hidden */
  95092. _getInternalFormat(format: number): number;
  95093. /** @hidden */
  95094. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  95095. /** @hidden */
  95096. _getRGBAMultiSampleBufferFormat(type: number): number;
  95097. /** @hidden */
  95098. _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;
  95099. /** @hidden */
  95100. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  95101. /**
  95102. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  95103. * @returns true if the engine can be created
  95104. * @ignorenaming
  95105. */
  95106. static isSupported(): boolean;
  95107. /**
  95108. * Find the next highest power of two.
  95109. * @param x Number to start search from.
  95110. * @return Next highest power of two.
  95111. */
  95112. static CeilingPOT(x: number): number;
  95113. /**
  95114. * Find the next lowest power of two.
  95115. * @param x Number to start search from.
  95116. * @return Next lowest power of two.
  95117. */
  95118. static FloorPOT(x: number): number;
  95119. /**
  95120. * Find the nearest power of two.
  95121. * @param x Number to start search from.
  95122. * @return Next nearest power of two.
  95123. */
  95124. static NearestPOT(x: number): number;
  95125. /**
  95126. * Get the closest exponent of two
  95127. * @param value defines the value to approximate
  95128. * @param max defines the maximum value to return
  95129. * @param mode defines how to define the closest value
  95130. * @returns closest exponent of two of the given value
  95131. */
  95132. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  95133. /**
  95134. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  95135. * @param func - the function to be called
  95136. * @param requester - the object that will request the next frame. Falls back to window.
  95137. * @returns frame number
  95138. */
  95139. static QueueNewFrame(func: () => void, requester?: any): number;
  95140. /**
  95141. * Ask the browser to promote the current element to pointerlock mode
  95142. * @param element defines the DOM element to promote
  95143. */
  95144. static _RequestPointerlock(element: HTMLElement): void;
  95145. /**
  95146. * Asks the browser to exit pointerlock mode
  95147. */
  95148. static _ExitPointerlock(): void;
  95149. /**
  95150. * Ask the browser to promote the current element to fullscreen rendering mode
  95151. * @param element defines the DOM element to promote
  95152. */
  95153. static _RequestFullscreen(element: HTMLElement): void;
  95154. /**
  95155. * Asks the browser to exit fullscreen mode
  95156. */
  95157. static _ExitFullscreen(): void;
  95158. }
  95159. }
  95160. declare module BABYLON {
  95161. /**
  95162. * The engine store class is responsible to hold all the instances of Engine and Scene created
  95163. * during the life time of the application.
  95164. */
  95165. export class EngineStore {
  95166. /** Gets the list of created engines */
  95167. static Instances: Engine[];
  95168. /** @hidden */
  95169. static _LastCreatedScene: Nullable<Scene>;
  95170. /**
  95171. * Gets the latest created engine
  95172. */
  95173. static readonly LastCreatedEngine: Nullable<Engine>;
  95174. /**
  95175. * Gets the latest created scene
  95176. */
  95177. static readonly LastCreatedScene: Nullable<Scene>;
  95178. /**
  95179. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  95180. * @ignorenaming
  95181. */
  95182. static UseFallbackTexture: boolean;
  95183. /**
  95184. * Texture content used if a texture cannot loaded
  95185. * @ignorenaming
  95186. */
  95187. static FallbackTexture: string;
  95188. }
  95189. }
  95190. declare module BABYLON {
  95191. /**
  95192. * Helper class that provides a small promise polyfill
  95193. */
  95194. export class PromisePolyfill {
  95195. /**
  95196. * Static function used to check if the polyfill is required
  95197. * If this is the case then the function will inject the polyfill to window.Promise
  95198. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  95199. */
  95200. static Apply(force?: boolean): void;
  95201. }
  95202. }
  95203. declare module BABYLON {
  95204. interface IColor4Like {
  95205. r: float;
  95206. g: float;
  95207. b: float;
  95208. a: float;
  95209. }
  95210. /**
  95211. * Class containing a set of static utilities functions
  95212. */
  95213. export class Tools {
  95214. /**
  95215. * Gets or sets the base URL to use to load assets
  95216. */
  95217. static BaseUrl: string;
  95218. /**
  95219. * Enable/Disable Custom HTTP Request Headers globally.
  95220. * default = false
  95221. * @see CustomRequestHeaders
  95222. */
  95223. static UseCustomRequestHeaders: boolean;
  95224. /**
  95225. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  95226. * i.e. when loading files, where the server/service expects an Authorization header
  95227. */
  95228. static CustomRequestHeaders: {
  95229. [key: string]: string;
  95230. };
  95231. /**
  95232. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  95233. */
  95234. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  95235. /**
  95236. * Default behaviour for cors in the application.
  95237. * It can be a string if the expected behavior is identical in the entire app.
  95238. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  95239. */
  95240. static CorsBehavior: string | ((url: string | string[]) => string);
  95241. /**
  95242. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  95243. * @ignorenaming
  95244. */
  95245. static UseFallbackTexture: boolean;
  95246. /**
  95247. * Use this object to register external classes like custom textures or material
  95248. * to allow the laoders to instantiate them
  95249. */
  95250. static RegisteredExternalClasses: {
  95251. [key: string]: Object;
  95252. };
  95253. /**
  95254. * Texture content used if a texture cannot loaded
  95255. * @ignorenaming
  95256. */
  95257. static fallbackTexture: string;
  95258. /**
  95259. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  95260. * @param u defines the coordinate on X axis
  95261. * @param v defines the coordinate on Y axis
  95262. * @param width defines the width of the source data
  95263. * @param height defines the height of the source data
  95264. * @param pixels defines the source byte array
  95265. * @param color defines the output color
  95266. */
  95267. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  95268. /**
  95269. * Interpolates between a and b via alpha
  95270. * @param a The lower value (returned when alpha = 0)
  95271. * @param b The upper value (returned when alpha = 1)
  95272. * @param alpha The interpolation-factor
  95273. * @return The mixed value
  95274. */
  95275. static Mix(a: number, b: number, alpha: number): number;
  95276. /**
  95277. * Tries to instantiate a new object from a given class name
  95278. * @param className defines the class name to instantiate
  95279. * @returns the new object or null if the system was not able to do the instantiation
  95280. */
  95281. static Instantiate(className: string): any;
  95282. /**
  95283. * Provides a slice function that will work even on IE
  95284. * @param data defines the array to slice
  95285. * @param start defines the start of the data (optional)
  95286. * @param end defines the end of the data (optional)
  95287. * @returns the new sliced array
  95288. */
  95289. static Slice<T>(data: T, start?: number, end?: number): T;
  95290. /**
  95291. * Polyfill for setImmediate
  95292. * @param action defines the action to execute after the current execution block
  95293. */
  95294. static SetImmediate(action: () => void): void;
  95295. /**
  95296. * Function indicating if a number is an exponent of 2
  95297. * @param value defines the value to test
  95298. * @returns true if the value is an exponent of 2
  95299. */
  95300. static IsExponentOfTwo(value: number): boolean;
  95301. private static _tmpFloatArray;
  95302. /**
  95303. * Returns the nearest 32-bit single precision float representation of a Number
  95304. * @param value A Number. If the parameter is of a different type, it will get converted
  95305. * to a number or to NaN if it cannot be converted
  95306. * @returns number
  95307. */
  95308. static FloatRound(value: number): number;
  95309. /**
  95310. * Extracts the filename from a path
  95311. * @param path defines the path to use
  95312. * @returns the filename
  95313. */
  95314. static GetFilename(path: string): string;
  95315. /**
  95316. * Extracts the "folder" part of a path (everything before the filename).
  95317. * @param uri The URI to extract the info from
  95318. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  95319. * @returns The "folder" part of the path
  95320. */
  95321. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  95322. /**
  95323. * Extracts text content from a DOM element hierarchy
  95324. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  95325. */
  95326. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  95327. /**
  95328. * Convert an angle in radians to degrees
  95329. * @param angle defines the angle to convert
  95330. * @returns the angle in degrees
  95331. */
  95332. static ToDegrees(angle: number): number;
  95333. /**
  95334. * Convert an angle in degrees to radians
  95335. * @param angle defines the angle to convert
  95336. * @returns the angle in radians
  95337. */
  95338. static ToRadians(angle: number): number;
  95339. /**
  95340. * Encode a buffer to a base64 string
  95341. * @param buffer defines the buffer to encode
  95342. * @returns the encoded string
  95343. */
  95344. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  95345. /**
  95346. * Returns an array if obj is not an array
  95347. * @param obj defines the object to evaluate as an array
  95348. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  95349. * @returns either obj directly if obj is an array or a new array containing obj
  95350. */
  95351. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  95352. /**
  95353. * Gets the pointer prefix to use
  95354. * @returns "pointer" if touch is enabled. Else returns "mouse"
  95355. */
  95356. static GetPointerPrefix(): string;
  95357. /**
  95358. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  95359. * @param url define the url we are trying
  95360. * @param element define the dom element where to configure the cors policy
  95361. */
  95362. static SetCorsBehavior(url: string | string[], element: {
  95363. crossOrigin: string | null;
  95364. }): void;
  95365. /**
  95366. * Removes unwanted characters from an url
  95367. * @param url defines the url to clean
  95368. * @returns the cleaned url
  95369. */
  95370. static CleanUrl(url: string): string;
  95371. /**
  95372. * Gets or sets a function used to pre-process url before using them to load assets
  95373. */
  95374. static PreprocessUrl: (url: string) => string;
  95375. /**
  95376. * Loads an image as an HTMLImageElement.
  95377. * @param input url string, ArrayBuffer, or Blob to load
  95378. * @param onLoad callback called when the image successfully loads
  95379. * @param onError callback called when the image fails to load
  95380. * @param offlineProvider offline provider for caching
  95381. * @returns the HTMLImageElement of the loaded image
  95382. */
  95383. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  95384. /**
  95385. * Loads a file
  95386. * @param url url string, ArrayBuffer, or Blob to load
  95387. * @param onSuccess callback called when the file successfully loads
  95388. * @param onProgress callback called while file is loading (if the server supports this mode)
  95389. * @param offlineProvider defines the offline provider for caching
  95390. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  95391. * @param onError callback called when the file fails to load
  95392. * @returns a file request object
  95393. */
  95394. 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;
  95395. /**
  95396. * Loads a file from a url
  95397. * @param url the file url to load
  95398. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  95399. */
  95400. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  95401. /**
  95402. * Load a script (identified by an url). When the url returns, the
  95403. * content of this file is added into a new script element, attached to the DOM (body element)
  95404. * @param scriptUrl defines the url of the script to laod
  95405. * @param onSuccess defines the callback called when the script is loaded
  95406. * @param onError defines the callback to call if an error occurs
  95407. * @param scriptId defines the id of the script element
  95408. */
  95409. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  95410. /**
  95411. * Load an asynchronous script (identified by an url). When the url returns, the
  95412. * content of this file is added into a new script element, attached to the DOM (body element)
  95413. * @param scriptUrl defines the url of the script to laod
  95414. * @param scriptId defines the id of the script element
  95415. * @returns a promise request object
  95416. */
  95417. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  95418. /**
  95419. * Loads a file from a blob
  95420. * @param fileToLoad defines the blob to use
  95421. * @param callback defines the callback to call when data is loaded
  95422. * @param progressCallback defines the callback to call during loading process
  95423. * @returns a file request object
  95424. */
  95425. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  95426. /**
  95427. * Loads a file
  95428. * @param fileToLoad defines the file to load
  95429. * @param callback defines the callback to call when data is loaded
  95430. * @param progressCallBack defines the callback to call during loading process
  95431. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  95432. * @returns a file request object
  95433. */
  95434. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  95435. /**
  95436. * Creates a data url from a given string content
  95437. * @param content defines the content to convert
  95438. * @returns the new data url link
  95439. */
  95440. static FileAsURL(content: string): string;
  95441. /**
  95442. * Format the given number to a specific decimal format
  95443. * @param value defines the number to format
  95444. * @param decimals defines the number of decimals to use
  95445. * @returns the formatted string
  95446. */
  95447. static Format(value: number, decimals?: number): string;
  95448. /**
  95449. * Tries to copy an object by duplicating every property
  95450. * @param source defines the source object
  95451. * @param destination defines the target object
  95452. * @param doNotCopyList defines a list of properties to avoid
  95453. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  95454. */
  95455. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  95456. /**
  95457. * Gets a boolean indicating if the given object has no own property
  95458. * @param obj defines the object to test
  95459. * @returns true if object has no own property
  95460. */
  95461. static IsEmpty(obj: any): boolean;
  95462. /**
  95463. * Function used to register events at window level
  95464. * @param events defines the events to register
  95465. */
  95466. static RegisterTopRootEvents(events: {
  95467. name: string;
  95468. handler: Nullable<(e: FocusEvent) => any>;
  95469. }[]): void;
  95470. /**
  95471. * Function used to unregister events from window level
  95472. * @param events defines the events to unregister
  95473. */
  95474. static UnregisterTopRootEvents(events: {
  95475. name: string;
  95476. handler: Nullable<(e: FocusEvent) => any>;
  95477. }[]): void;
  95478. /**
  95479. * @ignore
  95480. */
  95481. static _ScreenshotCanvas: HTMLCanvasElement;
  95482. /**
  95483. * Dumps the current bound framebuffer
  95484. * @param width defines the rendering width
  95485. * @param height defines the rendering height
  95486. * @param engine defines the hosting engine
  95487. * @param successCallback defines the callback triggered once the data are available
  95488. * @param mimeType defines the mime type of the result
  95489. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  95490. */
  95491. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  95492. /**
  95493. * Converts the canvas data to blob.
  95494. * This acts as a polyfill for browsers not supporting the to blob function.
  95495. * @param canvas Defines the canvas to extract the data from
  95496. * @param successCallback Defines the callback triggered once the data are available
  95497. * @param mimeType Defines the mime type of the result
  95498. */
  95499. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  95500. /**
  95501. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  95502. * @param successCallback defines the callback triggered once the data are available
  95503. * @param mimeType defines the mime type of the result
  95504. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  95505. */
  95506. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  95507. /**
  95508. * Downloads a blob in the browser
  95509. * @param blob defines the blob to download
  95510. * @param fileName defines the name of the downloaded file
  95511. */
  95512. static Download(blob: Blob, fileName: string): void;
  95513. /**
  95514. * Captures a screenshot of the current rendering
  95515. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95516. * @param engine defines the rendering engine
  95517. * @param camera defines the source camera
  95518. * @param size This parameter can be set to a single number or to an object with the
  95519. * following (optional) properties: precision, width, height. If a single number is passed,
  95520. * it will be used for both width and height. If an object is passed, the screenshot size
  95521. * will be derived from the parameters. The precision property is a multiplier allowing
  95522. * rendering at a higher or lower resolution
  95523. * @param successCallback defines the callback receives a single parameter which contains the
  95524. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  95525. * src parameter of an <img> to display it
  95526. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  95527. * Check your browser for supported MIME types
  95528. */
  95529. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  95530. /**
  95531. * Generates an image screenshot from the specified camera.
  95532. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95533. * @param engine The engine to use for rendering
  95534. * @param camera The camera to use for rendering
  95535. * @param size This parameter can be set to a single number or to an object with the
  95536. * following (optional) properties: precision, width, height. If a single number is passed,
  95537. * it will be used for both width and height. If an object is passed, the screenshot size
  95538. * will be derived from the parameters. The precision property is a multiplier allowing
  95539. * rendering at a higher or lower resolution
  95540. * @param successCallback The callback receives a single parameter which contains the
  95541. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  95542. * src parameter of an <img> to display it
  95543. * @param mimeType The MIME type of the screenshot image (default: image/png).
  95544. * Check your browser for supported MIME types
  95545. * @param samples Texture samples (default: 1)
  95546. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  95547. * @param fileName A name for for the downloaded file.
  95548. */
  95549. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  95550. /**
  95551. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  95552. * Be aware Math.random() could cause collisions, but:
  95553. * "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"
  95554. * @returns a pseudo random id
  95555. */
  95556. static RandomId(): string;
  95557. /**
  95558. * Test if the given uri is a base64 string
  95559. * @param uri The uri to test
  95560. * @return True if the uri is a base64 string or false otherwise
  95561. */
  95562. static IsBase64(uri: string): boolean;
  95563. /**
  95564. * Decode the given base64 uri.
  95565. * @param uri The uri to decode
  95566. * @return The decoded base64 data.
  95567. */
  95568. static DecodeBase64(uri: string): ArrayBuffer;
  95569. /**
  95570. * Gets the absolute url.
  95571. * @param url the input url
  95572. * @return the absolute url
  95573. */
  95574. static GetAbsoluteUrl(url: string): string;
  95575. /**
  95576. * No log
  95577. */
  95578. static readonly NoneLogLevel: number;
  95579. /**
  95580. * Only message logs
  95581. */
  95582. static readonly MessageLogLevel: number;
  95583. /**
  95584. * Only warning logs
  95585. */
  95586. static readonly WarningLogLevel: number;
  95587. /**
  95588. * Only error logs
  95589. */
  95590. static readonly ErrorLogLevel: number;
  95591. /**
  95592. * All logs
  95593. */
  95594. static readonly AllLogLevel: number;
  95595. /**
  95596. * Gets a value indicating the number of loading errors
  95597. * @ignorenaming
  95598. */
  95599. static readonly errorsCount: number;
  95600. /**
  95601. * Callback called when a new log is added
  95602. */
  95603. static OnNewCacheEntry: (entry: string) => void;
  95604. /**
  95605. * Log a message to the console
  95606. * @param message defines the message to log
  95607. */
  95608. static Log(message: string): void;
  95609. /**
  95610. * Write a warning message to the console
  95611. * @param message defines the message to log
  95612. */
  95613. static Warn(message: string): void;
  95614. /**
  95615. * Write an error message to the console
  95616. * @param message defines the message to log
  95617. */
  95618. static Error(message: string): void;
  95619. /**
  95620. * Gets current log cache (list of logs)
  95621. */
  95622. static readonly LogCache: string;
  95623. /**
  95624. * Clears the log cache
  95625. */
  95626. static ClearLogCache(): void;
  95627. /**
  95628. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  95629. */
  95630. static LogLevels: number;
  95631. /**
  95632. * Checks if the window object exists
  95633. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  95634. */
  95635. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  95636. /**
  95637. * No performance log
  95638. */
  95639. static readonly PerformanceNoneLogLevel: number;
  95640. /**
  95641. * Use user marks to log performance
  95642. */
  95643. static readonly PerformanceUserMarkLogLevel: number;
  95644. /**
  95645. * Log performance to the console
  95646. */
  95647. static readonly PerformanceConsoleLogLevel: number;
  95648. private static _performance;
  95649. /**
  95650. * Sets the current performance log level
  95651. */
  95652. static PerformanceLogLevel: number;
  95653. private static _StartPerformanceCounterDisabled;
  95654. private static _EndPerformanceCounterDisabled;
  95655. private static _StartUserMark;
  95656. private static _EndUserMark;
  95657. private static _StartPerformanceConsole;
  95658. private static _EndPerformanceConsole;
  95659. /**
  95660. * Starts a performance counter
  95661. */
  95662. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  95663. /**
  95664. * Ends a specific performance coutner
  95665. */
  95666. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  95667. /**
  95668. * Gets either window.performance.now() if supported or Date.now() else
  95669. */
  95670. static readonly Now: number;
  95671. /**
  95672. * This method will return the name of the class used to create the instance of the given object.
  95673. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  95674. * @param object the object to get the class name from
  95675. * @param isType defines if the object is actually a type
  95676. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  95677. */
  95678. static GetClassName(object: any, isType?: boolean): string;
  95679. /**
  95680. * Gets the first element of an array satisfying a given predicate
  95681. * @param array defines the array to browse
  95682. * @param predicate defines the predicate to use
  95683. * @returns null if not found or the element
  95684. */
  95685. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  95686. /**
  95687. * This method will return the name of the full name of the class, including its owning module (if any).
  95688. * 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).
  95689. * @param object the object to get the class name from
  95690. * @param isType defines if the object is actually a type
  95691. * @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.
  95692. * @ignorenaming
  95693. */
  95694. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  95695. /**
  95696. * Returns a promise that resolves after the given amount of time.
  95697. * @param delay Number of milliseconds to delay
  95698. * @returns Promise that resolves after the given amount of time
  95699. */
  95700. static DelayAsync(delay: number): Promise<void>;
  95701. }
  95702. /**
  95703. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  95704. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  95705. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  95706. * @param name The name of the class, case should be preserved
  95707. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  95708. */
  95709. export function className(name: string, module?: string): (target: Object) => void;
  95710. /**
  95711. * An implementation of a loop for asynchronous functions.
  95712. */
  95713. export class AsyncLoop {
  95714. /**
  95715. * Defines the number of iterations for the loop
  95716. */
  95717. iterations: number;
  95718. /**
  95719. * Defines the current index of the loop.
  95720. */
  95721. index: number;
  95722. private _done;
  95723. private _fn;
  95724. private _successCallback;
  95725. /**
  95726. * Constructor.
  95727. * @param iterations the number of iterations.
  95728. * @param func the function to run each iteration
  95729. * @param successCallback the callback that will be called upon succesful execution
  95730. * @param offset starting offset.
  95731. */
  95732. constructor(
  95733. /**
  95734. * Defines the number of iterations for the loop
  95735. */
  95736. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  95737. /**
  95738. * Execute the next iteration. Must be called after the last iteration was finished.
  95739. */
  95740. executeNext(): void;
  95741. /**
  95742. * Break the loop and run the success callback.
  95743. */
  95744. breakLoop(): void;
  95745. /**
  95746. * Create and run an async loop.
  95747. * @param iterations the number of iterations.
  95748. * @param fn the function to run each iteration
  95749. * @param successCallback the callback that will be called upon succesful execution
  95750. * @param offset starting offset.
  95751. * @returns the created async loop object
  95752. */
  95753. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  95754. /**
  95755. * A for-loop that will run a given number of iterations synchronous and the rest async.
  95756. * @param iterations total number of iterations
  95757. * @param syncedIterations number of synchronous iterations in each async iteration.
  95758. * @param fn the function to call each iteration.
  95759. * @param callback a success call back that will be called when iterating stops.
  95760. * @param breakFunction a break condition (optional)
  95761. * @param timeout timeout settings for the setTimeout function. default - 0.
  95762. * @returns the created async loop object
  95763. */
  95764. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  95765. }
  95766. }
  95767. declare module BABYLON {
  95768. /** @hidden */
  95769. export interface ICollisionCoordinator {
  95770. createCollider(): Collider;
  95771. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  95772. init(scene: Scene): void;
  95773. }
  95774. /** @hidden */
  95775. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  95776. private _scene;
  95777. private _scaledPosition;
  95778. private _scaledVelocity;
  95779. private _finalPosition;
  95780. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  95781. createCollider(): Collider;
  95782. init(scene: Scene): void;
  95783. private _collideWithWorld;
  95784. }
  95785. }
  95786. declare module BABYLON {
  95787. /**
  95788. * Class used to manage all inputs for the scene.
  95789. */
  95790. export class InputManager {
  95791. /** The distance in pixel that you have to move to prevent some events */
  95792. static DragMovementThreshold: number;
  95793. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  95794. static LongPressDelay: number;
  95795. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  95796. static DoubleClickDelay: number;
  95797. /** If you need to check double click without raising a single click at first click, enable this flag */
  95798. static ExclusiveDoubleClickMode: boolean;
  95799. private _wheelEventName;
  95800. private _onPointerMove;
  95801. private _onPointerDown;
  95802. private _onPointerUp;
  95803. private _initClickEvent;
  95804. private _initActionManager;
  95805. private _delayedSimpleClick;
  95806. private _delayedSimpleClickTimeout;
  95807. private _previousDelayedSimpleClickTimeout;
  95808. private _meshPickProceed;
  95809. private _previousButtonPressed;
  95810. private _currentPickResult;
  95811. private _previousPickResult;
  95812. private _totalPointersPressed;
  95813. private _doubleClickOccured;
  95814. private _pointerOverMesh;
  95815. private _pickedDownMesh;
  95816. private _pickedUpMesh;
  95817. private _pointerX;
  95818. private _pointerY;
  95819. private _unTranslatedPointerX;
  95820. private _unTranslatedPointerY;
  95821. private _startingPointerPosition;
  95822. private _previousStartingPointerPosition;
  95823. private _startingPointerTime;
  95824. private _previousStartingPointerTime;
  95825. private _pointerCaptures;
  95826. private _onKeyDown;
  95827. private _onKeyUp;
  95828. private _onCanvasFocusObserver;
  95829. private _onCanvasBlurObserver;
  95830. private _scene;
  95831. /**
  95832. * Creates a new InputManager
  95833. * @param scene defines the hosting scene
  95834. */
  95835. constructor(scene: Scene);
  95836. /**
  95837. * Gets the mesh that is currently under the pointer
  95838. */
  95839. readonly meshUnderPointer: Nullable<AbstractMesh>;
  95840. /**
  95841. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  95842. */
  95843. readonly unTranslatedPointer: Vector2;
  95844. /**
  95845. * Gets or sets the current on-screen X position of the pointer
  95846. */
  95847. pointerX: number;
  95848. /**
  95849. * Gets or sets the current on-screen Y position of the pointer
  95850. */
  95851. pointerY: number;
  95852. private _updatePointerPosition;
  95853. private _processPointerMove;
  95854. private _setRayOnPointerInfo;
  95855. private _checkPrePointerObservable;
  95856. /**
  95857. * Use this method to simulate a pointer move on a mesh
  95858. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  95859. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  95860. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  95861. */
  95862. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  95863. /**
  95864. * Use this method to simulate a pointer down on a mesh
  95865. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  95866. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  95867. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  95868. */
  95869. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  95870. private _processPointerDown;
  95871. /** @hidden */
  95872. _isPointerSwiping(): boolean;
  95873. /**
  95874. * Use this method to simulate a pointer up on a mesh
  95875. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  95876. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  95877. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  95878. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  95879. */
  95880. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  95881. private _processPointerUp;
  95882. /**
  95883. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  95884. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  95885. * @returns true if the pointer was captured
  95886. */
  95887. isPointerCaptured(pointerId?: number): boolean;
  95888. /**
  95889. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  95890. * @param attachUp defines if you want to attach events to pointerup
  95891. * @param attachDown defines if you want to attach events to pointerdown
  95892. * @param attachMove defines if you want to attach events to pointermove
  95893. */
  95894. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  95895. /**
  95896. * Detaches all event handlers
  95897. */
  95898. detachControl(): void;
  95899. /**
  95900. * Force the value of meshUnderPointer
  95901. * @param mesh defines the mesh to use
  95902. */
  95903. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  95904. /**
  95905. * Gets the mesh under the pointer
  95906. * @returns a Mesh or null if no mesh is under the pointer
  95907. */
  95908. getPointerOverMesh(): Nullable<AbstractMesh>;
  95909. }
  95910. }
  95911. declare module BABYLON {
  95912. /**
  95913. * Helper class used to generate session unique ID
  95914. */
  95915. export class UniqueIdGenerator {
  95916. private static _UniqueIdCounter;
  95917. /**
  95918. * Gets an unique (relatively to the current scene) Id
  95919. */
  95920. static readonly UniqueId: number;
  95921. }
  95922. }
  95923. declare module BABYLON {
  95924. /**
  95925. * This class defines the direct association between an animation and a target
  95926. */
  95927. export class TargetedAnimation {
  95928. /**
  95929. * Animation to perform
  95930. */
  95931. animation: Animation;
  95932. /**
  95933. * Target to animate
  95934. */
  95935. target: any;
  95936. /**
  95937. * Serialize the object
  95938. * @returns the JSON object representing the current entity
  95939. */
  95940. serialize(): any;
  95941. }
  95942. /**
  95943. * Use this class to create coordinated animations on multiple targets
  95944. */
  95945. export class AnimationGroup implements IDisposable {
  95946. /** The name of the animation group */
  95947. name: string;
  95948. private _scene;
  95949. private _targetedAnimations;
  95950. private _animatables;
  95951. private _from;
  95952. private _to;
  95953. private _isStarted;
  95954. private _isPaused;
  95955. private _speedRatio;
  95956. private _loopAnimation;
  95957. /**
  95958. * Gets or sets the unique id of the node
  95959. */
  95960. uniqueId: number;
  95961. /**
  95962. * This observable will notify when one animation have ended
  95963. */
  95964. onAnimationEndObservable: Observable<TargetedAnimation>;
  95965. /**
  95966. * Observer raised when one animation loops
  95967. */
  95968. onAnimationLoopObservable: Observable<TargetedAnimation>;
  95969. /**
  95970. * This observable will notify when all animations have ended.
  95971. */
  95972. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  95973. /**
  95974. * This observable will notify when all animations have paused.
  95975. */
  95976. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  95977. /**
  95978. * This observable will notify when all animations are playing.
  95979. */
  95980. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  95981. /**
  95982. * Gets the first frame
  95983. */
  95984. readonly from: number;
  95985. /**
  95986. * Gets the last frame
  95987. */
  95988. readonly to: number;
  95989. /**
  95990. * Define if the animations are started
  95991. */
  95992. readonly isStarted: boolean;
  95993. /**
  95994. * Gets a value indicating that the current group is playing
  95995. */
  95996. readonly isPlaying: boolean;
  95997. /**
  95998. * Gets or sets the speed ratio to use for all animations
  95999. */
  96000. /**
  96001. * Gets or sets the speed ratio to use for all animations
  96002. */
  96003. speedRatio: number;
  96004. /**
  96005. * Gets or sets if all animations should loop or not
  96006. */
  96007. loopAnimation: boolean;
  96008. /**
  96009. * Gets the targeted animations for this animation group
  96010. */
  96011. readonly targetedAnimations: Array<TargetedAnimation>;
  96012. /**
  96013. * returning the list of animatables controlled by this animation group.
  96014. */
  96015. readonly animatables: Array<Animatable>;
  96016. /**
  96017. * Instantiates a new Animation Group.
  96018. * This helps managing several animations at once.
  96019. * @see http://doc.babylonjs.com/how_to/group
  96020. * @param name Defines the name of the group
  96021. * @param scene Defines the scene the group belongs to
  96022. */
  96023. constructor(
  96024. /** The name of the animation group */
  96025. name: string, scene?: Nullable<Scene>);
  96026. /**
  96027. * Add an animation (with its target) in the group
  96028. * @param animation defines the animation we want to add
  96029. * @param target defines the target of the animation
  96030. * @returns the TargetedAnimation object
  96031. */
  96032. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  96033. /**
  96034. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  96035. * It can add constant keys at begin or end
  96036. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  96037. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  96038. * @returns the animation group
  96039. */
  96040. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  96041. /**
  96042. * Start all animations on given targets
  96043. * @param loop defines if animations must loop
  96044. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  96045. * @param from defines the from key (optional)
  96046. * @param to defines the to key (optional)
  96047. * @returns the current animation group
  96048. */
  96049. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  96050. /**
  96051. * Pause all animations
  96052. * @returns the animation group
  96053. */
  96054. pause(): AnimationGroup;
  96055. /**
  96056. * Play all animations to initial state
  96057. * This function will start() the animations if they were not started or will restart() them if they were paused
  96058. * @param loop defines if animations must loop
  96059. * @returns the animation group
  96060. */
  96061. play(loop?: boolean): AnimationGroup;
  96062. /**
  96063. * Reset all animations to initial state
  96064. * @returns the animation group
  96065. */
  96066. reset(): AnimationGroup;
  96067. /**
  96068. * Restart animations from key 0
  96069. * @returns the animation group
  96070. */
  96071. restart(): AnimationGroup;
  96072. /**
  96073. * Stop all animations
  96074. * @returns the animation group
  96075. */
  96076. stop(): AnimationGroup;
  96077. /**
  96078. * Set animation weight for all animatables
  96079. * @param weight defines the weight to use
  96080. * @return the animationGroup
  96081. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96082. */
  96083. setWeightForAllAnimatables(weight: number): AnimationGroup;
  96084. /**
  96085. * Synchronize and normalize all animatables with a source animatable
  96086. * @param root defines the root animatable to synchronize with
  96087. * @return the animationGroup
  96088. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96089. */
  96090. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  96091. /**
  96092. * Goes to a specific frame in this animation group
  96093. * @param frame the frame number to go to
  96094. * @return the animationGroup
  96095. */
  96096. goToFrame(frame: number): AnimationGroup;
  96097. /**
  96098. * Dispose all associated resources
  96099. */
  96100. dispose(): void;
  96101. private _checkAnimationGroupEnded;
  96102. /**
  96103. * Clone the current animation group and returns a copy
  96104. * @param newName defines the name of the new group
  96105. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  96106. * @returns the new aniamtion group
  96107. */
  96108. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  96109. /**
  96110. * Serializes the animationGroup to an object
  96111. * @returns Serialized object
  96112. */
  96113. serialize(): any;
  96114. /**
  96115. * Returns a new AnimationGroup object parsed from the source provided.
  96116. * @param parsedAnimationGroup defines the source
  96117. * @param scene defines the scene that will receive the animationGroup
  96118. * @returns a new AnimationGroup
  96119. */
  96120. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  96121. /**
  96122. * Returns the string "AnimationGroup"
  96123. * @returns "AnimationGroup"
  96124. */
  96125. getClassName(): string;
  96126. /**
  96127. * Creates a detailled string about the object
  96128. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  96129. * @returns a string representing the object
  96130. */
  96131. toString(fullDetails?: boolean): string;
  96132. }
  96133. }
  96134. declare module BABYLON {
  96135. /**
  96136. * Define an interface for all classes that will hold resources
  96137. */
  96138. export interface IDisposable {
  96139. /**
  96140. * Releases all held resources
  96141. */
  96142. dispose(): void;
  96143. }
  96144. /** Interface defining initialization parameters for Scene class */
  96145. export interface SceneOptions {
  96146. /**
  96147. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  96148. * It will improve performance when the number of geometries becomes important.
  96149. */
  96150. useGeometryUniqueIdsMap?: boolean;
  96151. /**
  96152. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  96153. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96154. */
  96155. useMaterialMeshMap?: boolean;
  96156. /**
  96157. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  96158. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96159. */
  96160. useClonedMeshhMap?: boolean;
  96161. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  96162. virtual?: boolean;
  96163. }
  96164. /**
  96165. * Represents a scene to be rendered by the engine.
  96166. * @see http://doc.babylonjs.com/features/scene
  96167. */
  96168. export class Scene extends AbstractScene implements IAnimatable {
  96169. /** The fog is deactivated */
  96170. static readonly FOGMODE_NONE: number;
  96171. /** The fog density is following an exponential function */
  96172. static readonly FOGMODE_EXP: number;
  96173. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  96174. static readonly FOGMODE_EXP2: number;
  96175. /** The fog density is following a linear function. */
  96176. static readonly FOGMODE_LINEAR: number;
  96177. /**
  96178. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  96179. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96180. */
  96181. static MinDeltaTime: number;
  96182. /**
  96183. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  96184. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96185. */
  96186. static MaxDeltaTime: number;
  96187. /**
  96188. * Factory used to create the default material.
  96189. * @param name The name of the material to create
  96190. * @param scene The scene to create the material for
  96191. * @returns The default material
  96192. */
  96193. static DefaultMaterialFactory(scene: Scene): Material;
  96194. /**
  96195. * Factory used to create the a collision coordinator.
  96196. * @returns The collision coordinator
  96197. */
  96198. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  96199. /** @hidden */
  96200. _inputManager: InputManager;
  96201. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  96202. cameraToUseForPointers: Nullable<Camera>;
  96203. /** @hidden */
  96204. readonly _isScene: boolean;
  96205. /**
  96206. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  96207. */
  96208. autoClear: boolean;
  96209. /**
  96210. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  96211. */
  96212. autoClearDepthAndStencil: boolean;
  96213. /**
  96214. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  96215. */
  96216. clearColor: Color4;
  96217. /**
  96218. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  96219. */
  96220. ambientColor: Color3;
  96221. /**
  96222. * This is use to store the default BRDF lookup for PBR materials in your scene.
  96223. * It should only be one of the following (if not the default embedded one):
  96224. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  96225. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  96226. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  96227. * The material properties need to be setup according to the type of texture in use.
  96228. */
  96229. environmentBRDFTexture: BaseTexture;
  96230. /** @hidden */
  96231. protected _environmentTexture: Nullable<BaseTexture>;
  96232. /**
  96233. * Texture used in all pbr material as the reflection texture.
  96234. * As in the majority of the scene they are the same (exception for multi room and so on),
  96235. * this is easier to reference from here than from all the materials.
  96236. */
  96237. /**
  96238. * Texture used in all pbr material as the reflection texture.
  96239. * As in the majority of the scene they are the same (exception for multi room and so on),
  96240. * this is easier to set here than in all the materials.
  96241. */
  96242. environmentTexture: Nullable<BaseTexture>;
  96243. /** @hidden */
  96244. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  96245. /**
  96246. * Default image processing configuration used either in the rendering
  96247. * Forward main pass or through the imageProcessingPostProcess if present.
  96248. * As in the majority of the scene they are the same (exception for multi camera),
  96249. * this is easier to reference from here than from all the materials and post process.
  96250. *
  96251. * No setter as we it is a shared configuration, you can set the values instead.
  96252. */
  96253. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  96254. private _forceWireframe;
  96255. /**
  96256. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  96257. */
  96258. forceWireframe: boolean;
  96259. private _forcePointsCloud;
  96260. /**
  96261. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  96262. */
  96263. forcePointsCloud: boolean;
  96264. /**
  96265. * Gets or sets the active clipplane 1
  96266. */
  96267. clipPlane: Nullable<Plane>;
  96268. /**
  96269. * Gets or sets the active clipplane 2
  96270. */
  96271. clipPlane2: Nullable<Plane>;
  96272. /**
  96273. * Gets or sets the active clipplane 3
  96274. */
  96275. clipPlane3: Nullable<Plane>;
  96276. /**
  96277. * Gets or sets the active clipplane 4
  96278. */
  96279. clipPlane4: Nullable<Plane>;
  96280. /**
  96281. * Gets or sets a boolean indicating if animations are enabled
  96282. */
  96283. animationsEnabled: boolean;
  96284. private _animationPropertiesOverride;
  96285. /**
  96286. * Gets or sets the animation properties override
  96287. */
  96288. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  96289. /**
  96290. * Gets or sets a boolean indicating if a constant deltatime has to be used
  96291. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  96292. */
  96293. useConstantAnimationDeltaTime: boolean;
  96294. /**
  96295. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  96296. * Please note that it requires to run a ray cast through the scene on every frame
  96297. */
  96298. constantlyUpdateMeshUnderPointer: boolean;
  96299. /**
  96300. * Defines the HTML cursor to use when hovering over interactive elements
  96301. */
  96302. hoverCursor: string;
  96303. /**
  96304. * Defines the HTML default cursor to use (empty by default)
  96305. */
  96306. defaultCursor: string;
  96307. /**
  96308. * This is used to call preventDefault() on pointer down
  96309. * in order to block unwanted artifacts like system double clicks
  96310. */
  96311. preventDefaultOnPointerDown: boolean;
  96312. /**
  96313. * This is used to call preventDefault() on pointer up
  96314. * in order to block unwanted artifacts like system double clicks
  96315. */
  96316. preventDefaultOnPointerUp: boolean;
  96317. /**
  96318. * Gets or sets user defined metadata
  96319. */
  96320. metadata: any;
  96321. /**
  96322. * For internal use only. Please do not use.
  96323. */
  96324. reservedDataStore: any;
  96325. /**
  96326. * Gets the name of the plugin used to load this scene (null by default)
  96327. */
  96328. loadingPluginName: string;
  96329. /**
  96330. * Use this array to add regular expressions used to disable offline support for specific urls
  96331. */
  96332. disableOfflineSupportExceptionRules: RegExp[];
  96333. /**
  96334. * An event triggered when the scene is disposed.
  96335. */
  96336. onDisposeObservable: Observable<Scene>;
  96337. private _onDisposeObserver;
  96338. /** Sets a function to be executed when this scene is disposed. */
  96339. onDispose: () => void;
  96340. /**
  96341. * An event triggered before rendering the scene (right after animations and physics)
  96342. */
  96343. onBeforeRenderObservable: Observable<Scene>;
  96344. private _onBeforeRenderObserver;
  96345. /** Sets a function to be executed before rendering this scene */
  96346. beforeRender: Nullable<() => void>;
  96347. /**
  96348. * An event triggered after rendering the scene
  96349. */
  96350. onAfterRenderObservable: Observable<Scene>;
  96351. /**
  96352. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  96353. */
  96354. onAfterRenderCameraObservable: Observable<Camera>;
  96355. private _onAfterRenderObserver;
  96356. /** Sets a function to be executed after rendering this scene */
  96357. afterRender: Nullable<() => void>;
  96358. /**
  96359. * An event triggered before animating the scene
  96360. */
  96361. onBeforeAnimationsObservable: Observable<Scene>;
  96362. /**
  96363. * An event triggered after animations processing
  96364. */
  96365. onAfterAnimationsObservable: Observable<Scene>;
  96366. /**
  96367. * An event triggered before draw calls are ready to be sent
  96368. */
  96369. onBeforeDrawPhaseObservable: Observable<Scene>;
  96370. /**
  96371. * An event triggered after draw calls have been sent
  96372. */
  96373. onAfterDrawPhaseObservable: Observable<Scene>;
  96374. /**
  96375. * An event triggered when the scene is ready
  96376. */
  96377. onReadyObservable: Observable<Scene>;
  96378. /**
  96379. * An event triggered before rendering a camera
  96380. */
  96381. onBeforeCameraRenderObservable: Observable<Camera>;
  96382. private _onBeforeCameraRenderObserver;
  96383. /** Sets a function to be executed before rendering a camera*/
  96384. beforeCameraRender: () => void;
  96385. /**
  96386. * An event triggered after rendering a camera
  96387. */
  96388. onAfterCameraRenderObservable: Observable<Camera>;
  96389. private _onAfterCameraRenderObserver;
  96390. /** Sets a function to be executed after rendering a camera*/
  96391. afterCameraRender: () => void;
  96392. /**
  96393. * An event triggered when active meshes evaluation is about to start
  96394. */
  96395. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  96396. /**
  96397. * An event triggered when active meshes evaluation is done
  96398. */
  96399. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  96400. /**
  96401. * An event triggered when particles rendering is about to start
  96402. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  96403. */
  96404. onBeforeParticlesRenderingObservable: Observable<Scene>;
  96405. /**
  96406. * An event triggered when particles rendering is done
  96407. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  96408. */
  96409. onAfterParticlesRenderingObservable: Observable<Scene>;
  96410. /**
  96411. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  96412. */
  96413. onDataLoadedObservable: Observable<Scene>;
  96414. /**
  96415. * An event triggered when a camera is created
  96416. */
  96417. onNewCameraAddedObservable: Observable<Camera>;
  96418. /**
  96419. * An event triggered when a camera is removed
  96420. */
  96421. onCameraRemovedObservable: Observable<Camera>;
  96422. /**
  96423. * An event triggered when a light is created
  96424. */
  96425. onNewLightAddedObservable: Observable<Light>;
  96426. /**
  96427. * An event triggered when a light is removed
  96428. */
  96429. onLightRemovedObservable: Observable<Light>;
  96430. /**
  96431. * An event triggered when a geometry is created
  96432. */
  96433. onNewGeometryAddedObservable: Observable<Geometry>;
  96434. /**
  96435. * An event triggered when a geometry is removed
  96436. */
  96437. onGeometryRemovedObservable: Observable<Geometry>;
  96438. /**
  96439. * An event triggered when a transform node is created
  96440. */
  96441. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  96442. /**
  96443. * An event triggered when a transform node is removed
  96444. */
  96445. onTransformNodeRemovedObservable: Observable<TransformNode>;
  96446. /**
  96447. * An event triggered when a mesh is created
  96448. */
  96449. onNewMeshAddedObservable: Observable<AbstractMesh>;
  96450. /**
  96451. * An event triggered when a mesh is removed
  96452. */
  96453. onMeshRemovedObservable: Observable<AbstractMesh>;
  96454. /**
  96455. * An event triggered when a skeleton is created
  96456. */
  96457. onNewSkeletonAddedObservable: Observable<Skeleton>;
  96458. /**
  96459. * An event triggered when a skeleton is removed
  96460. */
  96461. onSkeletonRemovedObservable: Observable<Skeleton>;
  96462. /**
  96463. * An event triggered when a material is created
  96464. */
  96465. onNewMaterialAddedObservable: Observable<Material>;
  96466. /**
  96467. * An event triggered when a material is removed
  96468. */
  96469. onMaterialRemovedObservable: Observable<Material>;
  96470. /**
  96471. * An event triggered when a texture is created
  96472. */
  96473. onNewTextureAddedObservable: Observable<BaseTexture>;
  96474. /**
  96475. * An event triggered when a texture is removed
  96476. */
  96477. onTextureRemovedObservable: Observable<BaseTexture>;
  96478. /**
  96479. * An event triggered when render targets are about to be rendered
  96480. * Can happen multiple times per frame.
  96481. */
  96482. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  96483. /**
  96484. * An event triggered when render targets were rendered.
  96485. * Can happen multiple times per frame.
  96486. */
  96487. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  96488. /**
  96489. * An event triggered before calculating deterministic simulation step
  96490. */
  96491. onBeforeStepObservable: Observable<Scene>;
  96492. /**
  96493. * An event triggered after calculating deterministic simulation step
  96494. */
  96495. onAfterStepObservable: Observable<Scene>;
  96496. /**
  96497. * An event triggered when the activeCamera property is updated
  96498. */
  96499. onActiveCameraChanged: Observable<Scene>;
  96500. /**
  96501. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  96502. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  96503. * 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)
  96504. */
  96505. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  96506. /**
  96507. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  96508. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  96509. * 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)
  96510. */
  96511. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  96512. /**
  96513. * This Observable will when a mesh has been imported into the scene.
  96514. */
  96515. onMeshImportedObservable: Observable<AbstractMesh>;
  96516. /**
  96517. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  96518. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  96519. */
  96520. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  96521. /** @hidden */
  96522. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  96523. /**
  96524. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  96525. */
  96526. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  96527. /**
  96528. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  96529. */
  96530. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  96531. /**
  96532. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  96533. */
  96534. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  96535. /** Callback called when a pointer move is detected */
  96536. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  96537. /** Callback called when a pointer down is detected */
  96538. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  96539. /** Callback called when a pointer up is detected */
  96540. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  96541. /** Callback called when a pointer pick is detected */
  96542. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  96543. /**
  96544. * 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).
  96545. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  96546. */
  96547. onPrePointerObservable: Observable<PointerInfoPre>;
  96548. /**
  96549. * Observable event triggered each time an input event is received from the rendering canvas
  96550. */
  96551. onPointerObservable: Observable<PointerInfo>;
  96552. /**
  96553. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  96554. */
  96555. readonly unTranslatedPointer: Vector2;
  96556. /**
  96557. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  96558. */
  96559. static DragMovementThreshold: number;
  96560. /**
  96561. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  96562. */
  96563. static LongPressDelay: number;
  96564. /**
  96565. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  96566. */
  96567. static DoubleClickDelay: number;
  96568. /** If you need to check double click without raising a single click at first click, enable this flag */
  96569. static ExclusiveDoubleClickMode: boolean;
  96570. /** @hidden */
  96571. _mirroredCameraPosition: Nullable<Vector3>;
  96572. /**
  96573. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  96574. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  96575. */
  96576. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  96577. /**
  96578. * Observable event triggered each time an keyboard event is received from the hosting window
  96579. */
  96580. onKeyboardObservable: Observable<KeyboardInfo>;
  96581. private _useRightHandedSystem;
  96582. /**
  96583. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  96584. */
  96585. useRightHandedSystem: boolean;
  96586. private _timeAccumulator;
  96587. private _currentStepId;
  96588. private _currentInternalStep;
  96589. /**
  96590. * Sets the step Id used by deterministic lock step
  96591. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96592. * @param newStepId defines the step Id
  96593. */
  96594. setStepId(newStepId: number): void;
  96595. /**
  96596. * Gets the step Id used by deterministic lock step
  96597. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96598. * @returns the step Id
  96599. */
  96600. getStepId(): number;
  96601. /**
  96602. * Gets the internal step used by deterministic lock step
  96603. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96604. * @returns the internal step
  96605. */
  96606. getInternalStep(): number;
  96607. private _fogEnabled;
  96608. /**
  96609. * Gets or sets a boolean indicating if fog is enabled on this scene
  96610. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96611. * (Default is true)
  96612. */
  96613. fogEnabled: boolean;
  96614. private _fogMode;
  96615. /**
  96616. * Gets or sets the fog mode to use
  96617. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96618. * | mode | value |
  96619. * | --- | --- |
  96620. * | FOGMODE_NONE | 0 |
  96621. * | FOGMODE_EXP | 1 |
  96622. * | FOGMODE_EXP2 | 2 |
  96623. * | FOGMODE_LINEAR | 3 |
  96624. */
  96625. fogMode: number;
  96626. /**
  96627. * Gets or sets the fog color to use
  96628. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96629. * (Default is Color3(0.2, 0.2, 0.3))
  96630. */
  96631. fogColor: Color3;
  96632. /**
  96633. * Gets or sets the fog density to use
  96634. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96635. * (Default is 0.1)
  96636. */
  96637. fogDensity: number;
  96638. /**
  96639. * Gets or sets the fog start distance to use
  96640. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96641. * (Default is 0)
  96642. */
  96643. fogStart: number;
  96644. /**
  96645. * Gets or sets the fog end distance to use
  96646. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96647. * (Default is 1000)
  96648. */
  96649. fogEnd: number;
  96650. private _shadowsEnabled;
  96651. /**
  96652. * Gets or sets a boolean indicating if shadows are enabled on this scene
  96653. */
  96654. shadowsEnabled: boolean;
  96655. private _lightsEnabled;
  96656. /**
  96657. * Gets or sets a boolean indicating if lights are enabled on this scene
  96658. */
  96659. lightsEnabled: boolean;
  96660. /** All of the active cameras added to this scene. */
  96661. activeCameras: Camera[];
  96662. /** @hidden */
  96663. _activeCamera: Nullable<Camera>;
  96664. /** Gets or sets the current active camera */
  96665. activeCamera: Nullable<Camera>;
  96666. private _defaultMaterial;
  96667. /** The default material used on meshes when no material is affected */
  96668. /** The default material used on meshes when no material is affected */
  96669. defaultMaterial: Material;
  96670. private _texturesEnabled;
  96671. /**
  96672. * Gets or sets a boolean indicating if textures are enabled on this scene
  96673. */
  96674. texturesEnabled: boolean;
  96675. /**
  96676. * Gets or sets a boolean indicating if particles are enabled on this scene
  96677. */
  96678. particlesEnabled: boolean;
  96679. /**
  96680. * Gets or sets a boolean indicating if sprites are enabled on this scene
  96681. */
  96682. spritesEnabled: boolean;
  96683. private _skeletonsEnabled;
  96684. /**
  96685. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  96686. */
  96687. skeletonsEnabled: boolean;
  96688. /**
  96689. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  96690. */
  96691. lensFlaresEnabled: boolean;
  96692. /**
  96693. * Gets or sets a boolean indicating if collisions are enabled on this scene
  96694. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  96695. */
  96696. collisionsEnabled: boolean;
  96697. private _collisionCoordinator;
  96698. /** @hidden */
  96699. readonly collisionCoordinator: ICollisionCoordinator;
  96700. /**
  96701. * Defines the gravity applied to this scene (used only for collisions)
  96702. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  96703. */
  96704. gravity: Vector3;
  96705. /**
  96706. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  96707. */
  96708. postProcessesEnabled: boolean;
  96709. /**
  96710. * The list of postprocesses added to the scene
  96711. */
  96712. postProcesses: PostProcess[];
  96713. /**
  96714. * Gets the current postprocess manager
  96715. */
  96716. postProcessManager: PostProcessManager;
  96717. /**
  96718. * Gets or sets a boolean indicating if render targets are enabled on this scene
  96719. */
  96720. renderTargetsEnabled: boolean;
  96721. /**
  96722. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  96723. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  96724. */
  96725. dumpNextRenderTargets: boolean;
  96726. /**
  96727. * The list of user defined render targets added to the scene
  96728. */
  96729. customRenderTargets: RenderTargetTexture[];
  96730. /**
  96731. * Defines if texture loading must be delayed
  96732. * If true, textures will only be loaded when they need to be rendered
  96733. */
  96734. useDelayedTextureLoading: boolean;
  96735. /**
  96736. * Gets the list of meshes imported to the scene through SceneLoader
  96737. */
  96738. importedMeshesFiles: String[];
  96739. /**
  96740. * Gets or sets a boolean indicating if probes are enabled on this scene
  96741. */
  96742. probesEnabled: boolean;
  96743. /**
  96744. * Gets or sets the current offline provider to use to store scene data
  96745. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  96746. */
  96747. offlineProvider: IOfflineProvider;
  96748. /**
  96749. * Gets or sets the action manager associated with the scene
  96750. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  96751. */
  96752. actionManager: AbstractActionManager;
  96753. private _meshesForIntersections;
  96754. /**
  96755. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  96756. */
  96757. proceduralTexturesEnabled: boolean;
  96758. private _engine;
  96759. private _totalVertices;
  96760. /** @hidden */
  96761. _activeIndices: PerfCounter;
  96762. /** @hidden */
  96763. _activeParticles: PerfCounter;
  96764. /** @hidden */
  96765. _activeBones: PerfCounter;
  96766. private _animationRatio;
  96767. /** @hidden */
  96768. _animationTimeLast: number;
  96769. /** @hidden */
  96770. _animationTime: number;
  96771. /**
  96772. * Gets or sets a general scale for animation speed
  96773. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  96774. */
  96775. animationTimeScale: number;
  96776. /** @hidden */
  96777. _cachedMaterial: Nullable<Material>;
  96778. /** @hidden */
  96779. _cachedEffect: Nullable<Effect>;
  96780. /** @hidden */
  96781. _cachedVisibility: Nullable<number>;
  96782. private _renderId;
  96783. private _frameId;
  96784. private _executeWhenReadyTimeoutId;
  96785. private _intermediateRendering;
  96786. private _viewUpdateFlag;
  96787. private _projectionUpdateFlag;
  96788. /** @hidden */
  96789. _toBeDisposed: Nullable<IDisposable>[];
  96790. private _activeRequests;
  96791. /** @hidden */
  96792. _pendingData: any[];
  96793. private _isDisposed;
  96794. /**
  96795. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  96796. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  96797. */
  96798. dispatchAllSubMeshesOfActiveMeshes: boolean;
  96799. private _activeMeshes;
  96800. private _processedMaterials;
  96801. private _renderTargets;
  96802. /** @hidden */
  96803. _activeParticleSystems: SmartArray<IParticleSystem>;
  96804. private _activeSkeletons;
  96805. private _softwareSkinnedMeshes;
  96806. private _renderingManager;
  96807. /** @hidden */
  96808. _activeAnimatables: Animatable[];
  96809. private _transformMatrix;
  96810. private _sceneUbo;
  96811. /** @hidden */
  96812. _viewMatrix: Matrix;
  96813. private _projectionMatrix;
  96814. /** @hidden */
  96815. _forcedViewPosition: Nullable<Vector3>;
  96816. /** @hidden */
  96817. _frustumPlanes: Plane[];
  96818. /**
  96819. * Gets the list of frustum planes (built from the active camera)
  96820. */
  96821. readonly frustumPlanes: Plane[];
  96822. /**
  96823. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  96824. * This is useful if there are more lights that the maximum simulteanous authorized
  96825. */
  96826. requireLightSorting: boolean;
  96827. /** @hidden */
  96828. readonly useMaterialMeshMap: boolean;
  96829. /** @hidden */
  96830. readonly useClonedMeshhMap: boolean;
  96831. private _externalData;
  96832. private _uid;
  96833. /**
  96834. * @hidden
  96835. * Backing store of defined scene components.
  96836. */
  96837. _components: ISceneComponent[];
  96838. /**
  96839. * @hidden
  96840. * Backing store of defined scene components.
  96841. */
  96842. _serializableComponents: ISceneSerializableComponent[];
  96843. /**
  96844. * List of components to register on the next registration step.
  96845. */
  96846. private _transientComponents;
  96847. /**
  96848. * Registers the transient components if needed.
  96849. */
  96850. private _registerTransientComponents;
  96851. /**
  96852. * @hidden
  96853. * Add a component to the scene.
  96854. * Note that the ccomponent could be registered on th next frame if this is called after
  96855. * the register component stage.
  96856. * @param component Defines the component to add to the scene
  96857. */
  96858. _addComponent(component: ISceneComponent): void;
  96859. /**
  96860. * @hidden
  96861. * Gets a component from the scene.
  96862. * @param name defines the name of the component to retrieve
  96863. * @returns the component or null if not present
  96864. */
  96865. _getComponent(name: string): Nullable<ISceneComponent>;
  96866. /**
  96867. * @hidden
  96868. * Defines the actions happening before camera updates.
  96869. */
  96870. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  96871. /**
  96872. * @hidden
  96873. * Defines the actions happening before clear the canvas.
  96874. */
  96875. _beforeClearStage: Stage<SimpleStageAction>;
  96876. /**
  96877. * @hidden
  96878. * Defines the actions when collecting render targets for the frame.
  96879. */
  96880. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  96881. /**
  96882. * @hidden
  96883. * Defines the actions happening for one camera in the frame.
  96884. */
  96885. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  96886. /**
  96887. * @hidden
  96888. * Defines the actions happening during the per mesh ready checks.
  96889. */
  96890. _isReadyForMeshStage: Stage<MeshStageAction>;
  96891. /**
  96892. * @hidden
  96893. * Defines the actions happening before evaluate active mesh checks.
  96894. */
  96895. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  96896. /**
  96897. * @hidden
  96898. * Defines the actions happening during the evaluate sub mesh checks.
  96899. */
  96900. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  96901. /**
  96902. * @hidden
  96903. * Defines the actions happening during the active mesh stage.
  96904. */
  96905. _activeMeshStage: Stage<ActiveMeshStageAction>;
  96906. /**
  96907. * @hidden
  96908. * Defines the actions happening during the per camera render target step.
  96909. */
  96910. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  96911. /**
  96912. * @hidden
  96913. * Defines the actions happening just before the active camera is drawing.
  96914. */
  96915. _beforeCameraDrawStage: Stage<CameraStageAction>;
  96916. /**
  96917. * @hidden
  96918. * Defines the actions happening just before a render target is drawing.
  96919. */
  96920. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  96921. /**
  96922. * @hidden
  96923. * Defines the actions happening just before a rendering group is drawing.
  96924. */
  96925. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  96926. /**
  96927. * @hidden
  96928. * Defines the actions happening just before a mesh is drawing.
  96929. */
  96930. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  96931. /**
  96932. * @hidden
  96933. * Defines the actions happening just after a mesh has been drawn.
  96934. */
  96935. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  96936. /**
  96937. * @hidden
  96938. * Defines the actions happening just after a rendering group has been drawn.
  96939. */
  96940. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  96941. /**
  96942. * @hidden
  96943. * Defines the actions happening just after the active camera has been drawn.
  96944. */
  96945. _afterCameraDrawStage: Stage<CameraStageAction>;
  96946. /**
  96947. * @hidden
  96948. * Defines the actions happening just after a render target has been drawn.
  96949. */
  96950. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  96951. /**
  96952. * @hidden
  96953. * Defines the actions happening just after rendering all cameras and computing intersections.
  96954. */
  96955. _afterRenderStage: Stage<SimpleStageAction>;
  96956. /**
  96957. * @hidden
  96958. * Defines the actions happening when a pointer move event happens.
  96959. */
  96960. _pointerMoveStage: Stage<PointerMoveStageAction>;
  96961. /**
  96962. * @hidden
  96963. * Defines the actions happening when a pointer down event happens.
  96964. */
  96965. _pointerDownStage: Stage<PointerUpDownStageAction>;
  96966. /**
  96967. * @hidden
  96968. * Defines the actions happening when a pointer up event happens.
  96969. */
  96970. _pointerUpStage: Stage<PointerUpDownStageAction>;
  96971. /**
  96972. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  96973. */
  96974. private geometriesByUniqueId;
  96975. /**
  96976. * Creates a new Scene
  96977. * @param engine defines the engine to use to render this scene
  96978. * @param options defines the scene options
  96979. */
  96980. constructor(engine: Engine, options?: SceneOptions);
  96981. /**
  96982. * Gets a string idenfifying the name of the class
  96983. * @returns "Scene" string
  96984. */
  96985. getClassName(): string;
  96986. private _defaultMeshCandidates;
  96987. /**
  96988. * @hidden
  96989. */
  96990. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  96991. private _defaultSubMeshCandidates;
  96992. /**
  96993. * @hidden
  96994. */
  96995. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  96996. /**
  96997. * Sets the default candidate providers for the scene.
  96998. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  96999. * and getCollidingSubMeshCandidates to their default function
  97000. */
  97001. setDefaultCandidateProviders(): void;
  97002. /**
  97003. * Gets the mesh that is currently under the pointer
  97004. */
  97005. readonly meshUnderPointer: Nullable<AbstractMesh>;
  97006. /**
  97007. * Gets or sets the current on-screen X position of the pointer
  97008. */
  97009. pointerX: number;
  97010. /**
  97011. * Gets or sets the current on-screen Y position of the pointer
  97012. */
  97013. pointerY: number;
  97014. /**
  97015. * Gets the cached material (ie. the latest rendered one)
  97016. * @returns the cached material
  97017. */
  97018. getCachedMaterial(): Nullable<Material>;
  97019. /**
  97020. * Gets the cached effect (ie. the latest rendered one)
  97021. * @returns the cached effect
  97022. */
  97023. getCachedEffect(): Nullable<Effect>;
  97024. /**
  97025. * Gets the cached visibility state (ie. the latest rendered one)
  97026. * @returns the cached visibility state
  97027. */
  97028. getCachedVisibility(): Nullable<number>;
  97029. /**
  97030. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  97031. * @param material defines the current material
  97032. * @param effect defines the current effect
  97033. * @param visibility defines the current visibility state
  97034. * @returns true if one parameter is not cached
  97035. */
  97036. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  97037. /**
  97038. * Gets the engine associated with the scene
  97039. * @returns an Engine
  97040. */
  97041. getEngine(): Engine;
  97042. /**
  97043. * Gets the total number of vertices rendered per frame
  97044. * @returns the total number of vertices rendered per frame
  97045. */
  97046. getTotalVertices(): number;
  97047. /**
  97048. * Gets the performance counter for total vertices
  97049. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97050. */
  97051. readonly totalVerticesPerfCounter: PerfCounter;
  97052. /**
  97053. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  97054. * @returns the total number of active indices rendered per frame
  97055. */
  97056. getActiveIndices(): number;
  97057. /**
  97058. * Gets the performance counter for active indices
  97059. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97060. */
  97061. readonly totalActiveIndicesPerfCounter: PerfCounter;
  97062. /**
  97063. * Gets the total number of active particles rendered per frame
  97064. * @returns the total number of active particles rendered per frame
  97065. */
  97066. getActiveParticles(): number;
  97067. /**
  97068. * Gets the performance counter for active particles
  97069. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97070. */
  97071. readonly activeParticlesPerfCounter: PerfCounter;
  97072. /**
  97073. * Gets the total number of active bones rendered per frame
  97074. * @returns the total number of active bones rendered per frame
  97075. */
  97076. getActiveBones(): number;
  97077. /**
  97078. * Gets the performance counter for active bones
  97079. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97080. */
  97081. readonly activeBonesPerfCounter: PerfCounter;
  97082. /**
  97083. * Gets the array of active meshes
  97084. * @returns an array of AbstractMesh
  97085. */
  97086. getActiveMeshes(): SmartArray<AbstractMesh>;
  97087. /**
  97088. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  97089. * @returns a number
  97090. */
  97091. getAnimationRatio(): number;
  97092. /**
  97093. * Gets an unique Id for the current render phase
  97094. * @returns a number
  97095. */
  97096. getRenderId(): number;
  97097. /**
  97098. * Gets an unique Id for the current frame
  97099. * @returns a number
  97100. */
  97101. getFrameId(): number;
  97102. /** Call this function if you want to manually increment the render Id*/
  97103. incrementRenderId(): void;
  97104. private _createUbo;
  97105. /**
  97106. * Use this method to simulate a pointer move on a mesh
  97107. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97108. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97109. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97110. * @returns the current scene
  97111. */
  97112. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97113. /**
  97114. * Use this method to simulate a pointer down on a mesh
  97115. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97116. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97117. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97118. * @returns the current scene
  97119. */
  97120. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97121. /**
  97122. * Use this method to simulate a pointer up on a mesh
  97123. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97124. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97125. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97126. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  97127. * @returns the current scene
  97128. */
  97129. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  97130. /**
  97131. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  97132. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  97133. * @returns true if the pointer was captured
  97134. */
  97135. isPointerCaptured(pointerId?: number): boolean;
  97136. /**
  97137. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  97138. * @param attachUp defines if you want to attach events to pointerup
  97139. * @param attachDown defines if you want to attach events to pointerdown
  97140. * @param attachMove defines if you want to attach events to pointermove
  97141. */
  97142. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  97143. /** Detaches all event handlers*/
  97144. detachControl(): void;
  97145. /**
  97146. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  97147. * Delay loaded resources are not taking in account
  97148. * @return true if all required resources are ready
  97149. */
  97150. isReady(): boolean;
  97151. /** Resets all cached information relative to material (including effect and visibility) */
  97152. resetCachedMaterial(): void;
  97153. /**
  97154. * Registers a function to be called before every frame render
  97155. * @param func defines the function to register
  97156. */
  97157. registerBeforeRender(func: () => void): void;
  97158. /**
  97159. * Unregisters a function called before every frame render
  97160. * @param func defines the function to unregister
  97161. */
  97162. unregisterBeforeRender(func: () => void): void;
  97163. /**
  97164. * Registers a function to be called after every frame render
  97165. * @param func defines the function to register
  97166. */
  97167. registerAfterRender(func: () => void): void;
  97168. /**
  97169. * Unregisters a function called after every frame render
  97170. * @param func defines the function to unregister
  97171. */
  97172. unregisterAfterRender(func: () => void): void;
  97173. private _executeOnceBeforeRender;
  97174. /**
  97175. * The provided function will run before render once and will be disposed afterwards.
  97176. * A timeout delay can be provided so that the function will be executed in N ms.
  97177. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  97178. * @param func The function to be executed.
  97179. * @param timeout optional delay in ms
  97180. */
  97181. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  97182. /** @hidden */
  97183. _addPendingData(data: any): void;
  97184. /** @hidden */
  97185. _removePendingData(data: any): void;
  97186. /**
  97187. * Returns the number of items waiting to be loaded
  97188. * @returns the number of items waiting to be loaded
  97189. */
  97190. getWaitingItemsCount(): number;
  97191. /**
  97192. * Returns a boolean indicating if the scene is still loading data
  97193. */
  97194. readonly isLoading: boolean;
  97195. /**
  97196. * Registers a function to be executed when the scene is ready
  97197. * @param {Function} func - the function to be executed
  97198. */
  97199. executeWhenReady(func: () => void): void;
  97200. /**
  97201. * Returns a promise that resolves when the scene is ready
  97202. * @returns A promise that resolves when the scene is ready
  97203. */
  97204. whenReadyAsync(): Promise<void>;
  97205. /** @hidden */
  97206. _checkIsReady(): void;
  97207. /**
  97208. * Gets all animatable attached to the scene
  97209. */
  97210. readonly animatables: Animatable[];
  97211. /**
  97212. * Resets the last animation time frame.
  97213. * Useful to override when animations start running when loading a scene for the first time.
  97214. */
  97215. resetLastAnimationTimeFrame(): void;
  97216. /**
  97217. * Gets the current view matrix
  97218. * @returns a Matrix
  97219. */
  97220. getViewMatrix(): Matrix;
  97221. /**
  97222. * Gets the current projection matrix
  97223. * @returns a Matrix
  97224. */
  97225. getProjectionMatrix(): Matrix;
  97226. /**
  97227. * Gets the current transform matrix
  97228. * @returns a Matrix made of View * Projection
  97229. */
  97230. getTransformMatrix(): Matrix;
  97231. /**
  97232. * Sets the current transform matrix
  97233. * @param viewL defines the View matrix to use
  97234. * @param projectionL defines the Projection matrix to use
  97235. * @param viewR defines the right View matrix to use (if provided)
  97236. * @param projectionR defines the right Projection matrix to use (if provided)
  97237. */
  97238. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  97239. /**
  97240. * Gets the uniform buffer used to store scene data
  97241. * @returns a UniformBuffer
  97242. */
  97243. getSceneUniformBuffer(): UniformBuffer;
  97244. /**
  97245. * Gets an unique (relatively to the current scene) Id
  97246. * @returns an unique number for the scene
  97247. */
  97248. getUniqueId(): number;
  97249. /**
  97250. * Add a mesh to the list of scene's meshes
  97251. * @param newMesh defines the mesh to add
  97252. * @param recursive if all child meshes should also be added to the scene
  97253. */
  97254. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  97255. /**
  97256. * Remove a mesh for the list of scene's meshes
  97257. * @param toRemove defines the mesh to remove
  97258. * @param recursive if all child meshes should also be removed from the scene
  97259. * @returns the index where the mesh was in the mesh list
  97260. */
  97261. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  97262. /**
  97263. * Add a transform node to the list of scene's transform nodes
  97264. * @param newTransformNode defines the transform node to add
  97265. */
  97266. addTransformNode(newTransformNode: TransformNode): void;
  97267. /**
  97268. * Remove a transform node for the list of scene's transform nodes
  97269. * @param toRemove defines the transform node to remove
  97270. * @returns the index where the transform node was in the transform node list
  97271. */
  97272. removeTransformNode(toRemove: TransformNode): number;
  97273. /**
  97274. * Remove a skeleton for the list of scene's skeletons
  97275. * @param toRemove defines the skeleton to remove
  97276. * @returns the index where the skeleton was in the skeleton list
  97277. */
  97278. removeSkeleton(toRemove: Skeleton): number;
  97279. /**
  97280. * Remove a morph target for the list of scene's morph targets
  97281. * @param toRemove defines the morph target to remove
  97282. * @returns the index where the morph target was in the morph target list
  97283. */
  97284. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  97285. /**
  97286. * Remove a light for the list of scene's lights
  97287. * @param toRemove defines the light to remove
  97288. * @returns the index where the light was in the light list
  97289. */
  97290. removeLight(toRemove: Light): number;
  97291. /**
  97292. * Remove a camera for the list of scene's cameras
  97293. * @param toRemove defines the camera to remove
  97294. * @returns the index where the camera was in the camera list
  97295. */
  97296. removeCamera(toRemove: Camera): number;
  97297. /**
  97298. * Remove a particle system for the list of scene's particle systems
  97299. * @param toRemove defines the particle system to remove
  97300. * @returns the index where the particle system was in the particle system list
  97301. */
  97302. removeParticleSystem(toRemove: IParticleSystem): number;
  97303. /**
  97304. * Remove a animation for the list of scene's animations
  97305. * @param toRemove defines the animation to remove
  97306. * @returns the index where the animation was in the animation list
  97307. */
  97308. removeAnimation(toRemove: Animation): number;
  97309. /**
  97310. * Will stop the animation of the given target
  97311. * @param target - the target
  97312. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  97313. * @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)
  97314. */
  97315. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  97316. /**
  97317. * Removes the given animation group from this scene.
  97318. * @param toRemove The animation group to remove
  97319. * @returns The index of the removed animation group
  97320. */
  97321. removeAnimationGroup(toRemove: AnimationGroup): number;
  97322. /**
  97323. * Removes the given multi-material from this scene.
  97324. * @param toRemove The multi-material to remove
  97325. * @returns The index of the removed multi-material
  97326. */
  97327. removeMultiMaterial(toRemove: MultiMaterial): number;
  97328. /**
  97329. * Removes the given material from this scene.
  97330. * @param toRemove The material to remove
  97331. * @returns The index of the removed material
  97332. */
  97333. removeMaterial(toRemove: Material): number;
  97334. /**
  97335. * Removes the given action manager from this scene.
  97336. * @param toRemove The action manager to remove
  97337. * @returns The index of the removed action manager
  97338. */
  97339. removeActionManager(toRemove: AbstractActionManager): number;
  97340. /**
  97341. * Removes the given texture from this scene.
  97342. * @param toRemove The texture to remove
  97343. * @returns The index of the removed texture
  97344. */
  97345. removeTexture(toRemove: BaseTexture): number;
  97346. /**
  97347. * Adds the given light to this scene
  97348. * @param newLight The light to add
  97349. */
  97350. addLight(newLight: Light): void;
  97351. /**
  97352. * Sorts the list list based on light priorities
  97353. */
  97354. sortLightsByPriority(): void;
  97355. /**
  97356. * Adds the given camera to this scene
  97357. * @param newCamera The camera to add
  97358. */
  97359. addCamera(newCamera: Camera): void;
  97360. /**
  97361. * Adds the given skeleton to this scene
  97362. * @param newSkeleton The skeleton to add
  97363. */
  97364. addSkeleton(newSkeleton: Skeleton): void;
  97365. /**
  97366. * Adds the given particle system to this scene
  97367. * @param newParticleSystem The particle system to add
  97368. */
  97369. addParticleSystem(newParticleSystem: IParticleSystem): void;
  97370. /**
  97371. * Adds the given animation to this scene
  97372. * @param newAnimation The animation to add
  97373. */
  97374. addAnimation(newAnimation: Animation): void;
  97375. /**
  97376. * Adds the given animation group to this scene.
  97377. * @param newAnimationGroup The animation group to add
  97378. */
  97379. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  97380. /**
  97381. * Adds the given multi-material to this scene
  97382. * @param newMultiMaterial The multi-material to add
  97383. */
  97384. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  97385. /**
  97386. * Adds the given material to this scene
  97387. * @param newMaterial The material to add
  97388. */
  97389. addMaterial(newMaterial: Material): void;
  97390. /**
  97391. * Adds the given morph target to this scene
  97392. * @param newMorphTargetManager The morph target to add
  97393. */
  97394. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  97395. /**
  97396. * Adds the given geometry to this scene
  97397. * @param newGeometry The geometry to add
  97398. */
  97399. addGeometry(newGeometry: Geometry): void;
  97400. /**
  97401. * Adds the given action manager to this scene
  97402. * @param newActionManager The action manager to add
  97403. */
  97404. addActionManager(newActionManager: AbstractActionManager): void;
  97405. /**
  97406. * Adds the given texture to this scene.
  97407. * @param newTexture The texture to add
  97408. */
  97409. addTexture(newTexture: BaseTexture): void;
  97410. /**
  97411. * Switch active camera
  97412. * @param newCamera defines the new active camera
  97413. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  97414. */
  97415. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  97416. /**
  97417. * sets the active camera of the scene using its ID
  97418. * @param id defines the camera's ID
  97419. * @return the new active camera or null if none found.
  97420. */
  97421. setActiveCameraByID(id: string): Nullable<Camera>;
  97422. /**
  97423. * sets the active camera of the scene using its name
  97424. * @param name defines the camera's name
  97425. * @returns the new active camera or null if none found.
  97426. */
  97427. setActiveCameraByName(name: string): Nullable<Camera>;
  97428. /**
  97429. * get an animation group using its name
  97430. * @param name defines the material's name
  97431. * @return the animation group or null if none found.
  97432. */
  97433. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  97434. /**
  97435. * Get a material using its unique id
  97436. * @param uniqueId defines the material's unique id
  97437. * @return the material or null if none found.
  97438. */
  97439. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  97440. /**
  97441. * get a material using its id
  97442. * @param id defines the material's ID
  97443. * @return the material or null if none found.
  97444. */
  97445. getMaterialByID(id: string): Nullable<Material>;
  97446. /**
  97447. * Gets a the last added material using a given id
  97448. * @param id defines the material's ID
  97449. * @return the last material with the given id or null if none found.
  97450. */
  97451. getLastMaterialByID(id: string): Nullable<Material>;
  97452. /**
  97453. * Gets a material using its name
  97454. * @param name defines the material's name
  97455. * @return the material or null if none found.
  97456. */
  97457. getMaterialByName(name: string): Nullable<Material>;
  97458. /**
  97459. * Gets a camera using its id
  97460. * @param id defines the id to look for
  97461. * @returns the camera or null if not found
  97462. */
  97463. getCameraByID(id: string): Nullable<Camera>;
  97464. /**
  97465. * Gets a camera using its unique id
  97466. * @param uniqueId defines the unique id to look for
  97467. * @returns the camera or null if not found
  97468. */
  97469. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  97470. /**
  97471. * Gets a camera using its name
  97472. * @param name defines the camera's name
  97473. * @return the camera or null if none found.
  97474. */
  97475. getCameraByName(name: string): Nullable<Camera>;
  97476. /**
  97477. * Gets a bone using its id
  97478. * @param id defines the bone's id
  97479. * @return the bone or null if not found
  97480. */
  97481. getBoneByID(id: string): Nullable<Bone>;
  97482. /**
  97483. * Gets a bone using its id
  97484. * @param name defines the bone's name
  97485. * @return the bone or null if not found
  97486. */
  97487. getBoneByName(name: string): Nullable<Bone>;
  97488. /**
  97489. * Gets a light node using its name
  97490. * @param name defines the the light's name
  97491. * @return the light or null if none found.
  97492. */
  97493. getLightByName(name: string): Nullable<Light>;
  97494. /**
  97495. * Gets a light node using its id
  97496. * @param id defines the light's id
  97497. * @return the light or null if none found.
  97498. */
  97499. getLightByID(id: string): Nullable<Light>;
  97500. /**
  97501. * Gets a light node using its scene-generated unique ID
  97502. * @param uniqueId defines the light's unique id
  97503. * @return the light or null if none found.
  97504. */
  97505. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  97506. /**
  97507. * Gets a particle system by id
  97508. * @param id defines the particle system id
  97509. * @return the corresponding system or null if none found
  97510. */
  97511. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  97512. /**
  97513. * Gets a geometry using its ID
  97514. * @param id defines the geometry's id
  97515. * @return the geometry or null if none found.
  97516. */
  97517. getGeometryByID(id: string): Nullable<Geometry>;
  97518. private _getGeometryByUniqueID;
  97519. /**
  97520. * Add a new geometry to this scene
  97521. * @param geometry defines the geometry to be added to the scene.
  97522. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  97523. * @return a boolean defining if the geometry was added or not
  97524. */
  97525. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  97526. /**
  97527. * Removes an existing geometry
  97528. * @param geometry defines the geometry to be removed from the scene
  97529. * @return a boolean defining if the geometry was removed or not
  97530. */
  97531. removeGeometry(geometry: Geometry): boolean;
  97532. /**
  97533. * Gets the list of geometries attached to the scene
  97534. * @returns an array of Geometry
  97535. */
  97536. getGeometries(): Geometry[];
  97537. /**
  97538. * Gets the first added mesh found of a given ID
  97539. * @param id defines the id to search for
  97540. * @return the mesh found or null if not found at all
  97541. */
  97542. getMeshByID(id: string): Nullable<AbstractMesh>;
  97543. /**
  97544. * Gets a list of meshes using their id
  97545. * @param id defines the id to search for
  97546. * @returns a list of meshes
  97547. */
  97548. getMeshesByID(id: string): Array<AbstractMesh>;
  97549. /**
  97550. * Gets the first added transform node found of a given ID
  97551. * @param id defines the id to search for
  97552. * @return the found transform node or null if not found at all.
  97553. */
  97554. getTransformNodeByID(id: string): Nullable<TransformNode>;
  97555. /**
  97556. * Gets a transform node with its auto-generated unique id
  97557. * @param uniqueId efines the unique id to search for
  97558. * @return the found transform node or null if not found at all.
  97559. */
  97560. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  97561. /**
  97562. * Gets a list of transform nodes using their id
  97563. * @param id defines the id to search for
  97564. * @returns a list of transform nodes
  97565. */
  97566. getTransformNodesByID(id: string): Array<TransformNode>;
  97567. /**
  97568. * Gets a mesh with its auto-generated unique id
  97569. * @param uniqueId defines the unique id to search for
  97570. * @return the found mesh or null if not found at all.
  97571. */
  97572. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  97573. /**
  97574. * Gets a the last added mesh using a given id
  97575. * @param id defines the id to search for
  97576. * @return the found mesh or null if not found at all.
  97577. */
  97578. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  97579. /**
  97580. * Gets a the last added node (Mesh, Camera, Light) using a given id
  97581. * @param id defines the id to search for
  97582. * @return the found node or null if not found at all
  97583. */
  97584. getLastEntryByID(id: string): Nullable<Node>;
  97585. /**
  97586. * Gets a node (Mesh, Camera, Light) using a given id
  97587. * @param id defines the id to search for
  97588. * @return the found node or null if not found at all
  97589. */
  97590. getNodeByID(id: string): Nullable<Node>;
  97591. /**
  97592. * Gets a node (Mesh, Camera, Light) using a given name
  97593. * @param name defines the name to search for
  97594. * @return the found node or null if not found at all.
  97595. */
  97596. getNodeByName(name: string): Nullable<Node>;
  97597. /**
  97598. * Gets a mesh using a given name
  97599. * @param name defines the name to search for
  97600. * @return the found mesh or null if not found at all.
  97601. */
  97602. getMeshByName(name: string): Nullable<AbstractMesh>;
  97603. /**
  97604. * Gets a transform node using a given name
  97605. * @param name defines the name to search for
  97606. * @return the found transform node or null if not found at all.
  97607. */
  97608. getTransformNodeByName(name: string): Nullable<TransformNode>;
  97609. /**
  97610. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  97611. * @param id defines the id to search for
  97612. * @return the found skeleton or null if not found at all.
  97613. */
  97614. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  97615. /**
  97616. * Gets a skeleton using a given auto generated unique id
  97617. * @param uniqueId defines the unique id to search for
  97618. * @return the found skeleton or null if not found at all.
  97619. */
  97620. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  97621. /**
  97622. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  97623. * @param id defines the id to search for
  97624. * @return the found skeleton or null if not found at all.
  97625. */
  97626. getSkeletonById(id: string): Nullable<Skeleton>;
  97627. /**
  97628. * Gets a skeleton using a given name
  97629. * @param name defines the name to search for
  97630. * @return the found skeleton or null if not found at all.
  97631. */
  97632. getSkeletonByName(name: string): Nullable<Skeleton>;
  97633. /**
  97634. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  97635. * @param id defines the id to search for
  97636. * @return the found morph target manager or null if not found at all.
  97637. */
  97638. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  97639. /**
  97640. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  97641. * @param id defines the id to search for
  97642. * @return the found morph target or null if not found at all.
  97643. */
  97644. getMorphTargetById(id: string): Nullable<MorphTarget>;
  97645. /**
  97646. * Gets a boolean indicating if the given mesh is active
  97647. * @param mesh defines the mesh to look for
  97648. * @returns true if the mesh is in the active list
  97649. */
  97650. isActiveMesh(mesh: AbstractMesh): boolean;
  97651. /**
  97652. * Return a unique id as a string which can serve as an identifier for the scene
  97653. */
  97654. readonly uid: string;
  97655. /**
  97656. * Add an externaly attached data from its key.
  97657. * This method call will fail and return false, if such key already exists.
  97658. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  97659. * @param key the unique key that identifies the data
  97660. * @param data the data object to associate to the key for this Engine instance
  97661. * @return true if no such key were already present and the data was added successfully, false otherwise
  97662. */
  97663. addExternalData<T>(key: string, data: T): boolean;
  97664. /**
  97665. * Get an externaly attached data from its key
  97666. * @param key the unique key that identifies the data
  97667. * @return the associated data, if present (can be null), or undefined if not present
  97668. */
  97669. getExternalData<T>(key: string): Nullable<T>;
  97670. /**
  97671. * Get an externaly attached data from its key, create it using a factory if it's not already present
  97672. * @param key the unique key that identifies the data
  97673. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  97674. * @return the associated data, can be null if the factory returned null.
  97675. */
  97676. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  97677. /**
  97678. * Remove an externaly attached data from the Engine instance
  97679. * @param key the unique key that identifies the data
  97680. * @return true if the data was successfully removed, false if it doesn't exist
  97681. */
  97682. removeExternalData(key: string): boolean;
  97683. private _evaluateSubMesh;
  97684. /**
  97685. * Clear the processed materials smart array preventing retention point in material dispose.
  97686. */
  97687. freeProcessedMaterials(): void;
  97688. private _preventFreeActiveMeshesAndRenderingGroups;
  97689. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  97690. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  97691. * when disposing several meshes in a row or a hierarchy of meshes.
  97692. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  97693. */
  97694. blockfreeActiveMeshesAndRenderingGroups: boolean;
  97695. /**
  97696. * Clear the active meshes smart array preventing retention point in mesh dispose.
  97697. */
  97698. freeActiveMeshes(): void;
  97699. /**
  97700. * Clear the info related to rendering groups preventing retention points during dispose.
  97701. */
  97702. freeRenderingGroups(): void;
  97703. /** @hidden */
  97704. _isInIntermediateRendering(): boolean;
  97705. /**
  97706. * Lambda returning the list of potentially active meshes.
  97707. */
  97708. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  97709. /**
  97710. * Lambda returning the list of potentially active sub meshes.
  97711. */
  97712. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  97713. /**
  97714. * Lambda returning the list of potentially intersecting sub meshes.
  97715. */
  97716. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  97717. /**
  97718. * Lambda returning the list of potentially colliding sub meshes.
  97719. */
  97720. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  97721. private _activeMeshesFrozen;
  97722. /**
  97723. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  97724. * @returns the current scene
  97725. */
  97726. freezeActiveMeshes(): Scene;
  97727. /**
  97728. * Use this function to restart evaluating active meshes on every frame
  97729. * @returns the current scene
  97730. */
  97731. unfreezeActiveMeshes(): Scene;
  97732. private _evaluateActiveMeshes;
  97733. private _activeMesh;
  97734. /**
  97735. * Update the transform matrix to update from the current active camera
  97736. * @param force defines a boolean used to force the update even if cache is up to date
  97737. */
  97738. updateTransformMatrix(force?: boolean): void;
  97739. private _bindFrameBuffer;
  97740. /** @hidden */
  97741. _allowPostProcessClearColor: boolean;
  97742. /** @hidden */
  97743. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  97744. private _processSubCameras;
  97745. private _checkIntersections;
  97746. /** @hidden */
  97747. _advancePhysicsEngineStep(step: number): void;
  97748. /**
  97749. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  97750. */
  97751. getDeterministicFrameTime: () => number;
  97752. /** @hidden */
  97753. _animate(): void;
  97754. /** Execute all animations (for a frame) */
  97755. animate(): void;
  97756. /**
  97757. * Render the scene
  97758. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  97759. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  97760. */
  97761. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  97762. /**
  97763. * Freeze all materials
  97764. * A frozen material will not be updatable but should be faster to render
  97765. */
  97766. freezeMaterials(): void;
  97767. /**
  97768. * Unfreeze all materials
  97769. * A frozen material will not be updatable but should be faster to render
  97770. */
  97771. unfreezeMaterials(): void;
  97772. /**
  97773. * Releases all held ressources
  97774. */
  97775. dispose(): void;
  97776. /**
  97777. * Gets if the scene is already disposed
  97778. */
  97779. readonly isDisposed: boolean;
  97780. /**
  97781. * Call this function to reduce memory footprint of the scene.
  97782. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  97783. */
  97784. clearCachedVertexData(): void;
  97785. /**
  97786. * This function will remove the local cached buffer data from texture.
  97787. * It will save memory but will prevent the texture from being rebuilt
  97788. */
  97789. cleanCachedTextureBuffer(): void;
  97790. /**
  97791. * Get the world extend vectors with an optional filter
  97792. *
  97793. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  97794. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  97795. */
  97796. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  97797. min: Vector3;
  97798. max: Vector3;
  97799. };
  97800. /**
  97801. * Creates a ray that can be used to pick in the scene
  97802. * @param x defines the x coordinate of the origin (on-screen)
  97803. * @param y defines the y coordinate of the origin (on-screen)
  97804. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  97805. * @param camera defines the camera to use for the picking
  97806. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  97807. * @returns a Ray
  97808. */
  97809. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  97810. /**
  97811. * Creates a ray that can be used to pick in the scene
  97812. * @param x defines the x coordinate of the origin (on-screen)
  97813. * @param y defines the y coordinate of the origin (on-screen)
  97814. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  97815. * @param result defines the ray where to store the picking ray
  97816. * @param camera defines the camera to use for the picking
  97817. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  97818. * @returns the current scene
  97819. */
  97820. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  97821. /**
  97822. * Creates a ray that can be used to pick in the scene
  97823. * @param x defines the x coordinate of the origin (on-screen)
  97824. * @param y defines the y coordinate of the origin (on-screen)
  97825. * @param camera defines the camera to use for the picking
  97826. * @returns a Ray
  97827. */
  97828. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  97829. /**
  97830. * Creates a ray that can be used to pick in the scene
  97831. * @param x defines the x coordinate of the origin (on-screen)
  97832. * @param y defines the y coordinate of the origin (on-screen)
  97833. * @param result defines the ray where to store the picking ray
  97834. * @param camera defines the camera to use for the picking
  97835. * @returns the current scene
  97836. */
  97837. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  97838. /** Launch a ray to try to pick a mesh in the scene
  97839. * @param x position on screen
  97840. * @param y position on screen
  97841. * @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
  97842. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  97843. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  97844. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  97845. * @returns a PickingInfo
  97846. */
  97847. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  97848. /** Use the given ray to pick a mesh in the scene
  97849. * @param ray The ray to use to pick meshes
  97850. * @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
  97851. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  97852. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  97853. * @returns a PickingInfo
  97854. */
  97855. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  97856. /**
  97857. * Launch a ray to try to pick a mesh in the scene
  97858. * @param x X position on screen
  97859. * @param y Y position on screen
  97860. * @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
  97861. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  97862. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  97863. * @returns an array of PickingInfo
  97864. */
  97865. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  97866. /**
  97867. * Launch a ray to try to pick a mesh in the scene
  97868. * @param ray Ray to use
  97869. * @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
  97870. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  97871. * @returns an array of PickingInfo
  97872. */
  97873. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  97874. /**
  97875. * Force the value of meshUnderPointer
  97876. * @param mesh defines the mesh to use
  97877. */
  97878. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  97879. /**
  97880. * Gets the mesh under the pointer
  97881. * @returns a Mesh or null if no mesh is under the pointer
  97882. */
  97883. getPointerOverMesh(): Nullable<AbstractMesh>;
  97884. /** @hidden */
  97885. _rebuildGeometries(): void;
  97886. /** @hidden */
  97887. _rebuildTextures(): void;
  97888. private _getByTags;
  97889. /**
  97890. * Get a list of meshes by tags
  97891. * @param tagsQuery defines the tags query to use
  97892. * @param forEach defines a predicate used to filter results
  97893. * @returns an array of Mesh
  97894. */
  97895. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  97896. /**
  97897. * Get a list of cameras by tags
  97898. * @param tagsQuery defines the tags query to use
  97899. * @param forEach defines a predicate used to filter results
  97900. * @returns an array of Camera
  97901. */
  97902. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  97903. /**
  97904. * Get a list of lights by tags
  97905. * @param tagsQuery defines the tags query to use
  97906. * @param forEach defines a predicate used to filter results
  97907. * @returns an array of Light
  97908. */
  97909. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  97910. /**
  97911. * Get a list of materials by tags
  97912. * @param tagsQuery defines the tags query to use
  97913. * @param forEach defines a predicate used to filter results
  97914. * @returns an array of Material
  97915. */
  97916. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  97917. /**
  97918. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  97919. * This allowed control for front to back rendering or reversly depending of the special needs.
  97920. *
  97921. * @param renderingGroupId The rendering group id corresponding to its index
  97922. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  97923. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  97924. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  97925. */
  97926. 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;
  97927. /**
  97928. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  97929. *
  97930. * @param renderingGroupId The rendering group id corresponding to its index
  97931. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  97932. * @param depth Automatically clears depth between groups if true and autoClear is true.
  97933. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  97934. */
  97935. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  97936. /**
  97937. * Gets the current auto clear configuration for one rendering group of the rendering
  97938. * manager.
  97939. * @param index the rendering group index to get the information for
  97940. * @returns The auto clear setup for the requested rendering group
  97941. */
  97942. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  97943. private _blockMaterialDirtyMechanism;
  97944. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  97945. blockMaterialDirtyMechanism: boolean;
  97946. /**
  97947. * Will flag all materials as dirty to trigger new shader compilation
  97948. * @param flag defines the flag used to specify which material part must be marked as dirty
  97949. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  97950. */
  97951. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  97952. /** @hidden */
  97953. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  97954. /** @hidden */
  97955. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  97956. }
  97957. }
  97958. declare module BABYLON {
  97959. /**
  97960. * Set of assets to keep when moving a scene into an asset container.
  97961. */
  97962. export class KeepAssets extends AbstractScene {
  97963. }
  97964. /**
  97965. * Container with a set of assets that can be added or removed from a scene.
  97966. */
  97967. export class AssetContainer extends AbstractScene {
  97968. /**
  97969. * The scene the AssetContainer belongs to.
  97970. */
  97971. scene: Scene;
  97972. /**
  97973. * Instantiates an AssetContainer.
  97974. * @param scene The scene the AssetContainer belongs to.
  97975. */
  97976. constructor(scene: Scene);
  97977. /**
  97978. * Adds all the assets from the container to the scene.
  97979. */
  97980. addAllToScene(): void;
  97981. /**
  97982. * Removes all the assets in the container from the scene
  97983. */
  97984. removeAllFromScene(): void;
  97985. /**
  97986. * Disposes all the assets in the container
  97987. */
  97988. dispose(): void;
  97989. private _moveAssets;
  97990. /**
  97991. * Removes all the assets contained in the scene and adds them to the container.
  97992. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  97993. */
  97994. moveAllFromScene(keepAssets?: KeepAssets): void;
  97995. /**
  97996. * 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.
  97997. * @returns the root mesh
  97998. */
  97999. createRootMesh(): Mesh;
  98000. }
  98001. }
  98002. declare module BABYLON {
  98003. /**
  98004. * Defines how the parser contract is defined.
  98005. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  98006. */
  98007. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  98008. /**
  98009. * Defines how the individual parser contract is defined.
  98010. * These parser can parse an individual asset
  98011. */
  98012. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  98013. /**
  98014. * Base class of the scene acting as a container for the different elements composing a scene.
  98015. * This class is dynamically extended by the different components of the scene increasing
  98016. * flexibility and reducing coupling
  98017. */
  98018. export abstract class AbstractScene {
  98019. /**
  98020. * Stores the list of available parsers in the application.
  98021. */
  98022. private static _BabylonFileParsers;
  98023. /**
  98024. * Stores the list of available individual parsers in the application.
  98025. */
  98026. private static _IndividualBabylonFileParsers;
  98027. /**
  98028. * Adds a parser in the list of available ones
  98029. * @param name Defines the name of the parser
  98030. * @param parser Defines the parser to add
  98031. */
  98032. static AddParser(name: string, parser: BabylonFileParser): void;
  98033. /**
  98034. * Gets a general parser from the list of avaialble ones
  98035. * @param name Defines the name of the parser
  98036. * @returns the requested parser or null
  98037. */
  98038. static GetParser(name: string): Nullable<BabylonFileParser>;
  98039. /**
  98040. * Adds n individual parser in the list of available ones
  98041. * @param name Defines the name of the parser
  98042. * @param parser Defines the parser to add
  98043. */
  98044. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  98045. /**
  98046. * Gets an individual parser from the list of avaialble ones
  98047. * @param name Defines the name of the parser
  98048. * @returns the requested parser or null
  98049. */
  98050. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  98051. /**
  98052. * Parser json data and populate both a scene and its associated container object
  98053. * @param jsonData Defines the data to parse
  98054. * @param scene Defines the scene to parse the data for
  98055. * @param container Defines the container attached to the parsing sequence
  98056. * @param rootUrl Defines the root url of the data
  98057. */
  98058. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  98059. /**
  98060. * Gets the list of root nodes (ie. nodes with no parent)
  98061. */
  98062. rootNodes: Node[];
  98063. /** All of the cameras added to this scene
  98064. * @see http://doc.babylonjs.com/babylon101/cameras
  98065. */
  98066. cameras: Camera[];
  98067. /**
  98068. * All of the lights added to this scene
  98069. * @see http://doc.babylonjs.com/babylon101/lights
  98070. */
  98071. lights: Light[];
  98072. /**
  98073. * All of the (abstract) meshes added to this scene
  98074. */
  98075. meshes: AbstractMesh[];
  98076. /**
  98077. * The list of skeletons added to the scene
  98078. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  98079. */
  98080. skeletons: Skeleton[];
  98081. /**
  98082. * All of the particle systems added to this scene
  98083. * @see http://doc.babylonjs.com/babylon101/particles
  98084. */
  98085. particleSystems: IParticleSystem[];
  98086. /**
  98087. * Gets a list of Animations associated with the scene
  98088. */
  98089. animations: Animation[];
  98090. /**
  98091. * All of the animation groups added to this scene
  98092. * @see http://doc.babylonjs.com/how_to/group
  98093. */
  98094. animationGroups: AnimationGroup[];
  98095. /**
  98096. * All of the multi-materials added to this scene
  98097. * @see http://doc.babylonjs.com/how_to/multi_materials
  98098. */
  98099. multiMaterials: MultiMaterial[];
  98100. /**
  98101. * All of the materials added to this scene
  98102. * In the context of a Scene, it is not supposed to be modified manually.
  98103. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  98104. * Note also that the order of the Material wihin the array is not significant and might change.
  98105. * @see http://doc.babylonjs.com/babylon101/materials
  98106. */
  98107. materials: Material[];
  98108. /**
  98109. * The list of morph target managers added to the scene
  98110. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  98111. */
  98112. morphTargetManagers: MorphTargetManager[];
  98113. /**
  98114. * The list of geometries used in the scene.
  98115. */
  98116. geometries: Geometry[];
  98117. /**
  98118. * All of the tranform nodes added to this scene
  98119. * In the context of a Scene, it is not supposed to be modified manually.
  98120. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  98121. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  98122. * @see http://doc.babylonjs.com/how_to/transformnode
  98123. */
  98124. transformNodes: TransformNode[];
  98125. /**
  98126. * ActionManagers available on the scene.
  98127. */
  98128. actionManagers: AbstractActionManager[];
  98129. /**
  98130. * Textures to keep.
  98131. */
  98132. textures: BaseTexture[];
  98133. /**
  98134. * Environment texture for the scene
  98135. */
  98136. environmentTexture: Nullable<BaseTexture>;
  98137. }
  98138. }
  98139. declare module BABYLON {
  98140. /**
  98141. * Interface used to define options for Sound class
  98142. */
  98143. export interface ISoundOptions {
  98144. /**
  98145. * Does the sound autoplay once loaded.
  98146. */
  98147. autoplay?: boolean;
  98148. /**
  98149. * Does the sound loop after it finishes playing once.
  98150. */
  98151. loop?: boolean;
  98152. /**
  98153. * Sound's volume
  98154. */
  98155. volume?: number;
  98156. /**
  98157. * Is it a spatial sound?
  98158. */
  98159. spatialSound?: boolean;
  98160. /**
  98161. * Maximum distance to hear that sound
  98162. */
  98163. maxDistance?: number;
  98164. /**
  98165. * Uses user defined attenuation function
  98166. */
  98167. useCustomAttenuation?: boolean;
  98168. /**
  98169. * Define the roll off factor of spatial sounds.
  98170. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98171. */
  98172. rolloffFactor?: number;
  98173. /**
  98174. * Define the reference distance the sound should be heard perfectly.
  98175. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98176. */
  98177. refDistance?: number;
  98178. /**
  98179. * Define the distance attenuation model the sound will follow.
  98180. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98181. */
  98182. distanceModel?: string;
  98183. /**
  98184. * Defines the playback speed (1 by default)
  98185. */
  98186. playbackRate?: number;
  98187. /**
  98188. * Defines if the sound is from a streaming source
  98189. */
  98190. streaming?: boolean;
  98191. /**
  98192. * Defines an optional length (in seconds) inside the sound file
  98193. */
  98194. length?: number;
  98195. /**
  98196. * Defines an optional offset (in seconds) inside the sound file
  98197. */
  98198. offset?: number;
  98199. /**
  98200. * If true, URLs will not be required to state the audio file codec to use.
  98201. */
  98202. skipCodecCheck?: boolean;
  98203. }
  98204. /**
  98205. * Defines a sound that can be played in the application.
  98206. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  98207. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98208. */
  98209. export class Sound {
  98210. /**
  98211. * The name of the sound in the scene.
  98212. */
  98213. name: string;
  98214. /**
  98215. * Does the sound autoplay once loaded.
  98216. */
  98217. autoplay: boolean;
  98218. /**
  98219. * Does the sound loop after it finishes playing once.
  98220. */
  98221. loop: boolean;
  98222. /**
  98223. * Does the sound use a custom attenuation curve to simulate the falloff
  98224. * happening when the source gets further away from the camera.
  98225. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  98226. */
  98227. useCustomAttenuation: boolean;
  98228. /**
  98229. * The sound track id this sound belongs to.
  98230. */
  98231. soundTrackId: number;
  98232. /**
  98233. * Is this sound currently played.
  98234. */
  98235. isPlaying: boolean;
  98236. /**
  98237. * Is this sound currently paused.
  98238. */
  98239. isPaused: boolean;
  98240. /**
  98241. * Does this sound enables spatial sound.
  98242. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98243. */
  98244. spatialSound: boolean;
  98245. /**
  98246. * Define the reference distance the sound should be heard perfectly.
  98247. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98248. */
  98249. refDistance: number;
  98250. /**
  98251. * Define the roll off factor of spatial sounds.
  98252. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98253. */
  98254. rolloffFactor: number;
  98255. /**
  98256. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  98257. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98258. */
  98259. maxDistance: number;
  98260. /**
  98261. * Define the distance attenuation model the sound will follow.
  98262. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98263. */
  98264. distanceModel: string;
  98265. /**
  98266. * @hidden
  98267. * Back Compat
  98268. **/
  98269. onended: () => any;
  98270. /**
  98271. * Observable event when the current playing sound finishes.
  98272. */
  98273. onEndedObservable: Observable<Sound>;
  98274. private _panningModel;
  98275. private _playbackRate;
  98276. private _streaming;
  98277. private _startTime;
  98278. private _startOffset;
  98279. private _position;
  98280. /** @hidden */
  98281. _positionInEmitterSpace: boolean;
  98282. private _localDirection;
  98283. private _volume;
  98284. private _isReadyToPlay;
  98285. private _isDirectional;
  98286. private _readyToPlayCallback;
  98287. private _audioBuffer;
  98288. private _soundSource;
  98289. private _streamingSource;
  98290. private _soundPanner;
  98291. private _soundGain;
  98292. private _inputAudioNode;
  98293. private _outputAudioNode;
  98294. private _coneInnerAngle;
  98295. private _coneOuterAngle;
  98296. private _coneOuterGain;
  98297. private _scene;
  98298. private _connectedTransformNode;
  98299. private _customAttenuationFunction;
  98300. private _registerFunc;
  98301. private _isOutputConnected;
  98302. private _htmlAudioElement;
  98303. private _urlType;
  98304. private _length?;
  98305. private _offset?;
  98306. /** @hidden */
  98307. static _SceneComponentInitialization: (scene: Scene) => void;
  98308. /**
  98309. * Create a sound and attach it to a scene
  98310. * @param name Name of your sound
  98311. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  98312. * @param scene defines the scene the sound belongs to
  98313. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  98314. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  98315. */
  98316. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  98317. /**
  98318. * Release the sound and its associated resources
  98319. */
  98320. dispose(): void;
  98321. /**
  98322. * Gets if the sounds is ready to be played or not.
  98323. * @returns true if ready, otherwise false
  98324. */
  98325. isReady(): boolean;
  98326. private _soundLoaded;
  98327. /**
  98328. * Sets the data of the sound from an audiobuffer
  98329. * @param audioBuffer The audioBuffer containing the data
  98330. */
  98331. setAudioBuffer(audioBuffer: AudioBuffer): void;
  98332. /**
  98333. * Updates the current sounds options such as maxdistance, loop...
  98334. * @param options A JSON object containing values named as the object properties
  98335. */
  98336. updateOptions(options: ISoundOptions): void;
  98337. private _createSpatialParameters;
  98338. private _updateSpatialParameters;
  98339. /**
  98340. * Switch the panning model to HRTF:
  98341. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  98342. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98343. */
  98344. switchPanningModelToHRTF(): void;
  98345. /**
  98346. * Switch the panning model to Equal Power:
  98347. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  98348. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98349. */
  98350. switchPanningModelToEqualPower(): void;
  98351. private _switchPanningModel;
  98352. /**
  98353. * Connect this sound to a sound track audio node like gain...
  98354. * @param soundTrackAudioNode the sound track audio node to connect to
  98355. */
  98356. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  98357. /**
  98358. * Transform this sound into a directional source
  98359. * @param coneInnerAngle Size of the inner cone in degree
  98360. * @param coneOuterAngle Size of the outer cone in degree
  98361. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  98362. */
  98363. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  98364. /**
  98365. * Gets or sets the inner angle for the directional cone.
  98366. */
  98367. /**
  98368. * Gets or sets the inner angle for the directional cone.
  98369. */
  98370. directionalConeInnerAngle: number;
  98371. /**
  98372. * Gets or sets the outer angle for the directional cone.
  98373. */
  98374. /**
  98375. * Gets or sets the outer angle for the directional cone.
  98376. */
  98377. directionalConeOuterAngle: number;
  98378. /**
  98379. * Sets the position of the emitter if spatial sound is enabled
  98380. * @param newPosition Defines the new posisiton
  98381. */
  98382. setPosition(newPosition: Vector3): void;
  98383. /**
  98384. * Sets the local direction of the emitter if spatial sound is enabled
  98385. * @param newLocalDirection Defines the new local direction
  98386. */
  98387. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  98388. private _updateDirection;
  98389. /** @hidden */
  98390. updateDistanceFromListener(): void;
  98391. /**
  98392. * Sets a new custom attenuation function for the sound.
  98393. * @param callback Defines the function used for the attenuation
  98394. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  98395. */
  98396. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  98397. /**
  98398. * Play the sound
  98399. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  98400. * @param offset (optional) Start the sound at a specific time in seconds
  98401. * @param length (optional) Sound duration (in seconds)
  98402. */
  98403. play(time?: number, offset?: number, length?: number): void;
  98404. private _onended;
  98405. /**
  98406. * Stop the sound
  98407. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  98408. */
  98409. stop(time?: number): void;
  98410. /**
  98411. * Put the sound in pause
  98412. */
  98413. pause(): void;
  98414. /**
  98415. * Sets a dedicated volume for this sounds
  98416. * @param newVolume Define the new volume of the sound
  98417. * @param time Define time for gradual change to new volume
  98418. */
  98419. setVolume(newVolume: number, time?: number): void;
  98420. /**
  98421. * Set the sound play back rate
  98422. * @param newPlaybackRate Define the playback rate the sound should be played at
  98423. */
  98424. setPlaybackRate(newPlaybackRate: number): void;
  98425. /**
  98426. * Gets the volume of the sound.
  98427. * @returns the volume of the sound
  98428. */
  98429. getVolume(): number;
  98430. /**
  98431. * Attach the sound to a dedicated mesh
  98432. * @param transformNode The transform node to connect the sound with
  98433. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  98434. */
  98435. attachToMesh(transformNode: TransformNode): void;
  98436. /**
  98437. * Detach the sound from the previously attached mesh
  98438. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  98439. */
  98440. detachFromMesh(): void;
  98441. private _onRegisterAfterWorldMatrixUpdate;
  98442. /**
  98443. * Clone the current sound in the scene.
  98444. * @returns the new sound clone
  98445. */
  98446. clone(): Nullable<Sound>;
  98447. /**
  98448. * Gets the current underlying audio buffer containing the data
  98449. * @returns the audio buffer
  98450. */
  98451. getAudioBuffer(): Nullable<AudioBuffer>;
  98452. /**
  98453. * Serializes the Sound in a JSON representation
  98454. * @returns the JSON representation of the sound
  98455. */
  98456. serialize(): any;
  98457. /**
  98458. * Parse a JSON representation of a sound to innstantiate in a given scene
  98459. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  98460. * @param scene Define the scene the new parsed sound should be created in
  98461. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  98462. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  98463. * @returns the newly parsed sound
  98464. */
  98465. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  98466. }
  98467. }
  98468. declare module BABYLON {
  98469. /**
  98470. * This defines an action helpful to play a defined sound on a triggered action.
  98471. */
  98472. export class PlaySoundAction extends Action {
  98473. private _sound;
  98474. /**
  98475. * Instantiate the action
  98476. * @param triggerOptions defines the trigger options
  98477. * @param sound defines the sound to play
  98478. * @param condition defines the trigger related conditions
  98479. */
  98480. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  98481. /** @hidden */
  98482. _prepare(): void;
  98483. /**
  98484. * Execute the action and play the sound.
  98485. */
  98486. execute(): void;
  98487. /**
  98488. * Serializes the actions and its related information.
  98489. * @param parent defines the object to serialize in
  98490. * @returns the serialized object
  98491. */
  98492. serialize(parent: any): any;
  98493. }
  98494. /**
  98495. * This defines an action helpful to stop a defined sound on a triggered action.
  98496. */
  98497. export class StopSoundAction extends Action {
  98498. private _sound;
  98499. /**
  98500. * Instantiate the action
  98501. * @param triggerOptions defines the trigger options
  98502. * @param sound defines the sound to stop
  98503. * @param condition defines the trigger related conditions
  98504. */
  98505. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  98506. /** @hidden */
  98507. _prepare(): void;
  98508. /**
  98509. * Execute the action and stop the sound.
  98510. */
  98511. execute(): void;
  98512. /**
  98513. * Serializes the actions and its related information.
  98514. * @param parent defines the object to serialize in
  98515. * @returns the serialized object
  98516. */
  98517. serialize(parent: any): any;
  98518. }
  98519. }
  98520. declare module BABYLON {
  98521. /**
  98522. * This defines an action responsible to change the value of a property
  98523. * by interpolating between its current value and the newly set one once triggered.
  98524. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  98525. */
  98526. export class InterpolateValueAction extends Action {
  98527. /**
  98528. * Defines the path of the property where the value should be interpolated
  98529. */
  98530. propertyPath: string;
  98531. /**
  98532. * Defines the target value at the end of the interpolation.
  98533. */
  98534. value: any;
  98535. /**
  98536. * Defines the time it will take for the property to interpolate to the value.
  98537. */
  98538. duration: number;
  98539. /**
  98540. * Defines if the other scene animations should be stopped when the action has been triggered
  98541. */
  98542. stopOtherAnimations?: boolean;
  98543. /**
  98544. * Defines a callback raised once the interpolation animation has been done.
  98545. */
  98546. onInterpolationDone?: () => void;
  98547. /**
  98548. * Observable triggered once the interpolation animation has been done.
  98549. */
  98550. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  98551. private _target;
  98552. private _effectiveTarget;
  98553. private _property;
  98554. /**
  98555. * Instantiate the action
  98556. * @param triggerOptions defines the trigger options
  98557. * @param target defines the object containing the value to interpolate
  98558. * @param propertyPath defines the path to the property in the target object
  98559. * @param value defines the target value at the end of the interpolation
  98560. * @param duration deines the time it will take for the property to interpolate to the value.
  98561. * @param condition defines the trigger related conditions
  98562. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  98563. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  98564. */
  98565. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  98566. /** @hidden */
  98567. _prepare(): void;
  98568. /**
  98569. * Execute the action starts the value interpolation.
  98570. */
  98571. execute(): void;
  98572. /**
  98573. * Serializes the actions and its related information.
  98574. * @param parent defines the object to serialize in
  98575. * @returns the serialized object
  98576. */
  98577. serialize(parent: any): any;
  98578. }
  98579. }
  98580. declare module BABYLON {
  98581. /**
  98582. * Options allowed during the creation of a sound track.
  98583. */
  98584. export interface ISoundTrackOptions {
  98585. /**
  98586. * The volume the sound track should take during creation
  98587. */
  98588. volume?: number;
  98589. /**
  98590. * Define if the sound track is the main sound track of the scene
  98591. */
  98592. mainTrack?: boolean;
  98593. }
  98594. /**
  98595. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  98596. * It will be also used in a future release to apply effects on a specific track.
  98597. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  98598. */
  98599. export class SoundTrack {
  98600. /**
  98601. * The unique identifier of the sound track in the scene.
  98602. */
  98603. id: number;
  98604. /**
  98605. * The list of sounds included in the sound track.
  98606. */
  98607. soundCollection: Array<Sound>;
  98608. private _outputAudioNode;
  98609. private _scene;
  98610. private _isMainTrack;
  98611. private _connectedAnalyser;
  98612. private _options;
  98613. private _isInitialized;
  98614. /**
  98615. * Creates a new sound track.
  98616. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  98617. * @param scene Define the scene the sound track belongs to
  98618. * @param options
  98619. */
  98620. constructor(scene: Scene, options?: ISoundTrackOptions);
  98621. private _initializeSoundTrackAudioGraph;
  98622. /**
  98623. * Release the sound track and its associated resources
  98624. */
  98625. dispose(): void;
  98626. /**
  98627. * Adds a sound to this sound track
  98628. * @param sound define the cound to add
  98629. * @ignoreNaming
  98630. */
  98631. AddSound(sound: Sound): void;
  98632. /**
  98633. * Removes a sound to this sound track
  98634. * @param sound define the cound to remove
  98635. * @ignoreNaming
  98636. */
  98637. RemoveSound(sound: Sound): void;
  98638. /**
  98639. * Set a global volume for the full sound track.
  98640. * @param newVolume Define the new volume of the sound track
  98641. */
  98642. setVolume(newVolume: number): void;
  98643. /**
  98644. * Switch the panning model to HRTF:
  98645. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  98646. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98647. */
  98648. switchPanningModelToHRTF(): void;
  98649. /**
  98650. * Switch the panning model to Equal Power:
  98651. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  98652. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98653. */
  98654. switchPanningModelToEqualPower(): void;
  98655. /**
  98656. * Connect the sound track to an audio analyser allowing some amazing
  98657. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  98658. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  98659. * @param analyser The analyser to connect to the engine
  98660. */
  98661. connectToAnalyser(analyser: Analyser): void;
  98662. }
  98663. }
  98664. declare module BABYLON {
  98665. interface AbstractScene {
  98666. /**
  98667. * The list of sounds used in the scene.
  98668. */
  98669. sounds: Nullable<Array<Sound>>;
  98670. }
  98671. interface Scene {
  98672. /**
  98673. * @hidden
  98674. * Backing field
  98675. */
  98676. _mainSoundTrack: SoundTrack;
  98677. /**
  98678. * The main sound track played by the scene.
  98679. * It cotains your primary collection of sounds.
  98680. */
  98681. mainSoundTrack: SoundTrack;
  98682. /**
  98683. * The list of sound tracks added to the scene
  98684. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98685. */
  98686. soundTracks: Nullable<Array<SoundTrack>>;
  98687. /**
  98688. * Gets a sound using a given name
  98689. * @param name defines the name to search for
  98690. * @return the found sound or null if not found at all.
  98691. */
  98692. getSoundByName(name: string): Nullable<Sound>;
  98693. /**
  98694. * Gets or sets if audio support is enabled
  98695. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98696. */
  98697. audioEnabled: boolean;
  98698. /**
  98699. * Gets or sets if audio will be output to headphones
  98700. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98701. */
  98702. headphone: boolean;
  98703. }
  98704. /**
  98705. * Defines the sound scene component responsible to manage any sounds
  98706. * in a given scene.
  98707. */
  98708. export class AudioSceneComponent implements ISceneSerializableComponent {
  98709. /**
  98710. * The component name helpfull to identify the component in the list of scene components.
  98711. */
  98712. readonly name: string;
  98713. /**
  98714. * The scene the component belongs to.
  98715. */
  98716. scene: Scene;
  98717. private _audioEnabled;
  98718. /**
  98719. * Gets whether audio is enabled or not.
  98720. * Please use related enable/disable method to switch state.
  98721. */
  98722. readonly audioEnabled: boolean;
  98723. private _headphone;
  98724. /**
  98725. * Gets whether audio is outputing to headphone or not.
  98726. * Please use the according Switch methods to change output.
  98727. */
  98728. readonly headphone: boolean;
  98729. /**
  98730. * Creates a new instance of the component for the given scene
  98731. * @param scene Defines the scene to register the component in
  98732. */
  98733. constructor(scene: Scene);
  98734. /**
  98735. * Registers the component in a given scene
  98736. */
  98737. register(): void;
  98738. /**
  98739. * Rebuilds the elements related to this component in case of
  98740. * context lost for instance.
  98741. */
  98742. rebuild(): void;
  98743. /**
  98744. * Serializes the component data to the specified json object
  98745. * @param serializationObject The object to serialize to
  98746. */
  98747. serialize(serializationObject: any): void;
  98748. /**
  98749. * Adds all the elements from the container to the scene
  98750. * @param container the container holding the elements
  98751. */
  98752. addFromContainer(container: AbstractScene): void;
  98753. /**
  98754. * Removes all the elements in the container from the scene
  98755. * @param container contains the elements to remove
  98756. * @param dispose if the removed element should be disposed (default: false)
  98757. */
  98758. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  98759. /**
  98760. * Disposes the component and the associated ressources.
  98761. */
  98762. dispose(): void;
  98763. /**
  98764. * Disables audio in the associated scene.
  98765. */
  98766. disableAudio(): void;
  98767. /**
  98768. * Enables audio in the associated scene.
  98769. */
  98770. enableAudio(): void;
  98771. /**
  98772. * Switch audio to headphone output.
  98773. */
  98774. switchAudioModeForHeadphones(): void;
  98775. /**
  98776. * Switch audio to normal speakers.
  98777. */
  98778. switchAudioModeForNormalSpeakers(): void;
  98779. private _afterRender;
  98780. }
  98781. }
  98782. declare module BABYLON {
  98783. /**
  98784. * Wraps one or more Sound objects and selects one with random weight for playback.
  98785. */
  98786. export class WeightedSound {
  98787. /** When true a Sound will be selected and played when the current playing Sound completes. */
  98788. loop: boolean;
  98789. private _coneInnerAngle;
  98790. private _coneOuterAngle;
  98791. private _volume;
  98792. /** A Sound is currently playing. */
  98793. isPlaying: boolean;
  98794. /** A Sound is currently paused. */
  98795. isPaused: boolean;
  98796. private _sounds;
  98797. private _weights;
  98798. private _currentIndex?;
  98799. /**
  98800. * Creates a new WeightedSound from the list of sounds given.
  98801. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  98802. * @param sounds Array of Sounds that will be selected from.
  98803. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  98804. */
  98805. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  98806. /**
  98807. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  98808. */
  98809. /**
  98810. * The size of cone in degress for a directional sound in which there will be no attenuation.
  98811. */
  98812. directionalConeInnerAngle: number;
  98813. /**
  98814. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  98815. * Listener angles between innerAngle and outerAngle will falloff linearly.
  98816. */
  98817. /**
  98818. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  98819. * Listener angles between innerAngle and outerAngle will falloff linearly.
  98820. */
  98821. directionalConeOuterAngle: number;
  98822. /**
  98823. * Playback volume.
  98824. */
  98825. /**
  98826. * Playback volume.
  98827. */
  98828. volume: number;
  98829. private _onended;
  98830. /**
  98831. * Suspend playback
  98832. */
  98833. pause(): void;
  98834. /**
  98835. * Stop playback
  98836. */
  98837. stop(): void;
  98838. /**
  98839. * Start playback.
  98840. * @param startOffset Position the clip head at a specific time in seconds.
  98841. */
  98842. play(startOffset?: number): void;
  98843. }
  98844. }
  98845. declare module BABYLON {
  98846. /**
  98847. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  98848. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  98849. */
  98850. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  98851. /**
  98852. * Gets the name of the behavior.
  98853. */
  98854. readonly name: string;
  98855. /**
  98856. * The easing function used by animations
  98857. */
  98858. static EasingFunction: BackEase;
  98859. /**
  98860. * The easing mode used by animations
  98861. */
  98862. static EasingMode: number;
  98863. /**
  98864. * The duration of the animation, in milliseconds
  98865. */
  98866. transitionDuration: number;
  98867. /**
  98868. * Length of the distance animated by the transition when lower radius is reached
  98869. */
  98870. lowerRadiusTransitionRange: number;
  98871. /**
  98872. * Length of the distance animated by the transition when upper radius is reached
  98873. */
  98874. upperRadiusTransitionRange: number;
  98875. private _autoTransitionRange;
  98876. /**
  98877. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  98878. */
  98879. /**
  98880. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  98881. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  98882. */
  98883. autoTransitionRange: boolean;
  98884. private _attachedCamera;
  98885. private _onAfterCheckInputsObserver;
  98886. private _onMeshTargetChangedObserver;
  98887. /**
  98888. * Initializes the behavior.
  98889. */
  98890. init(): void;
  98891. /**
  98892. * Attaches the behavior to its arc rotate camera.
  98893. * @param camera Defines the camera to attach the behavior to
  98894. */
  98895. attach(camera: ArcRotateCamera): void;
  98896. /**
  98897. * Detaches the behavior from its current arc rotate camera.
  98898. */
  98899. detach(): void;
  98900. private _radiusIsAnimating;
  98901. private _radiusBounceTransition;
  98902. private _animatables;
  98903. private _cachedWheelPrecision;
  98904. /**
  98905. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  98906. * @param radiusLimit The limit to check against.
  98907. * @return Bool to indicate if at limit.
  98908. */
  98909. private _isRadiusAtLimit;
  98910. /**
  98911. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  98912. * @param radiusDelta The delta by which to animate to. Can be negative.
  98913. */
  98914. private _applyBoundRadiusAnimation;
  98915. /**
  98916. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  98917. */
  98918. protected _clearAnimationLocks(): void;
  98919. /**
  98920. * Stops and removes all animations that have been applied to the camera
  98921. */
  98922. stopAllAnimations(): void;
  98923. }
  98924. }
  98925. declare module BABYLON {
  98926. /**
  98927. * 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.
  98928. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  98929. */
  98930. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  98931. /**
  98932. * Gets the name of the behavior.
  98933. */
  98934. readonly name: string;
  98935. private _mode;
  98936. private _radiusScale;
  98937. private _positionScale;
  98938. private _defaultElevation;
  98939. private _elevationReturnTime;
  98940. private _elevationReturnWaitTime;
  98941. private _zoomStopsAnimation;
  98942. private _framingTime;
  98943. /**
  98944. * The easing function used by animations
  98945. */
  98946. static EasingFunction: ExponentialEase;
  98947. /**
  98948. * The easing mode used by animations
  98949. */
  98950. static EasingMode: number;
  98951. /**
  98952. * Sets the current mode used by the behavior
  98953. */
  98954. /**
  98955. * Gets current mode used by the behavior.
  98956. */
  98957. mode: number;
  98958. /**
  98959. * Sets the scale applied to the radius (1 by default)
  98960. */
  98961. /**
  98962. * Gets the scale applied to the radius
  98963. */
  98964. radiusScale: number;
  98965. /**
  98966. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  98967. */
  98968. /**
  98969. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  98970. */
  98971. positionScale: number;
  98972. /**
  98973. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  98974. * behaviour is triggered, in radians.
  98975. */
  98976. /**
  98977. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  98978. * behaviour is triggered, in radians.
  98979. */
  98980. defaultElevation: number;
  98981. /**
  98982. * Sets the time (in milliseconds) taken to return to the default beta position.
  98983. * Negative value indicates camera should not return to default.
  98984. */
  98985. /**
  98986. * Gets the time (in milliseconds) taken to return to the default beta position.
  98987. * Negative value indicates camera should not return to default.
  98988. */
  98989. elevationReturnTime: number;
  98990. /**
  98991. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  98992. */
  98993. /**
  98994. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  98995. */
  98996. elevationReturnWaitTime: number;
  98997. /**
  98998. * Sets the flag that indicates if user zooming should stop animation.
  98999. */
  99000. /**
  99001. * Gets the flag that indicates if user zooming should stop animation.
  99002. */
  99003. zoomStopsAnimation: boolean;
  99004. /**
  99005. * Sets the transition time when framing the mesh, in milliseconds
  99006. */
  99007. /**
  99008. * Gets the transition time when framing the mesh, in milliseconds
  99009. */
  99010. framingTime: number;
  99011. /**
  99012. * Define if the behavior should automatically change the configured
  99013. * camera limits and sensibilities.
  99014. */
  99015. autoCorrectCameraLimitsAndSensibility: boolean;
  99016. private _onPrePointerObservableObserver;
  99017. private _onAfterCheckInputsObserver;
  99018. private _onMeshTargetChangedObserver;
  99019. private _attachedCamera;
  99020. private _isPointerDown;
  99021. private _lastInteractionTime;
  99022. /**
  99023. * Initializes the behavior.
  99024. */
  99025. init(): void;
  99026. /**
  99027. * Attaches the behavior to its arc rotate camera.
  99028. * @param camera Defines the camera to attach the behavior to
  99029. */
  99030. attach(camera: ArcRotateCamera): void;
  99031. /**
  99032. * Detaches the behavior from its current arc rotate camera.
  99033. */
  99034. detach(): void;
  99035. private _animatables;
  99036. private _betaIsAnimating;
  99037. private _betaTransition;
  99038. private _radiusTransition;
  99039. private _vectorTransition;
  99040. /**
  99041. * Targets the given mesh and updates zoom level accordingly.
  99042. * @param mesh The mesh to target.
  99043. * @param radius Optional. If a cached radius position already exists, overrides default.
  99044. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99045. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99046. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99047. */
  99048. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99049. /**
  99050. * Targets the given mesh with its children and updates zoom level accordingly.
  99051. * @param mesh The mesh to target.
  99052. * @param radius Optional. If a cached radius position already exists, overrides default.
  99053. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99054. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99055. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99056. */
  99057. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99058. /**
  99059. * Targets the given meshes with their children and updates zoom level accordingly.
  99060. * @param meshes The mesh to target.
  99061. * @param radius Optional. If a cached radius position already exists, overrides default.
  99062. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99063. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99064. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99065. */
  99066. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99067. /**
  99068. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  99069. * @param minimumWorld Determines the smaller position of the bounding box extend
  99070. * @param maximumWorld Determines the bigger position of the bounding box extend
  99071. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99072. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99073. */
  99074. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99075. /**
  99076. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  99077. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  99078. * frustum width.
  99079. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  99080. * to fully enclose the mesh in the viewing frustum.
  99081. */
  99082. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  99083. /**
  99084. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  99085. * is automatically returned to its default position (expected to be above ground plane).
  99086. */
  99087. private _maintainCameraAboveGround;
  99088. /**
  99089. * Returns the frustum slope based on the canvas ratio and camera FOV
  99090. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  99091. */
  99092. private _getFrustumSlope;
  99093. /**
  99094. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  99095. */
  99096. private _clearAnimationLocks;
  99097. /**
  99098. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  99099. */
  99100. private _applyUserInteraction;
  99101. /**
  99102. * Stops and removes all animations that have been applied to the camera
  99103. */
  99104. stopAllAnimations(): void;
  99105. /**
  99106. * Gets a value indicating if the user is moving the camera
  99107. */
  99108. readonly isUserIsMoving: boolean;
  99109. /**
  99110. * The camera can move all the way towards the mesh.
  99111. */
  99112. static IgnoreBoundsSizeMode: number;
  99113. /**
  99114. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  99115. */
  99116. static FitFrustumSidesMode: number;
  99117. }
  99118. }
  99119. declare module BABYLON {
  99120. /**
  99121. * Base class for Camera Pointer Inputs.
  99122. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  99123. * for example usage.
  99124. */
  99125. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  99126. /**
  99127. * Defines the camera the input is attached to.
  99128. */
  99129. abstract camera: Camera;
  99130. /**
  99131. * Whether keyboard modifier keys are pressed at time of last mouse event.
  99132. */
  99133. protected _altKey: boolean;
  99134. protected _ctrlKey: boolean;
  99135. protected _metaKey: boolean;
  99136. protected _shiftKey: boolean;
  99137. /**
  99138. * Which mouse buttons were pressed at time of last mouse event.
  99139. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  99140. */
  99141. protected _buttonsPressed: number;
  99142. /**
  99143. * Defines the buttons associated with the input to handle camera move.
  99144. */
  99145. buttons: number[];
  99146. /**
  99147. * Attach the input controls to a specific dom element to get the input from.
  99148. * @param element Defines the element the controls should be listened from
  99149. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99150. */
  99151. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99152. /**
  99153. * Detach the current controls from the specified dom element.
  99154. * @param element Defines the element to stop listening the inputs from
  99155. */
  99156. detachControl(element: Nullable<HTMLElement>): void;
  99157. /**
  99158. * Gets the class name of the current input.
  99159. * @returns the class name
  99160. */
  99161. getClassName(): string;
  99162. /**
  99163. * Get the friendly name associated with the input class.
  99164. * @returns the input friendly name
  99165. */
  99166. getSimpleName(): string;
  99167. /**
  99168. * Called on pointer POINTERDOUBLETAP event.
  99169. * Override this method to provide functionality on POINTERDOUBLETAP event.
  99170. */
  99171. protected onDoubleTap(type: string): void;
  99172. /**
  99173. * Called on pointer POINTERMOVE event if only a single touch is active.
  99174. * Override this method to provide functionality.
  99175. */
  99176. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  99177. /**
  99178. * Called on pointer POINTERMOVE event if multiple touches are active.
  99179. * Override this method to provide functionality.
  99180. */
  99181. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  99182. /**
  99183. * Called on JS contextmenu event.
  99184. * Override this method to provide functionality.
  99185. */
  99186. protected onContextMenu(evt: PointerEvent): void;
  99187. /**
  99188. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  99189. * press.
  99190. * Override this method to provide functionality.
  99191. */
  99192. protected onButtonDown(evt: PointerEvent): void;
  99193. /**
  99194. * Called each time a new POINTERUP event occurs. Ie, for each button
  99195. * release.
  99196. * Override this method to provide functionality.
  99197. */
  99198. protected onButtonUp(evt: PointerEvent): void;
  99199. /**
  99200. * Called when window becomes inactive.
  99201. * Override this method to provide functionality.
  99202. */
  99203. protected onLostFocus(): void;
  99204. private _pointerInput;
  99205. private _observer;
  99206. private _onLostFocus;
  99207. private pointA;
  99208. private pointB;
  99209. }
  99210. }
  99211. declare module BABYLON {
  99212. /**
  99213. * Manage the pointers inputs to control an arc rotate camera.
  99214. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99215. */
  99216. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  99217. /**
  99218. * Defines the camera the input is attached to.
  99219. */
  99220. camera: ArcRotateCamera;
  99221. /**
  99222. * Gets the class name of the current input.
  99223. * @returns the class name
  99224. */
  99225. getClassName(): string;
  99226. /**
  99227. * Defines the buttons associated with the input to handle camera move.
  99228. */
  99229. buttons: number[];
  99230. /**
  99231. * Defines the pointer angular sensibility along the X axis or how fast is
  99232. * the camera rotating.
  99233. */
  99234. angularSensibilityX: number;
  99235. /**
  99236. * Defines the pointer angular sensibility along the Y axis or how fast is
  99237. * the camera rotating.
  99238. */
  99239. angularSensibilityY: number;
  99240. /**
  99241. * Defines the pointer pinch precision or how fast is the camera zooming.
  99242. */
  99243. pinchPrecision: number;
  99244. /**
  99245. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  99246. * from 0.
  99247. * It defines the percentage of current camera.radius to use as delta when
  99248. * pinch zoom is used.
  99249. */
  99250. pinchDeltaPercentage: number;
  99251. /**
  99252. * Defines the pointer panning sensibility or how fast is the camera moving.
  99253. */
  99254. panningSensibility: number;
  99255. /**
  99256. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  99257. */
  99258. multiTouchPanning: boolean;
  99259. /**
  99260. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  99261. * zoom (pinch) through multitouch.
  99262. */
  99263. multiTouchPanAndZoom: boolean;
  99264. /**
  99265. * Revers pinch action direction.
  99266. */
  99267. pinchInwards: boolean;
  99268. private _isPanClick;
  99269. private _twoFingerActivityCount;
  99270. private _isPinching;
  99271. /**
  99272. * Called on pointer POINTERMOVE event if only a single touch is active.
  99273. */
  99274. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  99275. /**
  99276. * Called on pointer POINTERDOUBLETAP event.
  99277. */
  99278. protected onDoubleTap(type: string): void;
  99279. /**
  99280. * Called on pointer POINTERMOVE event if multiple touches are active.
  99281. */
  99282. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  99283. /**
  99284. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  99285. * press.
  99286. */
  99287. protected onButtonDown(evt: PointerEvent): void;
  99288. /**
  99289. * Called each time a new POINTERUP event occurs. Ie, for each button
  99290. * release.
  99291. */
  99292. protected onButtonUp(evt: PointerEvent): void;
  99293. /**
  99294. * Called when window becomes inactive.
  99295. */
  99296. protected onLostFocus(): void;
  99297. }
  99298. }
  99299. declare module BABYLON {
  99300. /**
  99301. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  99302. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99303. */
  99304. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  99305. /**
  99306. * Defines the camera the input is attached to.
  99307. */
  99308. camera: ArcRotateCamera;
  99309. /**
  99310. * Defines the list of key codes associated with the up action (increase alpha)
  99311. */
  99312. keysUp: number[];
  99313. /**
  99314. * Defines the list of key codes associated with the down action (decrease alpha)
  99315. */
  99316. keysDown: number[];
  99317. /**
  99318. * Defines the list of key codes associated with the left action (increase beta)
  99319. */
  99320. keysLeft: number[];
  99321. /**
  99322. * Defines the list of key codes associated with the right action (decrease beta)
  99323. */
  99324. keysRight: number[];
  99325. /**
  99326. * Defines the list of key codes associated with the reset action.
  99327. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  99328. */
  99329. keysReset: number[];
  99330. /**
  99331. * Defines the panning sensibility of the inputs.
  99332. * (How fast is the camera paning)
  99333. */
  99334. panningSensibility: number;
  99335. /**
  99336. * Defines the zooming sensibility of the inputs.
  99337. * (How fast is the camera zooming)
  99338. */
  99339. zoomingSensibility: number;
  99340. /**
  99341. * Defines wether maintaining the alt key down switch the movement mode from
  99342. * orientation to zoom.
  99343. */
  99344. useAltToZoom: boolean;
  99345. /**
  99346. * Rotation speed of the camera
  99347. */
  99348. angularSpeed: number;
  99349. private _keys;
  99350. private _ctrlPressed;
  99351. private _altPressed;
  99352. private _onCanvasBlurObserver;
  99353. private _onKeyboardObserver;
  99354. private _engine;
  99355. private _scene;
  99356. /**
  99357. * Attach the input controls to a specific dom element to get the input from.
  99358. * @param element Defines the element the controls should be listened from
  99359. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99360. */
  99361. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99362. /**
  99363. * Detach the current controls from the specified dom element.
  99364. * @param element Defines the element to stop listening the inputs from
  99365. */
  99366. detachControl(element: Nullable<HTMLElement>): void;
  99367. /**
  99368. * Update the current camera state depending on the inputs that have been used this frame.
  99369. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  99370. */
  99371. checkInputs(): void;
  99372. /**
  99373. * Gets the class name of the current intput.
  99374. * @returns the class name
  99375. */
  99376. getClassName(): string;
  99377. /**
  99378. * Get the friendly name associated with the input class.
  99379. * @returns the input friendly name
  99380. */
  99381. getSimpleName(): string;
  99382. }
  99383. }
  99384. declare module BABYLON {
  99385. /**
  99386. * Manage the mouse wheel inputs to control an arc rotate camera.
  99387. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99388. */
  99389. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  99390. /**
  99391. * Defines the camera the input is attached to.
  99392. */
  99393. camera: ArcRotateCamera;
  99394. /**
  99395. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  99396. */
  99397. wheelPrecision: number;
  99398. /**
  99399. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  99400. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  99401. */
  99402. wheelDeltaPercentage: number;
  99403. private _wheel;
  99404. private _observer;
  99405. private computeDeltaFromMouseWheelLegacyEvent;
  99406. /**
  99407. * Attach the input controls to a specific dom element to get the input from.
  99408. * @param element Defines the element the controls should be listened from
  99409. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99410. */
  99411. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99412. /**
  99413. * Detach the current controls from the specified dom element.
  99414. * @param element Defines the element to stop listening the inputs from
  99415. */
  99416. detachControl(element: Nullable<HTMLElement>): void;
  99417. /**
  99418. * Gets the class name of the current intput.
  99419. * @returns the class name
  99420. */
  99421. getClassName(): string;
  99422. /**
  99423. * Get the friendly name associated with the input class.
  99424. * @returns the input friendly name
  99425. */
  99426. getSimpleName(): string;
  99427. }
  99428. }
  99429. declare module BABYLON {
  99430. /**
  99431. * Default Inputs manager for the ArcRotateCamera.
  99432. * It groups all the default supported inputs for ease of use.
  99433. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99434. */
  99435. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  99436. /**
  99437. * Instantiates a new ArcRotateCameraInputsManager.
  99438. * @param camera Defines the camera the inputs belong to
  99439. */
  99440. constructor(camera: ArcRotateCamera);
  99441. /**
  99442. * Add mouse wheel input support to the input manager.
  99443. * @returns the current input manager
  99444. */
  99445. addMouseWheel(): ArcRotateCameraInputsManager;
  99446. /**
  99447. * Add pointers input support to the input manager.
  99448. * @returns the current input manager
  99449. */
  99450. addPointers(): ArcRotateCameraInputsManager;
  99451. /**
  99452. * Add keyboard input support to the input manager.
  99453. * @returns the current input manager
  99454. */
  99455. addKeyboard(): ArcRotateCameraInputsManager;
  99456. }
  99457. }
  99458. declare module BABYLON {
  99459. /**
  99460. * This represents an orbital type of camera.
  99461. *
  99462. * 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.
  99463. * 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.
  99464. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  99465. */
  99466. export class ArcRotateCamera extends TargetCamera {
  99467. /**
  99468. * Defines the rotation angle of the camera along the longitudinal axis.
  99469. */
  99470. alpha: number;
  99471. /**
  99472. * Defines the rotation angle of the camera along the latitudinal axis.
  99473. */
  99474. beta: number;
  99475. /**
  99476. * Defines the radius of the camera from it s target point.
  99477. */
  99478. radius: number;
  99479. protected _target: Vector3;
  99480. protected _targetHost: Nullable<AbstractMesh>;
  99481. /**
  99482. * Defines the target point of the camera.
  99483. * The camera looks towards it form the radius distance.
  99484. */
  99485. target: Vector3;
  99486. /**
  99487. * Define the current local position of the camera in the scene
  99488. */
  99489. position: Vector3;
  99490. protected _upVector: Vector3;
  99491. protected _upToYMatrix: Matrix;
  99492. protected _YToUpMatrix: Matrix;
  99493. /**
  99494. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  99495. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  99496. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  99497. */
  99498. upVector: Vector3;
  99499. /**
  99500. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  99501. */
  99502. setMatUp(): void;
  99503. /**
  99504. * Current inertia value on the longitudinal axis.
  99505. * The bigger this number the longer it will take for the camera to stop.
  99506. */
  99507. inertialAlphaOffset: number;
  99508. /**
  99509. * Current inertia value on the latitudinal axis.
  99510. * The bigger this number the longer it will take for the camera to stop.
  99511. */
  99512. inertialBetaOffset: number;
  99513. /**
  99514. * Current inertia value on the radius axis.
  99515. * The bigger this number the longer it will take for the camera to stop.
  99516. */
  99517. inertialRadiusOffset: number;
  99518. /**
  99519. * Minimum allowed angle on the longitudinal axis.
  99520. * This can help limiting how the Camera is able to move in the scene.
  99521. */
  99522. lowerAlphaLimit: Nullable<number>;
  99523. /**
  99524. * Maximum allowed angle on the longitudinal axis.
  99525. * This can help limiting how the Camera is able to move in the scene.
  99526. */
  99527. upperAlphaLimit: Nullable<number>;
  99528. /**
  99529. * Minimum allowed angle on the latitudinal axis.
  99530. * This can help limiting how the Camera is able to move in the scene.
  99531. */
  99532. lowerBetaLimit: number;
  99533. /**
  99534. * Maximum allowed angle on the latitudinal axis.
  99535. * This can help limiting how the Camera is able to move in the scene.
  99536. */
  99537. upperBetaLimit: number;
  99538. /**
  99539. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  99540. * This can help limiting how the Camera is able to move in the scene.
  99541. */
  99542. lowerRadiusLimit: Nullable<number>;
  99543. /**
  99544. * Maximum allowed distance of the camera to the target (The camera can not get further).
  99545. * This can help limiting how the Camera is able to move in the scene.
  99546. */
  99547. upperRadiusLimit: Nullable<number>;
  99548. /**
  99549. * Defines the current inertia value used during panning of the camera along the X axis.
  99550. */
  99551. inertialPanningX: number;
  99552. /**
  99553. * Defines the current inertia value used during panning of the camera along the Y axis.
  99554. */
  99555. inertialPanningY: number;
  99556. /**
  99557. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  99558. * Basically if your fingers moves away from more than this distance you will be considered
  99559. * in pinch mode.
  99560. */
  99561. pinchToPanMaxDistance: number;
  99562. /**
  99563. * Defines the maximum distance the camera can pan.
  99564. * This could help keeping the cammera always in your scene.
  99565. */
  99566. panningDistanceLimit: Nullable<number>;
  99567. /**
  99568. * Defines the target of the camera before paning.
  99569. */
  99570. panningOriginTarget: Vector3;
  99571. /**
  99572. * Defines the value of the inertia used during panning.
  99573. * 0 would mean stop inertia and one would mean no decelleration at all.
  99574. */
  99575. panningInertia: number;
  99576. /**
  99577. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  99578. */
  99579. angularSensibilityX: number;
  99580. /**
  99581. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  99582. */
  99583. angularSensibilityY: number;
  99584. /**
  99585. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  99586. */
  99587. pinchPrecision: number;
  99588. /**
  99589. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  99590. * It will be used instead of pinchDeltaPrecision if different from 0.
  99591. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  99592. */
  99593. pinchDeltaPercentage: number;
  99594. /**
  99595. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  99596. */
  99597. panningSensibility: number;
  99598. /**
  99599. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  99600. */
  99601. keysUp: number[];
  99602. /**
  99603. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  99604. */
  99605. keysDown: number[];
  99606. /**
  99607. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  99608. */
  99609. keysLeft: number[];
  99610. /**
  99611. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  99612. */
  99613. keysRight: number[];
  99614. /**
  99615. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  99616. */
  99617. wheelPrecision: number;
  99618. /**
  99619. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  99620. * It will be used instead of pinchDeltaPrecision if different from 0.
  99621. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  99622. */
  99623. wheelDeltaPercentage: number;
  99624. /**
  99625. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  99626. */
  99627. zoomOnFactor: number;
  99628. /**
  99629. * Defines a screen offset for the camera position.
  99630. */
  99631. targetScreenOffset: Vector2;
  99632. /**
  99633. * Allows the camera to be completely reversed.
  99634. * If false the camera can not arrive upside down.
  99635. */
  99636. allowUpsideDown: boolean;
  99637. /**
  99638. * Define if double tap/click is used to restore the previously saved state of the camera.
  99639. */
  99640. useInputToRestoreState: boolean;
  99641. /** @hidden */
  99642. _viewMatrix: Matrix;
  99643. /** @hidden */
  99644. _useCtrlForPanning: boolean;
  99645. /** @hidden */
  99646. _panningMouseButton: number;
  99647. /**
  99648. * Defines the input associated to the camera.
  99649. */
  99650. inputs: ArcRotateCameraInputsManager;
  99651. /** @hidden */
  99652. _reset: () => void;
  99653. /**
  99654. * Defines the allowed panning axis.
  99655. */
  99656. panningAxis: Vector3;
  99657. protected _localDirection: Vector3;
  99658. protected _transformedDirection: Vector3;
  99659. private _bouncingBehavior;
  99660. /**
  99661. * Gets the bouncing behavior of the camera if it has been enabled.
  99662. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99663. */
  99664. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  99665. /**
  99666. * Defines if the bouncing behavior of the camera is enabled on the camera.
  99667. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99668. */
  99669. useBouncingBehavior: boolean;
  99670. private _framingBehavior;
  99671. /**
  99672. * Gets the framing behavior of the camera if it has been enabled.
  99673. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99674. */
  99675. readonly framingBehavior: Nullable<FramingBehavior>;
  99676. /**
  99677. * Defines if the framing behavior of the camera is enabled on the camera.
  99678. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99679. */
  99680. useFramingBehavior: boolean;
  99681. private _autoRotationBehavior;
  99682. /**
  99683. * Gets the auto rotation behavior of the camera if it has been enabled.
  99684. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  99685. */
  99686. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  99687. /**
  99688. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  99689. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  99690. */
  99691. useAutoRotationBehavior: boolean;
  99692. /**
  99693. * Observable triggered when the mesh target has been changed on the camera.
  99694. */
  99695. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  99696. /**
  99697. * Event raised when the camera is colliding with a mesh.
  99698. */
  99699. onCollide: (collidedMesh: AbstractMesh) => void;
  99700. /**
  99701. * Defines whether the camera should check collision with the objects oh the scene.
  99702. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  99703. */
  99704. checkCollisions: boolean;
  99705. /**
  99706. * Defines the collision radius of the camera.
  99707. * This simulates a sphere around the camera.
  99708. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  99709. */
  99710. collisionRadius: Vector3;
  99711. protected _collider: Collider;
  99712. protected _previousPosition: Vector3;
  99713. protected _collisionVelocity: Vector3;
  99714. protected _newPosition: Vector3;
  99715. protected _previousAlpha: number;
  99716. protected _previousBeta: number;
  99717. protected _previousRadius: number;
  99718. protected _collisionTriggered: boolean;
  99719. protected _targetBoundingCenter: Nullable<Vector3>;
  99720. private _computationVector;
  99721. /**
  99722. * Instantiates a new ArcRotateCamera in a given scene
  99723. * @param name Defines the name of the camera
  99724. * @param alpha Defines the camera rotation along the logitudinal axis
  99725. * @param beta Defines the camera rotation along the latitudinal axis
  99726. * @param radius Defines the camera distance from its target
  99727. * @param target Defines the camera target
  99728. * @param scene Defines the scene the camera belongs to
  99729. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  99730. */
  99731. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  99732. /** @hidden */
  99733. _initCache(): void;
  99734. /** @hidden */
  99735. _updateCache(ignoreParentClass?: boolean): void;
  99736. protected _getTargetPosition(): Vector3;
  99737. private _storedAlpha;
  99738. private _storedBeta;
  99739. private _storedRadius;
  99740. private _storedTarget;
  99741. /**
  99742. * Stores the current state of the camera (alpha, beta, radius and target)
  99743. * @returns the camera itself
  99744. */
  99745. storeState(): Camera;
  99746. /**
  99747. * @hidden
  99748. * Restored camera state. You must call storeState() first
  99749. */
  99750. _restoreStateValues(): boolean;
  99751. /** @hidden */
  99752. _isSynchronizedViewMatrix(): boolean;
  99753. /**
  99754. * Attached controls to the current camera.
  99755. * @param element Defines the element the controls should be listened from
  99756. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99757. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  99758. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  99759. */
  99760. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  99761. /**
  99762. * Detach the current controls from the camera.
  99763. * The camera will stop reacting to inputs.
  99764. * @param element Defines the element to stop listening the inputs from
  99765. */
  99766. detachControl(element: HTMLElement): void;
  99767. /** @hidden */
  99768. _checkInputs(): void;
  99769. protected _checkLimits(): void;
  99770. /**
  99771. * Rebuilds angles (alpha, beta) and radius from the give position and target
  99772. */
  99773. rebuildAnglesAndRadius(): void;
  99774. /**
  99775. * Use a position to define the current camera related information like aplha, beta and radius
  99776. * @param position Defines the position to set the camera at
  99777. */
  99778. setPosition(position: Vector3): void;
  99779. /**
  99780. * Defines the target the camera should look at.
  99781. * This will automatically adapt alpha beta and radius to fit within the new target.
  99782. * @param target Defines the new target as a Vector or a mesh
  99783. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  99784. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  99785. */
  99786. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  99787. /** @hidden */
  99788. _getViewMatrix(): Matrix;
  99789. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  99790. /**
  99791. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  99792. * @param meshes Defines the mesh to zoom on
  99793. * @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)
  99794. */
  99795. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  99796. /**
  99797. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  99798. * The target will be changed but the radius
  99799. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  99800. * @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)
  99801. */
  99802. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  99803. min: Vector3;
  99804. max: Vector3;
  99805. distance: number;
  99806. }, doNotUpdateMaxZ?: boolean): void;
  99807. /**
  99808. * @override
  99809. * Override Camera.createRigCamera
  99810. */
  99811. createRigCamera(name: string, cameraIndex: number): Camera;
  99812. /**
  99813. * @hidden
  99814. * @override
  99815. * Override Camera._updateRigCameras
  99816. */
  99817. _updateRigCameras(): void;
  99818. /**
  99819. * Destroy the camera and release the current resources hold by it.
  99820. */
  99821. dispose(): void;
  99822. /**
  99823. * Gets the current object class name.
  99824. * @return the class name
  99825. */
  99826. getClassName(): string;
  99827. }
  99828. }
  99829. declare module BABYLON {
  99830. /**
  99831. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  99832. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  99833. */
  99834. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  99835. /**
  99836. * Gets the name of the behavior.
  99837. */
  99838. readonly name: string;
  99839. private _zoomStopsAnimation;
  99840. private _idleRotationSpeed;
  99841. private _idleRotationWaitTime;
  99842. private _idleRotationSpinupTime;
  99843. /**
  99844. * Sets the flag that indicates if user zooming should stop animation.
  99845. */
  99846. /**
  99847. * Gets the flag that indicates if user zooming should stop animation.
  99848. */
  99849. zoomStopsAnimation: boolean;
  99850. /**
  99851. * Sets the default speed at which the camera rotates around the model.
  99852. */
  99853. /**
  99854. * Gets the default speed at which the camera rotates around the model.
  99855. */
  99856. idleRotationSpeed: number;
  99857. /**
  99858. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  99859. */
  99860. /**
  99861. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  99862. */
  99863. idleRotationWaitTime: number;
  99864. /**
  99865. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  99866. */
  99867. /**
  99868. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  99869. */
  99870. idleRotationSpinupTime: number;
  99871. /**
  99872. * Gets a value indicating if the camera is currently rotating because of this behavior
  99873. */
  99874. readonly rotationInProgress: boolean;
  99875. private _onPrePointerObservableObserver;
  99876. private _onAfterCheckInputsObserver;
  99877. private _attachedCamera;
  99878. private _isPointerDown;
  99879. private _lastFrameTime;
  99880. private _lastInteractionTime;
  99881. private _cameraRotationSpeed;
  99882. /**
  99883. * Initializes the behavior.
  99884. */
  99885. init(): void;
  99886. /**
  99887. * Attaches the behavior to its arc rotate camera.
  99888. * @param camera Defines the camera to attach the behavior to
  99889. */
  99890. attach(camera: ArcRotateCamera): void;
  99891. /**
  99892. * Detaches the behavior from its current arc rotate camera.
  99893. */
  99894. detach(): void;
  99895. /**
  99896. * Returns true if user is scrolling.
  99897. * @return true if user is scrolling.
  99898. */
  99899. private _userIsZooming;
  99900. private _lastFrameRadius;
  99901. private _shouldAnimationStopForInteraction;
  99902. /**
  99903. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  99904. */
  99905. private _applyUserInteraction;
  99906. private _userIsMoving;
  99907. }
  99908. }
  99909. declare module BABYLON {
  99910. /**
  99911. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  99912. */
  99913. export class AttachToBoxBehavior implements Behavior<Mesh> {
  99914. private ui;
  99915. /**
  99916. * The name of the behavior
  99917. */
  99918. name: string;
  99919. /**
  99920. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  99921. */
  99922. distanceAwayFromFace: number;
  99923. /**
  99924. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  99925. */
  99926. distanceAwayFromBottomOfFace: number;
  99927. private _faceVectors;
  99928. private _target;
  99929. private _scene;
  99930. private _onRenderObserver;
  99931. private _tmpMatrix;
  99932. private _tmpVector;
  99933. /**
  99934. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  99935. * @param ui The transform node that should be attched to the mesh
  99936. */
  99937. constructor(ui: TransformNode);
  99938. /**
  99939. * Initializes the behavior
  99940. */
  99941. init(): void;
  99942. private _closestFace;
  99943. private _zeroVector;
  99944. private _lookAtTmpMatrix;
  99945. private _lookAtToRef;
  99946. /**
  99947. * Attaches the AttachToBoxBehavior to the passed in mesh
  99948. * @param target The mesh that the specified node will be attached to
  99949. */
  99950. attach(target: Mesh): void;
  99951. /**
  99952. * Detaches the behavior from the mesh
  99953. */
  99954. detach(): void;
  99955. }
  99956. }
  99957. declare module BABYLON {
  99958. /**
  99959. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  99960. */
  99961. export class FadeInOutBehavior implements Behavior<Mesh> {
  99962. /**
  99963. * Time in milliseconds to delay before fading in (Default: 0)
  99964. */
  99965. delay: number;
  99966. /**
  99967. * Time in milliseconds for the mesh to fade in (Default: 300)
  99968. */
  99969. fadeInTime: number;
  99970. private _millisecondsPerFrame;
  99971. private _hovered;
  99972. private _hoverValue;
  99973. private _ownerNode;
  99974. /**
  99975. * Instatiates the FadeInOutBehavior
  99976. */
  99977. constructor();
  99978. /**
  99979. * The name of the behavior
  99980. */
  99981. readonly name: string;
  99982. /**
  99983. * Initializes the behavior
  99984. */
  99985. init(): void;
  99986. /**
  99987. * Attaches the fade behavior on the passed in mesh
  99988. * @param ownerNode The mesh that will be faded in/out once attached
  99989. */
  99990. attach(ownerNode: Mesh): void;
  99991. /**
  99992. * Detaches the behavior from the mesh
  99993. */
  99994. detach(): void;
  99995. /**
  99996. * Triggers the mesh to begin fading in or out
  99997. * @param value if the object should fade in or out (true to fade in)
  99998. */
  99999. fadeIn(value: boolean): void;
  100000. private _update;
  100001. private _setAllVisibility;
  100002. }
  100003. }
  100004. declare module BABYLON {
  100005. /**
  100006. * Class containing a set of static utilities functions for managing Pivots
  100007. * @hidden
  100008. */
  100009. export class PivotTools {
  100010. private static _PivotCached;
  100011. private static _OldPivotPoint;
  100012. private static _PivotTranslation;
  100013. private static _PivotTmpVector;
  100014. /** @hidden */
  100015. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  100016. /** @hidden */
  100017. static _RestorePivotPoint(mesh: AbstractMesh): void;
  100018. }
  100019. }
  100020. declare module BABYLON {
  100021. /**
  100022. * Class containing static functions to help procedurally build meshes
  100023. */
  100024. export class PlaneBuilder {
  100025. /**
  100026. * Creates a plane mesh
  100027. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  100028. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  100029. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  100030. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  100031. * * If you create a double-sided mesh, you can choose what parts of 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
  100032. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  100033. * @param name defines the name of the mesh
  100034. * @param options defines the options used to create the mesh
  100035. * @param scene defines the hosting scene
  100036. * @returns the plane mesh
  100037. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  100038. */
  100039. static CreatePlane(name: string, options: {
  100040. size?: number;
  100041. width?: number;
  100042. height?: number;
  100043. sideOrientation?: number;
  100044. frontUVs?: Vector4;
  100045. backUVs?: Vector4;
  100046. updatable?: boolean;
  100047. sourcePlane?: Plane;
  100048. }, scene?: Nullable<Scene>): Mesh;
  100049. }
  100050. }
  100051. declare module BABYLON {
  100052. /**
  100053. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  100054. */
  100055. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  100056. private static _AnyMouseID;
  100057. /**
  100058. * Abstract mesh the behavior is set on
  100059. */
  100060. attachedNode: AbstractMesh;
  100061. private _dragPlane;
  100062. private _scene;
  100063. private _pointerObserver;
  100064. private _beforeRenderObserver;
  100065. private static _planeScene;
  100066. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  100067. /**
  100068. * 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)
  100069. */
  100070. maxDragAngle: number;
  100071. /**
  100072. * @hidden
  100073. */
  100074. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  100075. /**
  100076. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100077. */
  100078. currentDraggingPointerID: number;
  100079. /**
  100080. * The last position where the pointer hit the drag plane in world space
  100081. */
  100082. lastDragPosition: Vector3;
  100083. /**
  100084. * If the behavior is currently in a dragging state
  100085. */
  100086. dragging: boolean;
  100087. /**
  100088. * 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)
  100089. */
  100090. dragDeltaRatio: number;
  100091. /**
  100092. * If the drag plane orientation should be updated during the dragging (Default: true)
  100093. */
  100094. updateDragPlane: boolean;
  100095. private _debugMode;
  100096. private _moving;
  100097. /**
  100098. * Fires each time the attached mesh is dragged with the pointer
  100099. * * delta between last drag position and current drag position in world space
  100100. * * dragDistance along the drag axis
  100101. * * dragPlaneNormal normal of the current drag plane used during the drag
  100102. * * dragPlanePoint in world space where the drag intersects the drag plane
  100103. */
  100104. onDragObservable: Observable<{
  100105. delta: Vector3;
  100106. dragPlanePoint: Vector3;
  100107. dragPlaneNormal: Vector3;
  100108. dragDistance: number;
  100109. pointerId: number;
  100110. }>;
  100111. /**
  100112. * Fires each time a drag begins (eg. mouse down on mesh)
  100113. */
  100114. onDragStartObservable: Observable<{
  100115. dragPlanePoint: Vector3;
  100116. pointerId: number;
  100117. }>;
  100118. /**
  100119. * Fires each time a drag ends (eg. mouse release after drag)
  100120. */
  100121. onDragEndObservable: Observable<{
  100122. dragPlanePoint: Vector3;
  100123. pointerId: number;
  100124. }>;
  100125. /**
  100126. * If the attached mesh should be moved when dragged
  100127. */
  100128. moveAttached: boolean;
  100129. /**
  100130. * If the drag behavior will react to drag events (Default: true)
  100131. */
  100132. enabled: boolean;
  100133. /**
  100134. * If pointer events should start and release the drag (Default: true)
  100135. */
  100136. startAndReleaseDragOnPointerEvents: boolean;
  100137. /**
  100138. * If camera controls should be detached during the drag
  100139. */
  100140. detachCameraControls: boolean;
  100141. /**
  100142. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  100143. */
  100144. useObjectOrienationForDragging: boolean;
  100145. private _options;
  100146. /**
  100147. * Creates a pointer drag behavior that can be attached to a mesh
  100148. * @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)
  100149. */
  100150. constructor(options?: {
  100151. dragAxis?: Vector3;
  100152. dragPlaneNormal?: Vector3;
  100153. });
  100154. /**
  100155. * Predicate to determine if it is valid to move the object to a new position when it is moved
  100156. */
  100157. validateDrag: (targetPosition: Vector3) => boolean;
  100158. /**
  100159. * The name of the behavior
  100160. */
  100161. readonly name: string;
  100162. /**
  100163. * Initializes the behavior
  100164. */
  100165. init(): void;
  100166. private _tmpVector;
  100167. private _alternatePickedPoint;
  100168. private _worldDragAxis;
  100169. private _targetPosition;
  100170. private _attachedElement;
  100171. /**
  100172. * Attaches the drag behavior the passed in mesh
  100173. * @param ownerNode The mesh that will be dragged around once attached
  100174. */
  100175. attach(ownerNode: AbstractMesh): void;
  100176. /**
  100177. * Force relase the drag action by code.
  100178. */
  100179. releaseDrag(): void;
  100180. private _startDragRay;
  100181. private _lastPointerRay;
  100182. /**
  100183. * Simulates the start of a pointer drag event on the behavior
  100184. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  100185. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  100186. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  100187. */
  100188. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  100189. private _startDrag;
  100190. private _dragDelta;
  100191. private _moveDrag;
  100192. private _pickWithRayOnDragPlane;
  100193. private _pointA;
  100194. private _pointB;
  100195. private _pointC;
  100196. private _lineA;
  100197. private _lineB;
  100198. private _localAxis;
  100199. private _lookAt;
  100200. private _updateDragPlanePosition;
  100201. /**
  100202. * Detaches the behavior from the mesh
  100203. */
  100204. detach(): void;
  100205. }
  100206. }
  100207. declare module BABYLON {
  100208. /**
  100209. * A behavior that when attached to a mesh will allow the mesh to be scaled
  100210. */
  100211. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  100212. private _dragBehaviorA;
  100213. private _dragBehaviorB;
  100214. private _startDistance;
  100215. private _initialScale;
  100216. private _targetScale;
  100217. private _ownerNode;
  100218. private _sceneRenderObserver;
  100219. /**
  100220. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  100221. */
  100222. constructor();
  100223. /**
  100224. * The name of the behavior
  100225. */
  100226. readonly name: string;
  100227. /**
  100228. * Initializes the behavior
  100229. */
  100230. init(): void;
  100231. private _getCurrentDistance;
  100232. /**
  100233. * Attaches the scale behavior the passed in mesh
  100234. * @param ownerNode The mesh that will be scaled around once attached
  100235. */
  100236. attach(ownerNode: Mesh): void;
  100237. /**
  100238. * Detaches the behavior from the mesh
  100239. */
  100240. detach(): void;
  100241. }
  100242. }
  100243. declare module BABYLON {
  100244. /**
  100245. * 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
  100246. */
  100247. export class SixDofDragBehavior implements Behavior<Mesh> {
  100248. private static _virtualScene;
  100249. private _ownerNode;
  100250. private _sceneRenderObserver;
  100251. private _scene;
  100252. private _targetPosition;
  100253. private _virtualOriginMesh;
  100254. private _virtualDragMesh;
  100255. private _pointerObserver;
  100256. private _moving;
  100257. private _startingOrientation;
  100258. /**
  100259. * 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)
  100260. */
  100261. private zDragFactor;
  100262. /**
  100263. * If the object should rotate to face the drag origin
  100264. */
  100265. rotateDraggedObject: boolean;
  100266. /**
  100267. * If the behavior is currently in a dragging state
  100268. */
  100269. dragging: boolean;
  100270. /**
  100271. * 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)
  100272. */
  100273. dragDeltaRatio: number;
  100274. /**
  100275. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100276. */
  100277. currentDraggingPointerID: number;
  100278. /**
  100279. * If camera controls should be detached during the drag
  100280. */
  100281. detachCameraControls: boolean;
  100282. /**
  100283. * Fires each time a drag starts
  100284. */
  100285. onDragStartObservable: Observable<{}>;
  100286. /**
  100287. * Fires each time a drag ends (eg. mouse release after drag)
  100288. */
  100289. onDragEndObservable: Observable<{}>;
  100290. /**
  100291. * 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
  100292. */
  100293. constructor();
  100294. /**
  100295. * The name of the behavior
  100296. */
  100297. readonly name: string;
  100298. /**
  100299. * Initializes the behavior
  100300. */
  100301. init(): void;
  100302. /**
  100303. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  100304. */
  100305. private readonly _pointerCamera;
  100306. /**
  100307. * Attaches the scale behavior the passed in mesh
  100308. * @param ownerNode The mesh that will be scaled around once attached
  100309. */
  100310. attach(ownerNode: Mesh): void;
  100311. /**
  100312. * Detaches the behavior from the mesh
  100313. */
  100314. detach(): void;
  100315. }
  100316. }
  100317. declare module BABYLON {
  100318. /**
  100319. * Class used to apply inverse kinematics to bones
  100320. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  100321. */
  100322. export class BoneIKController {
  100323. private static _tmpVecs;
  100324. private static _tmpQuat;
  100325. private static _tmpMats;
  100326. /**
  100327. * Gets or sets the target mesh
  100328. */
  100329. targetMesh: AbstractMesh;
  100330. /** Gets or sets the mesh used as pole */
  100331. poleTargetMesh: AbstractMesh;
  100332. /**
  100333. * Gets or sets the bone used as pole
  100334. */
  100335. poleTargetBone: Nullable<Bone>;
  100336. /**
  100337. * Gets or sets the target position
  100338. */
  100339. targetPosition: Vector3;
  100340. /**
  100341. * Gets or sets the pole target position
  100342. */
  100343. poleTargetPosition: Vector3;
  100344. /**
  100345. * Gets or sets the pole target local offset
  100346. */
  100347. poleTargetLocalOffset: Vector3;
  100348. /**
  100349. * Gets or sets the pole angle
  100350. */
  100351. poleAngle: number;
  100352. /**
  100353. * Gets or sets the mesh associated with the controller
  100354. */
  100355. mesh: AbstractMesh;
  100356. /**
  100357. * 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)
  100358. */
  100359. slerpAmount: number;
  100360. private _bone1Quat;
  100361. private _bone1Mat;
  100362. private _bone2Ang;
  100363. private _bone1;
  100364. private _bone2;
  100365. private _bone1Length;
  100366. private _bone2Length;
  100367. private _maxAngle;
  100368. private _maxReach;
  100369. private _rightHandedSystem;
  100370. private _bendAxis;
  100371. private _slerping;
  100372. private _adjustRoll;
  100373. /**
  100374. * Gets or sets maximum allowed angle
  100375. */
  100376. maxAngle: number;
  100377. /**
  100378. * Creates a new BoneIKController
  100379. * @param mesh defines the mesh to control
  100380. * @param bone defines the bone to control
  100381. * @param options defines options to set up the controller
  100382. */
  100383. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  100384. targetMesh?: AbstractMesh;
  100385. poleTargetMesh?: AbstractMesh;
  100386. poleTargetBone?: Bone;
  100387. poleTargetLocalOffset?: Vector3;
  100388. poleAngle?: number;
  100389. bendAxis?: Vector3;
  100390. maxAngle?: number;
  100391. slerpAmount?: number;
  100392. });
  100393. private _setMaxAngle;
  100394. /**
  100395. * Force the controller to update the bones
  100396. */
  100397. update(): void;
  100398. }
  100399. }
  100400. declare module BABYLON {
  100401. /**
  100402. * Class used to make a bone look toward a point in space
  100403. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  100404. */
  100405. export class BoneLookController {
  100406. private static _tmpVecs;
  100407. private static _tmpQuat;
  100408. private static _tmpMats;
  100409. /**
  100410. * The target Vector3 that the bone will look at
  100411. */
  100412. target: Vector3;
  100413. /**
  100414. * The mesh that the bone is attached to
  100415. */
  100416. mesh: AbstractMesh;
  100417. /**
  100418. * The bone that will be looking to the target
  100419. */
  100420. bone: Bone;
  100421. /**
  100422. * The up axis of the coordinate system that is used when the bone is rotated
  100423. */
  100424. upAxis: Vector3;
  100425. /**
  100426. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  100427. */
  100428. upAxisSpace: Space;
  100429. /**
  100430. * Used to make an adjustment to the yaw of the bone
  100431. */
  100432. adjustYaw: number;
  100433. /**
  100434. * Used to make an adjustment to the pitch of the bone
  100435. */
  100436. adjustPitch: number;
  100437. /**
  100438. * Used to make an adjustment to the roll of the bone
  100439. */
  100440. adjustRoll: number;
  100441. /**
  100442. * 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)
  100443. */
  100444. slerpAmount: number;
  100445. private _minYaw;
  100446. private _maxYaw;
  100447. private _minPitch;
  100448. private _maxPitch;
  100449. private _minYawSin;
  100450. private _minYawCos;
  100451. private _maxYawSin;
  100452. private _maxYawCos;
  100453. private _midYawConstraint;
  100454. private _minPitchTan;
  100455. private _maxPitchTan;
  100456. private _boneQuat;
  100457. private _slerping;
  100458. private _transformYawPitch;
  100459. private _transformYawPitchInv;
  100460. private _firstFrameSkipped;
  100461. private _yawRange;
  100462. private _fowardAxis;
  100463. /**
  100464. * Gets or sets the minimum yaw angle that the bone can look to
  100465. */
  100466. minYaw: number;
  100467. /**
  100468. * Gets or sets the maximum yaw angle that the bone can look to
  100469. */
  100470. maxYaw: number;
  100471. /**
  100472. * Gets or sets the minimum pitch angle that the bone can look to
  100473. */
  100474. minPitch: number;
  100475. /**
  100476. * Gets or sets the maximum pitch angle that the bone can look to
  100477. */
  100478. maxPitch: number;
  100479. /**
  100480. * Create a BoneLookController
  100481. * @param mesh the mesh that the bone belongs to
  100482. * @param bone the bone that will be looking to the target
  100483. * @param target the target Vector3 to look at
  100484. * @param options optional settings:
  100485. * * maxYaw: the maximum angle the bone will yaw to
  100486. * * minYaw: the minimum angle the bone will yaw to
  100487. * * maxPitch: the maximum angle the bone will pitch to
  100488. * * minPitch: the minimum angle the bone will yaw to
  100489. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  100490. * * upAxis: the up axis of the coordinate system
  100491. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  100492. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  100493. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  100494. * * adjustYaw: used to make an adjustment to the yaw of the bone
  100495. * * adjustPitch: used to make an adjustment to the pitch of the bone
  100496. * * adjustRoll: used to make an adjustment to the roll of the bone
  100497. **/
  100498. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  100499. maxYaw?: number;
  100500. minYaw?: number;
  100501. maxPitch?: number;
  100502. minPitch?: number;
  100503. slerpAmount?: number;
  100504. upAxis?: Vector3;
  100505. upAxisSpace?: Space;
  100506. yawAxis?: Vector3;
  100507. pitchAxis?: Vector3;
  100508. adjustYaw?: number;
  100509. adjustPitch?: number;
  100510. adjustRoll?: number;
  100511. });
  100512. /**
  100513. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  100514. */
  100515. update(): void;
  100516. private _getAngleDiff;
  100517. private _getAngleBetween;
  100518. private _isAngleBetween;
  100519. }
  100520. }
  100521. declare module BABYLON {
  100522. /**
  100523. * Manage the gamepad inputs to control an arc rotate camera.
  100524. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100525. */
  100526. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  100527. /**
  100528. * Defines the camera the input is attached to.
  100529. */
  100530. camera: ArcRotateCamera;
  100531. /**
  100532. * Defines the gamepad the input is gathering event from.
  100533. */
  100534. gamepad: Nullable<Gamepad>;
  100535. /**
  100536. * Defines the gamepad rotation sensiblity.
  100537. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  100538. */
  100539. gamepadRotationSensibility: number;
  100540. /**
  100541. * Defines the gamepad move sensiblity.
  100542. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  100543. */
  100544. gamepadMoveSensibility: number;
  100545. private _onGamepadConnectedObserver;
  100546. private _onGamepadDisconnectedObserver;
  100547. /**
  100548. * Attach the input controls to a specific dom element to get the input from.
  100549. * @param element Defines the element the controls should be listened from
  100550. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100551. */
  100552. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100553. /**
  100554. * Detach the current controls from the specified dom element.
  100555. * @param element Defines the element to stop listening the inputs from
  100556. */
  100557. detachControl(element: Nullable<HTMLElement>): void;
  100558. /**
  100559. * Update the current camera state depending on the inputs that have been used this frame.
  100560. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100561. */
  100562. checkInputs(): void;
  100563. /**
  100564. * Gets the class name of the current intput.
  100565. * @returns the class name
  100566. */
  100567. getClassName(): string;
  100568. /**
  100569. * Get the friendly name associated with the input class.
  100570. * @returns the input friendly name
  100571. */
  100572. getSimpleName(): string;
  100573. }
  100574. }
  100575. declare module BABYLON {
  100576. interface ArcRotateCameraInputsManager {
  100577. /**
  100578. * Add orientation input support to the input manager.
  100579. * @returns the current input manager
  100580. */
  100581. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  100582. }
  100583. /**
  100584. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  100585. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100586. */
  100587. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  100588. /**
  100589. * Defines the camera the input is attached to.
  100590. */
  100591. camera: ArcRotateCamera;
  100592. /**
  100593. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  100594. */
  100595. alphaCorrection: number;
  100596. /**
  100597. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  100598. */
  100599. gammaCorrection: number;
  100600. private _alpha;
  100601. private _gamma;
  100602. private _dirty;
  100603. private _deviceOrientationHandler;
  100604. /**
  100605. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  100606. */
  100607. constructor();
  100608. /**
  100609. * Attach the input controls to a specific dom element to get the input from.
  100610. * @param element Defines the element the controls should be listened from
  100611. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100612. */
  100613. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100614. /** @hidden */
  100615. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  100616. /**
  100617. * Update the current camera state depending on the inputs that have been used this frame.
  100618. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100619. */
  100620. checkInputs(): void;
  100621. /**
  100622. * Detach the current controls from the specified dom element.
  100623. * @param element Defines the element to stop listening the inputs from
  100624. */
  100625. detachControl(element: Nullable<HTMLElement>): void;
  100626. /**
  100627. * Gets the class name of the current intput.
  100628. * @returns the class name
  100629. */
  100630. getClassName(): string;
  100631. /**
  100632. * Get the friendly name associated with the input class.
  100633. * @returns the input friendly name
  100634. */
  100635. getSimpleName(): string;
  100636. }
  100637. }
  100638. declare module BABYLON {
  100639. /**
  100640. * Listen to mouse events to control the camera.
  100641. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100642. */
  100643. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  100644. /**
  100645. * Defines the camera the input is attached to.
  100646. */
  100647. camera: FlyCamera;
  100648. /**
  100649. * Defines if touch is enabled. (Default is true.)
  100650. */
  100651. touchEnabled: boolean;
  100652. /**
  100653. * Defines the buttons associated with the input to handle camera rotation.
  100654. */
  100655. buttons: number[];
  100656. /**
  100657. * Assign buttons for Yaw control.
  100658. */
  100659. buttonsYaw: number[];
  100660. /**
  100661. * Assign buttons for Pitch control.
  100662. */
  100663. buttonsPitch: number[];
  100664. /**
  100665. * Assign buttons for Roll control.
  100666. */
  100667. buttonsRoll: number[];
  100668. /**
  100669. * Detect if any button is being pressed while mouse is moved.
  100670. * -1 = Mouse locked.
  100671. * 0 = Left button.
  100672. * 1 = Middle Button.
  100673. * 2 = Right Button.
  100674. */
  100675. activeButton: number;
  100676. /**
  100677. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  100678. * Higher values reduce its sensitivity.
  100679. */
  100680. angularSensibility: number;
  100681. private _mousemoveCallback;
  100682. private _observer;
  100683. private _rollObserver;
  100684. private previousPosition;
  100685. private noPreventDefault;
  100686. private element;
  100687. /**
  100688. * Listen to mouse events to control the camera.
  100689. * @param touchEnabled Define if touch is enabled. (Default is true.)
  100690. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100691. */
  100692. constructor(touchEnabled?: boolean);
  100693. /**
  100694. * Attach the mouse control to the HTML DOM element.
  100695. * @param element Defines the element that listens to the input events.
  100696. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  100697. */
  100698. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100699. /**
  100700. * Detach the current controls from the specified dom element.
  100701. * @param element Defines the element to stop listening the inputs from
  100702. */
  100703. detachControl(element: Nullable<HTMLElement>): void;
  100704. /**
  100705. * Gets the class name of the current input.
  100706. * @returns the class name.
  100707. */
  100708. getClassName(): string;
  100709. /**
  100710. * Get the friendly name associated with the input class.
  100711. * @returns the input's friendly name.
  100712. */
  100713. getSimpleName(): string;
  100714. private _pointerInput;
  100715. private _onMouseMove;
  100716. /**
  100717. * Rotate camera by mouse offset.
  100718. */
  100719. private rotateCamera;
  100720. }
  100721. }
  100722. declare module BABYLON {
  100723. /**
  100724. * Default Inputs manager for the FlyCamera.
  100725. * It groups all the default supported inputs for ease of use.
  100726. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100727. */
  100728. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  100729. /**
  100730. * Instantiates a new FlyCameraInputsManager.
  100731. * @param camera Defines the camera the inputs belong to.
  100732. */
  100733. constructor(camera: FlyCamera);
  100734. /**
  100735. * Add keyboard input support to the input manager.
  100736. * @returns the new FlyCameraKeyboardMoveInput().
  100737. */
  100738. addKeyboard(): FlyCameraInputsManager;
  100739. /**
  100740. * Add mouse input support to the input manager.
  100741. * @param touchEnabled Enable touch screen support.
  100742. * @returns the new FlyCameraMouseInput().
  100743. */
  100744. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  100745. }
  100746. }
  100747. declare module BABYLON {
  100748. /**
  100749. * This is a flying camera, designed for 3D movement and rotation in all directions,
  100750. * such as in a 3D Space Shooter or a Flight Simulator.
  100751. */
  100752. export class FlyCamera extends TargetCamera {
  100753. /**
  100754. * Define the collision ellipsoid of the camera.
  100755. * This is helpful for simulating a camera body, like a player's body.
  100756. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  100757. */
  100758. ellipsoid: Vector3;
  100759. /**
  100760. * Define an offset for the position of the ellipsoid around the camera.
  100761. * This can be helpful if the camera is attached away from the player's body center,
  100762. * such as at its head.
  100763. */
  100764. ellipsoidOffset: Vector3;
  100765. /**
  100766. * Enable or disable collisions of the camera with the rest of the scene objects.
  100767. */
  100768. checkCollisions: boolean;
  100769. /**
  100770. * Enable or disable gravity on the camera.
  100771. */
  100772. applyGravity: boolean;
  100773. /**
  100774. * Define the current direction the camera is moving to.
  100775. */
  100776. cameraDirection: Vector3;
  100777. /**
  100778. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  100779. * This overrides and empties cameraRotation.
  100780. */
  100781. rotationQuaternion: Quaternion;
  100782. /**
  100783. * Track Roll to maintain the wanted Rolling when looking around.
  100784. */
  100785. _trackRoll: number;
  100786. /**
  100787. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  100788. */
  100789. rollCorrect: number;
  100790. /**
  100791. * Mimic a banked turn, Rolling the camera when Yawing.
  100792. * It's recommended to use rollCorrect = 10 for faster banking correction.
  100793. */
  100794. bankedTurn: boolean;
  100795. /**
  100796. * Limit in radians for how much Roll banking will add. (Default: 90°)
  100797. */
  100798. bankedTurnLimit: number;
  100799. /**
  100800. * Value of 0 disables the banked Roll.
  100801. * Value of 1 is equal to the Yaw angle in radians.
  100802. */
  100803. bankedTurnMultiplier: number;
  100804. /**
  100805. * The inputs manager loads all the input sources, such as keyboard and mouse.
  100806. */
  100807. inputs: FlyCameraInputsManager;
  100808. /**
  100809. * Gets the input sensibility for mouse input.
  100810. * Higher values reduce sensitivity.
  100811. */
  100812. /**
  100813. * Sets the input sensibility for a mouse input.
  100814. * Higher values reduce sensitivity.
  100815. */
  100816. angularSensibility: number;
  100817. /**
  100818. * Get the keys for camera movement forward.
  100819. */
  100820. /**
  100821. * Set the keys for camera movement forward.
  100822. */
  100823. keysForward: number[];
  100824. /**
  100825. * Get the keys for camera movement backward.
  100826. */
  100827. keysBackward: number[];
  100828. /**
  100829. * Get the keys for camera movement up.
  100830. */
  100831. /**
  100832. * Set the keys for camera movement up.
  100833. */
  100834. keysUp: number[];
  100835. /**
  100836. * Get the keys for camera movement down.
  100837. */
  100838. /**
  100839. * Set the keys for camera movement down.
  100840. */
  100841. keysDown: number[];
  100842. /**
  100843. * Get the keys for camera movement left.
  100844. */
  100845. /**
  100846. * Set the keys for camera movement left.
  100847. */
  100848. keysLeft: number[];
  100849. /**
  100850. * Set the keys for camera movement right.
  100851. */
  100852. /**
  100853. * Set the keys for camera movement right.
  100854. */
  100855. keysRight: number[];
  100856. /**
  100857. * Event raised when the camera collides with a mesh in the scene.
  100858. */
  100859. onCollide: (collidedMesh: AbstractMesh) => void;
  100860. private _collider;
  100861. private _needMoveForGravity;
  100862. private _oldPosition;
  100863. private _diffPosition;
  100864. private _newPosition;
  100865. /** @hidden */
  100866. _localDirection: Vector3;
  100867. /** @hidden */
  100868. _transformedDirection: Vector3;
  100869. /**
  100870. * Instantiates a FlyCamera.
  100871. * This is a flying camera, designed for 3D movement and rotation in all directions,
  100872. * such as in a 3D Space Shooter or a Flight Simulator.
  100873. * @param name Define the name of the camera in the scene.
  100874. * @param position Define the starting position of the camera in the scene.
  100875. * @param scene Define the scene the camera belongs to.
  100876. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  100877. */
  100878. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  100879. /**
  100880. * Attach a control to the HTML DOM element.
  100881. * @param element Defines the element that listens to the input events.
  100882. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  100883. */
  100884. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100885. /**
  100886. * Detach a control from the HTML DOM element.
  100887. * The camera will stop reacting to that input.
  100888. * @param element Defines the element that listens to the input events.
  100889. */
  100890. detachControl(element: HTMLElement): void;
  100891. private _collisionMask;
  100892. /**
  100893. * Get the mask that the camera ignores in collision events.
  100894. */
  100895. /**
  100896. * Set the mask that the camera ignores in collision events.
  100897. */
  100898. collisionMask: number;
  100899. /** @hidden */
  100900. _collideWithWorld(displacement: Vector3): void;
  100901. /** @hidden */
  100902. private _onCollisionPositionChange;
  100903. /** @hidden */
  100904. _checkInputs(): void;
  100905. /** @hidden */
  100906. _decideIfNeedsToMove(): boolean;
  100907. /** @hidden */
  100908. _updatePosition(): void;
  100909. /**
  100910. * Restore the Roll to its target value at the rate specified.
  100911. * @param rate - Higher means slower restoring.
  100912. * @hidden
  100913. */
  100914. restoreRoll(rate: number): void;
  100915. /**
  100916. * Destroy the camera and release the current resources held by it.
  100917. */
  100918. dispose(): void;
  100919. /**
  100920. * Get the current object class name.
  100921. * @returns the class name.
  100922. */
  100923. getClassName(): string;
  100924. }
  100925. }
  100926. declare module BABYLON {
  100927. /**
  100928. * Listen to keyboard events to control the camera.
  100929. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100930. */
  100931. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  100932. /**
  100933. * Defines the camera the input is attached to.
  100934. */
  100935. camera: FlyCamera;
  100936. /**
  100937. * The list of keyboard keys used to control the forward move of the camera.
  100938. */
  100939. keysForward: number[];
  100940. /**
  100941. * The list of keyboard keys used to control the backward move of the camera.
  100942. */
  100943. keysBackward: number[];
  100944. /**
  100945. * The list of keyboard keys used to control the forward move of the camera.
  100946. */
  100947. keysUp: number[];
  100948. /**
  100949. * The list of keyboard keys used to control the backward move of the camera.
  100950. */
  100951. keysDown: number[];
  100952. /**
  100953. * The list of keyboard keys used to control the right strafe move of the camera.
  100954. */
  100955. keysRight: number[];
  100956. /**
  100957. * The list of keyboard keys used to control the left strafe move of the camera.
  100958. */
  100959. keysLeft: number[];
  100960. private _keys;
  100961. private _onCanvasBlurObserver;
  100962. private _onKeyboardObserver;
  100963. private _engine;
  100964. private _scene;
  100965. /**
  100966. * Attach the input controls to a specific dom element to get the input from.
  100967. * @param element Defines the element the controls should be listened from
  100968. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100969. */
  100970. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100971. /**
  100972. * Detach the current controls from the specified dom element.
  100973. * @param element Defines the element to stop listening the inputs from
  100974. */
  100975. detachControl(element: Nullable<HTMLElement>): void;
  100976. /**
  100977. * Gets the class name of the current intput.
  100978. * @returns the class name
  100979. */
  100980. getClassName(): string;
  100981. /** @hidden */
  100982. _onLostFocus(e: FocusEvent): void;
  100983. /**
  100984. * Get the friendly name associated with the input class.
  100985. * @returns the input friendly name
  100986. */
  100987. getSimpleName(): string;
  100988. /**
  100989. * Update the current camera state depending on the inputs that have been used this frame.
  100990. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100991. */
  100992. checkInputs(): void;
  100993. }
  100994. }
  100995. declare module BABYLON {
  100996. /**
  100997. * Manage the mouse wheel inputs to control a follow camera.
  100998. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100999. */
  101000. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  101001. /**
  101002. * Defines the camera the input is attached to.
  101003. */
  101004. camera: FollowCamera;
  101005. /**
  101006. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  101007. */
  101008. axisControlRadius: boolean;
  101009. /**
  101010. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  101011. */
  101012. axisControlHeight: boolean;
  101013. /**
  101014. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  101015. */
  101016. axisControlRotation: boolean;
  101017. /**
  101018. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  101019. * relation to mouseWheel events.
  101020. */
  101021. wheelPrecision: number;
  101022. /**
  101023. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  101024. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  101025. */
  101026. wheelDeltaPercentage: number;
  101027. private _wheel;
  101028. private _observer;
  101029. /**
  101030. * Attach the input controls to a specific dom element to get the input from.
  101031. * @param element Defines the element the controls should be listened from
  101032. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101033. */
  101034. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101035. /**
  101036. * Detach the current controls from the specified dom element.
  101037. * @param element Defines the element to stop listening the inputs from
  101038. */
  101039. detachControl(element: Nullable<HTMLElement>): void;
  101040. /**
  101041. * Gets the class name of the current intput.
  101042. * @returns the class name
  101043. */
  101044. getClassName(): string;
  101045. /**
  101046. * Get the friendly name associated with the input class.
  101047. * @returns the input friendly name
  101048. */
  101049. getSimpleName(): string;
  101050. }
  101051. }
  101052. declare module BABYLON {
  101053. /**
  101054. * Manage the pointers inputs to control an follow camera.
  101055. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101056. */
  101057. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  101058. /**
  101059. * Defines the camera the input is attached to.
  101060. */
  101061. camera: FollowCamera;
  101062. /**
  101063. * Gets the class name of the current input.
  101064. * @returns the class name
  101065. */
  101066. getClassName(): string;
  101067. /**
  101068. * Defines the pointer angular sensibility along the X axis or how fast is
  101069. * the camera rotating.
  101070. * A negative number will reverse the axis direction.
  101071. */
  101072. angularSensibilityX: number;
  101073. /**
  101074. * Defines the pointer angular sensibility along the Y axis or how fast is
  101075. * the camera rotating.
  101076. * A negative number will reverse the axis direction.
  101077. */
  101078. angularSensibilityY: number;
  101079. /**
  101080. * Defines the pointer pinch precision or how fast is the camera zooming.
  101081. * A negative number will reverse the axis direction.
  101082. */
  101083. pinchPrecision: number;
  101084. /**
  101085. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  101086. * from 0.
  101087. * It defines the percentage of current camera.radius to use as delta when
  101088. * pinch zoom is used.
  101089. */
  101090. pinchDeltaPercentage: number;
  101091. /**
  101092. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  101093. */
  101094. axisXControlRadius: boolean;
  101095. /**
  101096. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  101097. */
  101098. axisXControlHeight: boolean;
  101099. /**
  101100. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  101101. */
  101102. axisXControlRotation: boolean;
  101103. /**
  101104. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  101105. */
  101106. axisYControlRadius: boolean;
  101107. /**
  101108. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  101109. */
  101110. axisYControlHeight: boolean;
  101111. /**
  101112. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  101113. */
  101114. axisYControlRotation: boolean;
  101115. /**
  101116. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  101117. */
  101118. axisPinchControlRadius: boolean;
  101119. /**
  101120. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  101121. */
  101122. axisPinchControlHeight: boolean;
  101123. /**
  101124. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  101125. */
  101126. axisPinchControlRotation: boolean;
  101127. /**
  101128. * Log error messages if basic misconfiguration has occurred.
  101129. */
  101130. warningEnable: boolean;
  101131. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101132. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101133. private _warningCounter;
  101134. private _warning;
  101135. }
  101136. }
  101137. declare module BABYLON {
  101138. /**
  101139. * Default Inputs manager for the FollowCamera.
  101140. * It groups all the default supported inputs for ease of use.
  101141. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101142. */
  101143. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  101144. /**
  101145. * Instantiates a new FollowCameraInputsManager.
  101146. * @param camera Defines the camera the inputs belong to
  101147. */
  101148. constructor(camera: FollowCamera);
  101149. /**
  101150. * Add keyboard input support to the input manager.
  101151. * @returns the current input manager
  101152. */
  101153. addKeyboard(): FollowCameraInputsManager;
  101154. /**
  101155. * Add mouse wheel input support to the input manager.
  101156. * @returns the current input manager
  101157. */
  101158. addMouseWheel(): FollowCameraInputsManager;
  101159. /**
  101160. * Add pointers input support to the input manager.
  101161. * @returns the current input manager
  101162. */
  101163. addPointers(): FollowCameraInputsManager;
  101164. /**
  101165. * Add orientation input support to the input manager.
  101166. * @returns the current input manager
  101167. */
  101168. addVRDeviceOrientation(): FollowCameraInputsManager;
  101169. }
  101170. }
  101171. declare module BABYLON {
  101172. /**
  101173. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  101174. * an arc rotate version arcFollowCamera are available.
  101175. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101176. */
  101177. export class FollowCamera extends TargetCamera {
  101178. /**
  101179. * Distance the follow camera should follow an object at
  101180. */
  101181. radius: number;
  101182. /**
  101183. * Minimum allowed distance of the camera to the axis of rotation
  101184. * (The camera can not get closer).
  101185. * This can help limiting how the Camera is able to move in the scene.
  101186. */
  101187. lowerRadiusLimit: Nullable<number>;
  101188. /**
  101189. * Maximum allowed distance of the camera to the axis of rotation
  101190. * (The camera can not get further).
  101191. * This can help limiting how the Camera is able to move in the scene.
  101192. */
  101193. upperRadiusLimit: Nullable<number>;
  101194. /**
  101195. * Define a rotation offset between the camera and the object it follows
  101196. */
  101197. rotationOffset: number;
  101198. /**
  101199. * Minimum allowed angle to camera position relative to target object.
  101200. * This can help limiting how the Camera is able to move in the scene.
  101201. */
  101202. lowerRotationOffsetLimit: Nullable<number>;
  101203. /**
  101204. * Maximum allowed angle to camera position relative to target object.
  101205. * This can help limiting how the Camera is able to move in the scene.
  101206. */
  101207. upperRotationOffsetLimit: Nullable<number>;
  101208. /**
  101209. * Define a height offset between the camera and the object it follows.
  101210. * It can help following an object from the top (like a car chaing a plane)
  101211. */
  101212. heightOffset: number;
  101213. /**
  101214. * Minimum allowed height of camera position relative to target object.
  101215. * This can help limiting how the Camera is able to move in the scene.
  101216. */
  101217. lowerHeightOffsetLimit: Nullable<number>;
  101218. /**
  101219. * Maximum allowed height of camera position relative to target object.
  101220. * This can help limiting how the Camera is able to move in the scene.
  101221. */
  101222. upperHeightOffsetLimit: Nullable<number>;
  101223. /**
  101224. * Define how fast the camera can accelerate to follow it s target.
  101225. */
  101226. cameraAcceleration: number;
  101227. /**
  101228. * Define the speed limit of the camera following an object.
  101229. */
  101230. maxCameraSpeed: number;
  101231. /**
  101232. * Define the target of the camera.
  101233. */
  101234. lockedTarget: Nullable<AbstractMesh>;
  101235. /**
  101236. * Defines the input associated with the camera.
  101237. */
  101238. inputs: FollowCameraInputsManager;
  101239. /**
  101240. * Instantiates the follow camera.
  101241. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101242. * @param name Define the name of the camera in the scene
  101243. * @param position Define the position of the camera
  101244. * @param scene Define the scene the camera belong to
  101245. * @param lockedTarget Define the target of the camera
  101246. */
  101247. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  101248. private _follow;
  101249. /**
  101250. * Attached controls to the current camera.
  101251. * @param element Defines the element the controls should be listened from
  101252. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101253. */
  101254. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101255. /**
  101256. * Detach the current controls from the camera.
  101257. * The camera will stop reacting to inputs.
  101258. * @param element Defines the element to stop listening the inputs from
  101259. */
  101260. detachControl(element: HTMLElement): void;
  101261. /** @hidden */
  101262. _checkInputs(): void;
  101263. private _checkLimits;
  101264. /**
  101265. * Gets the camera class name.
  101266. * @returns the class name
  101267. */
  101268. getClassName(): string;
  101269. }
  101270. /**
  101271. * Arc Rotate version of the follow camera.
  101272. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  101273. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101274. */
  101275. export class ArcFollowCamera extends TargetCamera {
  101276. /** The longitudinal angle of the camera */
  101277. alpha: number;
  101278. /** The latitudinal angle of the camera */
  101279. beta: number;
  101280. /** The radius of the camera from its target */
  101281. radius: number;
  101282. /** Define the camera target (the messh it should follow) */
  101283. target: Nullable<AbstractMesh>;
  101284. private _cartesianCoordinates;
  101285. /**
  101286. * Instantiates a new ArcFollowCamera
  101287. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101288. * @param name Define the name of the camera
  101289. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  101290. * @param beta Define the rotation angle of the camera around the elevation axis
  101291. * @param radius Define the radius of the camera from its target point
  101292. * @param target Define the target of the camera
  101293. * @param scene Define the scene the camera belongs to
  101294. */
  101295. constructor(name: string,
  101296. /** The longitudinal angle of the camera */
  101297. alpha: number,
  101298. /** The latitudinal angle of the camera */
  101299. beta: number,
  101300. /** The radius of the camera from its target */
  101301. radius: number,
  101302. /** Define the camera target (the messh it should follow) */
  101303. target: Nullable<AbstractMesh>, scene: Scene);
  101304. private _follow;
  101305. /** @hidden */
  101306. _checkInputs(): void;
  101307. /**
  101308. * Returns the class name of the object.
  101309. * It is mostly used internally for serialization purposes.
  101310. */
  101311. getClassName(): string;
  101312. }
  101313. }
  101314. declare module BABYLON {
  101315. /**
  101316. * Manage the keyboard inputs to control the movement of a follow camera.
  101317. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101318. */
  101319. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  101320. /**
  101321. * Defines the camera the input is attached to.
  101322. */
  101323. camera: FollowCamera;
  101324. /**
  101325. * Defines the list of key codes associated with the up action (increase heightOffset)
  101326. */
  101327. keysHeightOffsetIncr: number[];
  101328. /**
  101329. * Defines the list of key codes associated with the down action (decrease heightOffset)
  101330. */
  101331. keysHeightOffsetDecr: number[];
  101332. /**
  101333. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  101334. */
  101335. keysHeightOffsetModifierAlt: boolean;
  101336. /**
  101337. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  101338. */
  101339. keysHeightOffsetModifierCtrl: boolean;
  101340. /**
  101341. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  101342. */
  101343. keysHeightOffsetModifierShift: boolean;
  101344. /**
  101345. * Defines the list of key codes associated with the left action (increase rotationOffset)
  101346. */
  101347. keysRotationOffsetIncr: number[];
  101348. /**
  101349. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  101350. */
  101351. keysRotationOffsetDecr: number[];
  101352. /**
  101353. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  101354. */
  101355. keysRotationOffsetModifierAlt: boolean;
  101356. /**
  101357. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  101358. */
  101359. keysRotationOffsetModifierCtrl: boolean;
  101360. /**
  101361. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  101362. */
  101363. keysRotationOffsetModifierShift: boolean;
  101364. /**
  101365. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  101366. */
  101367. keysRadiusIncr: number[];
  101368. /**
  101369. * Defines the list of key codes associated with the zoom-out action (increase radius)
  101370. */
  101371. keysRadiusDecr: number[];
  101372. /**
  101373. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  101374. */
  101375. keysRadiusModifierAlt: boolean;
  101376. /**
  101377. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  101378. */
  101379. keysRadiusModifierCtrl: boolean;
  101380. /**
  101381. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  101382. */
  101383. keysRadiusModifierShift: boolean;
  101384. /**
  101385. * Defines the rate of change of heightOffset.
  101386. */
  101387. heightSensibility: number;
  101388. /**
  101389. * Defines the rate of change of rotationOffset.
  101390. */
  101391. rotationSensibility: number;
  101392. /**
  101393. * Defines the rate of change of radius.
  101394. */
  101395. radiusSensibility: number;
  101396. private _keys;
  101397. private _ctrlPressed;
  101398. private _altPressed;
  101399. private _shiftPressed;
  101400. private _onCanvasBlurObserver;
  101401. private _onKeyboardObserver;
  101402. private _engine;
  101403. private _scene;
  101404. /**
  101405. * Attach the input controls to a specific dom element to get the input from.
  101406. * @param element Defines the element the controls should be listened from
  101407. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101408. */
  101409. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101410. /**
  101411. * Detach the current controls from the specified dom element.
  101412. * @param element Defines the element to stop listening the inputs from
  101413. */
  101414. detachControl(element: Nullable<HTMLElement>): void;
  101415. /**
  101416. * Update the current camera state depending on the inputs that have been used this frame.
  101417. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101418. */
  101419. checkInputs(): void;
  101420. /**
  101421. * Gets the class name of the current input.
  101422. * @returns the class name
  101423. */
  101424. getClassName(): string;
  101425. /**
  101426. * Get the friendly name associated with the input class.
  101427. * @returns the input friendly name
  101428. */
  101429. getSimpleName(): string;
  101430. /**
  101431. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101432. * allow modification of the heightOffset value.
  101433. */
  101434. private _modifierHeightOffset;
  101435. /**
  101436. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101437. * allow modification of the rotationOffset value.
  101438. */
  101439. private _modifierRotationOffset;
  101440. /**
  101441. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101442. * allow modification of the radius value.
  101443. */
  101444. private _modifierRadius;
  101445. }
  101446. }
  101447. declare module BABYLON {
  101448. interface FreeCameraInputsManager {
  101449. /**
  101450. * @hidden
  101451. */
  101452. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  101453. /**
  101454. * Add orientation input support to the input manager.
  101455. * @returns the current input manager
  101456. */
  101457. addDeviceOrientation(): FreeCameraInputsManager;
  101458. }
  101459. /**
  101460. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  101461. * Screen rotation is taken into account.
  101462. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101463. */
  101464. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  101465. private _camera;
  101466. private _screenOrientationAngle;
  101467. private _constantTranform;
  101468. private _screenQuaternion;
  101469. private _alpha;
  101470. private _beta;
  101471. private _gamma;
  101472. /**
  101473. * Can be used to detect if a device orientation sensor is availible on a device
  101474. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  101475. * @returns a promise that will resolve on orientation change
  101476. */
  101477. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  101478. /**
  101479. * @hidden
  101480. */
  101481. _onDeviceOrientationChangedObservable: Observable<void>;
  101482. /**
  101483. * Instantiates a new input
  101484. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101485. */
  101486. constructor();
  101487. /**
  101488. * Define the camera controlled by the input.
  101489. */
  101490. camera: FreeCamera;
  101491. /**
  101492. * Attach the input controls to a specific dom element to get the input from.
  101493. * @param element Defines the element the controls should be listened from
  101494. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101495. */
  101496. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101497. private _orientationChanged;
  101498. private _deviceOrientation;
  101499. /**
  101500. * Detach the current controls from the specified dom element.
  101501. * @param element Defines the element to stop listening the inputs from
  101502. */
  101503. detachControl(element: Nullable<HTMLElement>): void;
  101504. /**
  101505. * Update the current camera state depending on the inputs that have been used this frame.
  101506. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101507. */
  101508. checkInputs(): void;
  101509. /**
  101510. * Gets the class name of the current intput.
  101511. * @returns the class name
  101512. */
  101513. getClassName(): string;
  101514. /**
  101515. * Get the friendly name associated with the input class.
  101516. * @returns the input friendly name
  101517. */
  101518. getSimpleName(): string;
  101519. }
  101520. }
  101521. declare module BABYLON {
  101522. /**
  101523. * Manage the gamepad inputs to control a free camera.
  101524. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101525. */
  101526. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  101527. /**
  101528. * Define the camera the input is attached to.
  101529. */
  101530. camera: FreeCamera;
  101531. /**
  101532. * Define the Gamepad controlling the input
  101533. */
  101534. gamepad: Nullable<Gamepad>;
  101535. /**
  101536. * Defines the gamepad rotation sensiblity.
  101537. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  101538. */
  101539. gamepadAngularSensibility: number;
  101540. /**
  101541. * Defines the gamepad move sensiblity.
  101542. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  101543. */
  101544. gamepadMoveSensibility: number;
  101545. private _onGamepadConnectedObserver;
  101546. private _onGamepadDisconnectedObserver;
  101547. private _cameraTransform;
  101548. private _deltaTransform;
  101549. private _vector3;
  101550. private _vector2;
  101551. /**
  101552. * Attach the input controls to a specific dom element to get the input from.
  101553. * @param element Defines the element the controls should be listened from
  101554. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101555. */
  101556. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101557. /**
  101558. * Detach the current controls from the specified dom element.
  101559. * @param element Defines the element to stop listening the inputs from
  101560. */
  101561. detachControl(element: Nullable<HTMLElement>): void;
  101562. /**
  101563. * Update the current camera state depending on the inputs that have been used this frame.
  101564. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101565. */
  101566. checkInputs(): void;
  101567. /**
  101568. * Gets the class name of the current intput.
  101569. * @returns the class name
  101570. */
  101571. getClassName(): string;
  101572. /**
  101573. * Get the friendly name associated with the input class.
  101574. * @returns the input friendly name
  101575. */
  101576. getSimpleName(): string;
  101577. }
  101578. }
  101579. declare module BABYLON {
  101580. /**
  101581. * Defines the potential axis of a Joystick
  101582. */
  101583. export enum JoystickAxis {
  101584. /** X axis */
  101585. X = 0,
  101586. /** Y axis */
  101587. Y = 1,
  101588. /** Z axis */
  101589. Z = 2
  101590. }
  101591. /**
  101592. * Class used to define virtual joystick (used in touch mode)
  101593. */
  101594. export class VirtualJoystick {
  101595. /**
  101596. * Gets or sets a boolean indicating that left and right values must be inverted
  101597. */
  101598. reverseLeftRight: boolean;
  101599. /**
  101600. * Gets or sets a boolean indicating that up and down values must be inverted
  101601. */
  101602. reverseUpDown: boolean;
  101603. /**
  101604. * Gets the offset value for the position (ie. the change of the position value)
  101605. */
  101606. deltaPosition: Vector3;
  101607. /**
  101608. * Gets a boolean indicating if the virtual joystick was pressed
  101609. */
  101610. pressed: boolean;
  101611. /**
  101612. * Canvas the virtual joystick will render onto, default z-index of this is 5
  101613. */
  101614. static Canvas: Nullable<HTMLCanvasElement>;
  101615. private static _globalJoystickIndex;
  101616. private static vjCanvasContext;
  101617. private static vjCanvasWidth;
  101618. private static vjCanvasHeight;
  101619. private static halfWidth;
  101620. private _action;
  101621. private _axisTargetedByLeftAndRight;
  101622. private _axisTargetedByUpAndDown;
  101623. private _joystickSensibility;
  101624. private _inversedSensibility;
  101625. private _joystickPointerID;
  101626. private _joystickColor;
  101627. private _joystickPointerPos;
  101628. private _joystickPreviousPointerPos;
  101629. private _joystickPointerStartPos;
  101630. private _deltaJoystickVector;
  101631. private _leftJoystick;
  101632. private _touches;
  101633. private _onPointerDownHandlerRef;
  101634. private _onPointerMoveHandlerRef;
  101635. private _onPointerUpHandlerRef;
  101636. private _onResize;
  101637. /**
  101638. * Creates a new virtual joystick
  101639. * @param leftJoystick defines that the joystick is for left hand (false by default)
  101640. */
  101641. constructor(leftJoystick?: boolean);
  101642. /**
  101643. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  101644. * @param newJoystickSensibility defines the new sensibility
  101645. */
  101646. setJoystickSensibility(newJoystickSensibility: number): void;
  101647. private _onPointerDown;
  101648. private _onPointerMove;
  101649. private _onPointerUp;
  101650. /**
  101651. * Change the color of the virtual joystick
  101652. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  101653. */
  101654. setJoystickColor(newColor: string): void;
  101655. /**
  101656. * Defines a callback to call when the joystick is touched
  101657. * @param action defines the callback
  101658. */
  101659. setActionOnTouch(action: () => any): void;
  101660. /**
  101661. * Defines which axis you'd like to control for left & right
  101662. * @param axis defines the axis to use
  101663. */
  101664. setAxisForLeftRight(axis: JoystickAxis): void;
  101665. /**
  101666. * Defines which axis you'd like to control for up & down
  101667. * @param axis defines the axis to use
  101668. */
  101669. setAxisForUpDown(axis: JoystickAxis): void;
  101670. private _drawVirtualJoystick;
  101671. /**
  101672. * Release internal HTML canvas
  101673. */
  101674. releaseCanvas(): void;
  101675. }
  101676. }
  101677. declare module BABYLON {
  101678. interface FreeCameraInputsManager {
  101679. /**
  101680. * Add virtual joystick input support to the input manager.
  101681. * @returns the current input manager
  101682. */
  101683. addVirtualJoystick(): FreeCameraInputsManager;
  101684. }
  101685. /**
  101686. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  101687. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101688. */
  101689. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  101690. /**
  101691. * Defines the camera the input is attached to.
  101692. */
  101693. camera: FreeCamera;
  101694. private _leftjoystick;
  101695. private _rightjoystick;
  101696. /**
  101697. * Gets the left stick of the virtual joystick.
  101698. * @returns The virtual Joystick
  101699. */
  101700. getLeftJoystick(): VirtualJoystick;
  101701. /**
  101702. * Gets the right stick of the virtual joystick.
  101703. * @returns The virtual Joystick
  101704. */
  101705. getRightJoystick(): VirtualJoystick;
  101706. /**
  101707. * Update the current camera state depending on the inputs that have been used this frame.
  101708. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101709. */
  101710. checkInputs(): void;
  101711. /**
  101712. * Attach the input controls to a specific dom element to get the input from.
  101713. * @param element Defines the element the controls should be listened from
  101714. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101715. */
  101716. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101717. /**
  101718. * Detach the current controls from the specified dom element.
  101719. * @param element Defines the element to stop listening the inputs from
  101720. */
  101721. detachControl(element: Nullable<HTMLElement>): void;
  101722. /**
  101723. * Gets the class name of the current intput.
  101724. * @returns the class name
  101725. */
  101726. getClassName(): string;
  101727. /**
  101728. * Get the friendly name associated with the input class.
  101729. * @returns the input friendly name
  101730. */
  101731. getSimpleName(): string;
  101732. }
  101733. }
  101734. declare module BABYLON {
  101735. /**
  101736. * This represents a FPS type of camera controlled by touch.
  101737. * This is like a universal camera minus the Gamepad controls.
  101738. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  101739. */
  101740. export class TouchCamera extends FreeCamera {
  101741. /**
  101742. * Defines the touch sensibility for rotation.
  101743. * The higher the faster.
  101744. */
  101745. touchAngularSensibility: number;
  101746. /**
  101747. * Defines the touch sensibility for move.
  101748. * The higher the faster.
  101749. */
  101750. touchMoveSensibility: number;
  101751. /**
  101752. * Instantiates a new touch camera.
  101753. * This represents a FPS type of camera controlled by touch.
  101754. * This is like a universal camera minus the Gamepad controls.
  101755. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  101756. * @param name Define the name of the camera in the scene
  101757. * @param position Define the start position of the camera in the scene
  101758. * @param scene Define the scene the camera belongs to
  101759. */
  101760. constructor(name: string, position: Vector3, scene: Scene);
  101761. /**
  101762. * Gets the current object class name.
  101763. * @return the class name
  101764. */
  101765. getClassName(): string;
  101766. /** @hidden */
  101767. _setupInputs(): void;
  101768. }
  101769. }
  101770. declare module BABYLON {
  101771. /**
  101772. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  101773. * being tilted forward or back and left or right.
  101774. */
  101775. export class DeviceOrientationCamera extends FreeCamera {
  101776. private _initialQuaternion;
  101777. private _quaternionCache;
  101778. private _tmpDragQuaternion;
  101779. /**
  101780. * Creates a new device orientation camera
  101781. * @param name The name of the camera
  101782. * @param position The start position camera
  101783. * @param scene The scene the camera belongs to
  101784. */
  101785. constructor(name: string, position: Vector3, scene: Scene);
  101786. /**
  101787. * @hidden
  101788. * Disabled pointer input on first orientation sensor update (Default: true)
  101789. */
  101790. _disablePointerInputWhenUsingDeviceOrientation: boolean;
  101791. private _dragFactor;
  101792. /**
  101793. * Enabled turning on the y axis when the orientation sensor is active
  101794. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  101795. */
  101796. enableHorizontalDragging(dragFactor?: number): void;
  101797. /**
  101798. * Gets the current instance class name ("DeviceOrientationCamera").
  101799. * This helps avoiding instanceof at run time.
  101800. * @returns the class name
  101801. */
  101802. getClassName(): string;
  101803. /**
  101804. * @hidden
  101805. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  101806. */
  101807. _checkInputs(): void;
  101808. /**
  101809. * Reset the camera to its default orientation on the specified axis only.
  101810. * @param axis The axis to reset
  101811. */
  101812. resetToCurrentRotation(axis?: Axis): void;
  101813. }
  101814. }
  101815. declare module BABYLON {
  101816. /**
  101817. * Defines supported buttons for XBox360 compatible gamepads
  101818. */
  101819. export enum Xbox360Button {
  101820. /** A */
  101821. A = 0,
  101822. /** B */
  101823. B = 1,
  101824. /** X */
  101825. X = 2,
  101826. /** Y */
  101827. Y = 3,
  101828. /** Start */
  101829. Start = 4,
  101830. /** Back */
  101831. Back = 5,
  101832. /** Left button */
  101833. LB = 6,
  101834. /** Right button */
  101835. RB = 7,
  101836. /** Left stick */
  101837. LeftStick = 8,
  101838. /** Right stick */
  101839. RightStick = 9
  101840. }
  101841. /** Defines values for XBox360 DPad */
  101842. export enum Xbox360Dpad {
  101843. /** Up */
  101844. Up = 0,
  101845. /** Down */
  101846. Down = 1,
  101847. /** Left */
  101848. Left = 2,
  101849. /** Right */
  101850. Right = 3
  101851. }
  101852. /**
  101853. * Defines a XBox360 gamepad
  101854. */
  101855. export class Xbox360Pad extends Gamepad {
  101856. private _leftTrigger;
  101857. private _rightTrigger;
  101858. private _onlefttriggerchanged;
  101859. private _onrighttriggerchanged;
  101860. private _onbuttondown;
  101861. private _onbuttonup;
  101862. private _ondpaddown;
  101863. private _ondpadup;
  101864. /** Observable raised when a button is pressed */
  101865. onButtonDownObservable: Observable<Xbox360Button>;
  101866. /** Observable raised when a button is released */
  101867. onButtonUpObservable: Observable<Xbox360Button>;
  101868. /** Observable raised when a pad is pressed */
  101869. onPadDownObservable: Observable<Xbox360Dpad>;
  101870. /** Observable raised when a pad is released */
  101871. onPadUpObservable: Observable<Xbox360Dpad>;
  101872. private _buttonA;
  101873. private _buttonB;
  101874. private _buttonX;
  101875. private _buttonY;
  101876. private _buttonBack;
  101877. private _buttonStart;
  101878. private _buttonLB;
  101879. private _buttonRB;
  101880. private _buttonLeftStick;
  101881. private _buttonRightStick;
  101882. private _dPadUp;
  101883. private _dPadDown;
  101884. private _dPadLeft;
  101885. private _dPadRight;
  101886. private _isXboxOnePad;
  101887. /**
  101888. * Creates a new XBox360 gamepad object
  101889. * @param id defines the id of this gamepad
  101890. * @param index defines its index
  101891. * @param gamepad defines the internal HTML gamepad object
  101892. * @param xboxOne defines if it is a XBox One gamepad
  101893. */
  101894. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  101895. /**
  101896. * Defines the callback to call when left trigger is pressed
  101897. * @param callback defines the callback to use
  101898. */
  101899. onlefttriggerchanged(callback: (value: number) => void): void;
  101900. /**
  101901. * Defines the callback to call when right trigger is pressed
  101902. * @param callback defines the callback to use
  101903. */
  101904. onrighttriggerchanged(callback: (value: number) => void): void;
  101905. /**
  101906. * Gets the left trigger value
  101907. */
  101908. /**
  101909. * Sets the left trigger value
  101910. */
  101911. leftTrigger: number;
  101912. /**
  101913. * Gets the right trigger value
  101914. */
  101915. /**
  101916. * Sets the right trigger value
  101917. */
  101918. rightTrigger: number;
  101919. /**
  101920. * Defines the callback to call when a button is pressed
  101921. * @param callback defines the callback to use
  101922. */
  101923. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  101924. /**
  101925. * Defines the callback to call when a button is released
  101926. * @param callback defines the callback to use
  101927. */
  101928. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  101929. /**
  101930. * Defines the callback to call when a pad is pressed
  101931. * @param callback defines the callback to use
  101932. */
  101933. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  101934. /**
  101935. * Defines the callback to call when a pad is released
  101936. * @param callback defines the callback to use
  101937. */
  101938. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  101939. private _setButtonValue;
  101940. private _setDPadValue;
  101941. /**
  101942. * Gets the value of the `A` button
  101943. */
  101944. /**
  101945. * Sets the value of the `A` button
  101946. */
  101947. buttonA: number;
  101948. /**
  101949. * Gets the value of the `B` button
  101950. */
  101951. /**
  101952. * Sets the value of the `B` button
  101953. */
  101954. buttonB: number;
  101955. /**
  101956. * Gets the value of the `X` button
  101957. */
  101958. /**
  101959. * Sets the value of the `X` button
  101960. */
  101961. buttonX: number;
  101962. /**
  101963. * Gets the value of the `Y` button
  101964. */
  101965. /**
  101966. * Sets the value of the `Y` button
  101967. */
  101968. buttonY: number;
  101969. /**
  101970. * Gets the value of the `Start` button
  101971. */
  101972. /**
  101973. * Sets the value of the `Start` button
  101974. */
  101975. buttonStart: number;
  101976. /**
  101977. * Gets the value of the `Back` button
  101978. */
  101979. /**
  101980. * Sets the value of the `Back` button
  101981. */
  101982. buttonBack: number;
  101983. /**
  101984. * Gets the value of the `Left` button
  101985. */
  101986. /**
  101987. * Sets the value of the `Left` button
  101988. */
  101989. buttonLB: number;
  101990. /**
  101991. * Gets the value of the `Right` button
  101992. */
  101993. /**
  101994. * Sets the value of the `Right` button
  101995. */
  101996. buttonRB: number;
  101997. /**
  101998. * Gets the value of the Left joystick
  101999. */
  102000. /**
  102001. * Sets the value of the Left joystick
  102002. */
  102003. buttonLeftStick: number;
  102004. /**
  102005. * Gets the value of the Right joystick
  102006. */
  102007. /**
  102008. * Sets the value of the Right joystick
  102009. */
  102010. buttonRightStick: number;
  102011. /**
  102012. * Gets the value of D-pad up
  102013. */
  102014. /**
  102015. * Sets the value of D-pad up
  102016. */
  102017. dPadUp: number;
  102018. /**
  102019. * Gets the value of D-pad down
  102020. */
  102021. /**
  102022. * Sets the value of D-pad down
  102023. */
  102024. dPadDown: number;
  102025. /**
  102026. * Gets the value of D-pad left
  102027. */
  102028. /**
  102029. * Sets the value of D-pad left
  102030. */
  102031. dPadLeft: number;
  102032. /**
  102033. * Gets the value of D-pad right
  102034. */
  102035. /**
  102036. * Sets the value of D-pad right
  102037. */
  102038. dPadRight: number;
  102039. /**
  102040. * Force the gamepad to synchronize with device values
  102041. */
  102042. update(): void;
  102043. /**
  102044. * Disposes the gamepad
  102045. */
  102046. dispose(): void;
  102047. }
  102048. }
  102049. declare module BABYLON {
  102050. /**
  102051. * Manager for handling gamepads
  102052. */
  102053. export class GamepadManager {
  102054. private _scene?;
  102055. private _babylonGamepads;
  102056. private _oneGamepadConnected;
  102057. /** @hidden */
  102058. _isMonitoring: boolean;
  102059. private _gamepadEventSupported;
  102060. private _gamepadSupport;
  102061. /**
  102062. * observable to be triggered when the gamepad controller has been connected
  102063. */
  102064. onGamepadConnectedObservable: Observable<Gamepad>;
  102065. /**
  102066. * observable to be triggered when the gamepad controller has been disconnected
  102067. */
  102068. onGamepadDisconnectedObservable: Observable<Gamepad>;
  102069. private _onGamepadConnectedEvent;
  102070. private _onGamepadDisconnectedEvent;
  102071. /**
  102072. * Initializes the gamepad manager
  102073. * @param _scene BabylonJS scene
  102074. */
  102075. constructor(_scene?: Scene | undefined);
  102076. /**
  102077. * The gamepads in the game pad manager
  102078. */
  102079. readonly gamepads: Gamepad[];
  102080. /**
  102081. * Get the gamepad controllers based on type
  102082. * @param type The type of gamepad controller
  102083. * @returns Nullable gamepad
  102084. */
  102085. getGamepadByType(type?: number): Nullable<Gamepad>;
  102086. /**
  102087. * Disposes the gamepad manager
  102088. */
  102089. dispose(): void;
  102090. private _addNewGamepad;
  102091. private _startMonitoringGamepads;
  102092. private _stopMonitoringGamepads;
  102093. /** @hidden */
  102094. _checkGamepadsStatus(): void;
  102095. private _updateGamepadObjects;
  102096. }
  102097. }
  102098. declare module BABYLON {
  102099. interface Scene {
  102100. /** @hidden */
  102101. _gamepadManager: Nullable<GamepadManager>;
  102102. /**
  102103. * Gets the gamepad manager associated with the scene
  102104. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  102105. */
  102106. gamepadManager: GamepadManager;
  102107. }
  102108. /**
  102109. * Interface representing a free camera inputs manager
  102110. */
  102111. interface FreeCameraInputsManager {
  102112. /**
  102113. * Adds gamepad input support to the FreeCameraInputsManager.
  102114. * @returns the FreeCameraInputsManager
  102115. */
  102116. addGamepad(): FreeCameraInputsManager;
  102117. }
  102118. /**
  102119. * Interface representing an arc rotate camera inputs manager
  102120. */
  102121. interface ArcRotateCameraInputsManager {
  102122. /**
  102123. * Adds gamepad input support to the ArcRotateCamera InputManager.
  102124. * @returns the camera inputs manager
  102125. */
  102126. addGamepad(): ArcRotateCameraInputsManager;
  102127. }
  102128. /**
  102129. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  102130. */
  102131. export class GamepadSystemSceneComponent implements ISceneComponent {
  102132. /**
  102133. * The component name helpfull to identify the component in the list of scene components.
  102134. */
  102135. readonly name: string;
  102136. /**
  102137. * The scene the component belongs to.
  102138. */
  102139. scene: Scene;
  102140. /**
  102141. * Creates a new instance of the component for the given scene
  102142. * @param scene Defines the scene to register the component in
  102143. */
  102144. constructor(scene: Scene);
  102145. /**
  102146. * Registers the component in a given scene
  102147. */
  102148. register(): void;
  102149. /**
  102150. * Rebuilds the elements related to this component in case of
  102151. * context lost for instance.
  102152. */
  102153. rebuild(): void;
  102154. /**
  102155. * Disposes the component and the associated ressources
  102156. */
  102157. dispose(): void;
  102158. private _beforeCameraUpdate;
  102159. }
  102160. }
  102161. declare module BABYLON {
  102162. /**
  102163. * 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,
  102164. * which still works and will still be found in many Playgrounds.
  102165. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102166. */
  102167. export class UniversalCamera extends TouchCamera {
  102168. /**
  102169. * Defines the gamepad rotation sensiblity.
  102170. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102171. */
  102172. gamepadAngularSensibility: number;
  102173. /**
  102174. * Defines the gamepad move sensiblity.
  102175. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102176. */
  102177. gamepadMoveSensibility: number;
  102178. /**
  102179. * 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,
  102180. * which still works and will still be found in many Playgrounds.
  102181. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102182. * @param name Define the name of the camera in the scene
  102183. * @param position Define the start position of the camera in the scene
  102184. * @param scene Define the scene the camera belongs to
  102185. */
  102186. constructor(name: string, position: Vector3, scene: Scene);
  102187. /**
  102188. * Gets the current object class name.
  102189. * @return the class name
  102190. */
  102191. getClassName(): string;
  102192. }
  102193. }
  102194. declare module BABYLON {
  102195. /**
  102196. * This represents a FPS type of camera. This is only here for back compat purpose.
  102197. * Please use the UniversalCamera instead as both are identical.
  102198. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102199. */
  102200. export class GamepadCamera extends UniversalCamera {
  102201. /**
  102202. * Instantiates a new Gamepad Camera
  102203. * This represents a FPS type of camera. This is only here for back compat purpose.
  102204. * Please use the UniversalCamera instead as both are identical.
  102205. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102206. * @param name Define the name of the camera in the scene
  102207. * @param position Define the start position of the camera in the scene
  102208. * @param scene Define the scene the camera belongs to
  102209. */
  102210. constructor(name: string, position: Vector3, scene: Scene);
  102211. /**
  102212. * Gets the current object class name.
  102213. * @return the class name
  102214. */
  102215. getClassName(): string;
  102216. }
  102217. }
  102218. declare module BABYLON {
  102219. /** @hidden */
  102220. export var passPixelShader: {
  102221. name: string;
  102222. shader: string;
  102223. };
  102224. }
  102225. declare module BABYLON {
  102226. /** @hidden */
  102227. export var passCubePixelShader: {
  102228. name: string;
  102229. shader: string;
  102230. };
  102231. }
  102232. declare module BABYLON {
  102233. /**
  102234. * PassPostProcess which produces an output the same as it's input
  102235. */
  102236. export class PassPostProcess extends PostProcess {
  102237. /**
  102238. * Creates the PassPostProcess
  102239. * @param name The name of the effect.
  102240. * @param options The required width/height ratio to downsize to before computing the render pass.
  102241. * @param camera The camera to apply the render pass to.
  102242. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102243. * @param engine The engine which the post process will be applied. (default: current engine)
  102244. * @param reusable If the post process can be reused on the same frame. (default: false)
  102245. * @param textureType The type of texture to be used when performing the post processing.
  102246. * @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)
  102247. */
  102248. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  102249. }
  102250. /**
  102251. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  102252. */
  102253. export class PassCubePostProcess extends PostProcess {
  102254. private _face;
  102255. /**
  102256. * Gets or sets the cube face to display.
  102257. * * 0 is +X
  102258. * * 1 is -X
  102259. * * 2 is +Y
  102260. * * 3 is -Y
  102261. * * 4 is +Z
  102262. * * 5 is -Z
  102263. */
  102264. face: number;
  102265. /**
  102266. * Creates the PassCubePostProcess
  102267. * @param name The name of the effect.
  102268. * @param options The required width/height ratio to downsize to before computing the render pass.
  102269. * @param camera The camera to apply the render pass to.
  102270. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102271. * @param engine The engine which the post process will be applied. (default: current engine)
  102272. * @param reusable If the post process can be reused on the same frame. (default: false)
  102273. * @param textureType The type of texture to be used when performing the post processing.
  102274. * @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)
  102275. */
  102276. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  102277. }
  102278. }
  102279. declare module BABYLON {
  102280. /** @hidden */
  102281. export var anaglyphPixelShader: {
  102282. name: string;
  102283. shader: string;
  102284. };
  102285. }
  102286. declare module BABYLON {
  102287. /**
  102288. * Postprocess used to generate anaglyphic rendering
  102289. */
  102290. export class AnaglyphPostProcess extends PostProcess {
  102291. private _passedProcess;
  102292. /**
  102293. * Creates a new AnaglyphPostProcess
  102294. * @param name defines postprocess name
  102295. * @param options defines creation options or target ratio scale
  102296. * @param rigCameras defines cameras using this postprocess
  102297. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  102298. * @param engine defines hosting engine
  102299. * @param reusable defines if the postprocess will be reused multiple times per frame
  102300. */
  102301. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  102302. }
  102303. }
  102304. declare module BABYLON {
  102305. /**
  102306. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  102307. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102308. */
  102309. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  102310. /**
  102311. * Creates a new AnaglyphArcRotateCamera
  102312. * @param name defines camera name
  102313. * @param alpha defines alpha angle (in radians)
  102314. * @param beta defines beta angle (in radians)
  102315. * @param radius defines radius
  102316. * @param target defines camera target
  102317. * @param interaxialDistance defines distance between each color axis
  102318. * @param scene defines the hosting scene
  102319. */
  102320. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  102321. /**
  102322. * Gets camera class name
  102323. * @returns AnaglyphArcRotateCamera
  102324. */
  102325. getClassName(): string;
  102326. }
  102327. }
  102328. declare module BABYLON {
  102329. /**
  102330. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  102331. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102332. */
  102333. export class AnaglyphFreeCamera extends FreeCamera {
  102334. /**
  102335. * Creates a new AnaglyphFreeCamera
  102336. * @param name defines camera name
  102337. * @param position defines initial position
  102338. * @param interaxialDistance defines distance between each color axis
  102339. * @param scene defines the hosting scene
  102340. */
  102341. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102342. /**
  102343. * Gets camera class name
  102344. * @returns AnaglyphFreeCamera
  102345. */
  102346. getClassName(): string;
  102347. }
  102348. }
  102349. declare module BABYLON {
  102350. /**
  102351. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  102352. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102353. */
  102354. export class AnaglyphGamepadCamera extends GamepadCamera {
  102355. /**
  102356. * Creates a new AnaglyphGamepadCamera
  102357. * @param name defines camera name
  102358. * @param position defines initial position
  102359. * @param interaxialDistance defines distance between each color axis
  102360. * @param scene defines the hosting scene
  102361. */
  102362. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102363. /**
  102364. * Gets camera class name
  102365. * @returns AnaglyphGamepadCamera
  102366. */
  102367. getClassName(): string;
  102368. }
  102369. }
  102370. declare module BABYLON {
  102371. /**
  102372. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  102373. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102374. */
  102375. export class AnaglyphUniversalCamera extends UniversalCamera {
  102376. /**
  102377. * Creates a new AnaglyphUniversalCamera
  102378. * @param name defines camera name
  102379. * @param position defines initial position
  102380. * @param interaxialDistance defines distance between each color axis
  102381. * @param scene defines the hosting scene
  102382. */
  102383. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102384. /**
  102385. * Gets camera class name
  102386. * @returns AnaglyphUniversalCamera
  102387. */
  102388. getClassName(): string;
  102389. }
  102390. }
  102391. declare module BABYLON {
  102392. /** @hidden */
  102393. export var stereoscopicInterlacePixelShader: {
  102394. name: string;
  102395. shader: string;
  102396. };
  102397. }
  102398. declare module BABYLON {
  102399. /**
  102400. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  102401. */
  102402. export class StereoscopicInterlacePostProcess extends PostProcess {
  102403. private _stepSize;
  102404. private _passedProcess;
  102405. /**
  102406. * Initializes a StereoscopicInterlacePostProcess
  102407. * @param name The name of the effect.
  102408. * @param rigCameras The rig cameras to be appled to the post process
  102409. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  102410. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102411. * @param engine The engine which the post process will be applied. (default: current engine)
  102412. * @param reusable If the post process can be reused on the same frame. (default: false)
  102413. */
  102414. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  102415. }
  102416. }
  102417. declare module BABYLON {
  102418. /**
  102419. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  102420. * @see http://doc.babylonjs.com/features/cameras
  102421. */
  102422. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  102423. /**
  102424. * Creates a new StereoscopicArcRotateCamera
  102425. * @param name defines camera name
  102426. * @param alpha defines alpha angle (in radians)
  102427. * @param beta defines beta angle (in radians)
  102428. * @param radius defines radius
  102429. * @param target defines camera target
  102430. * @param interaxialDistance defines distance between each color axis
  102431. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102432. * @param scene defines the hosting scene
  102433. */
  102434. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102435. /**
  102436. * Gets camera class name
  102437. * @returns StereoscopicArcRotateCamera
  102438. */
  102439. getClassName(): string;
  102440. }
  102441. }
  102442. declare module BABYLON {
  102443. /**
  102444. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  102445. * @see http://doc.babylonjs.com/features/cameras
  102446. */
  102447. export class StereoscopicFreeCamera extends FreeCamera {
  102448. /**
  102449. * Creates a new StereoscopicFreeCamera
  102450. * @param name defines camera name
  102451. * @param position defines initial position
  102452. * @param interaxialDistance defines distance between each color axis
  102453. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102454. * @param scene defines the hosting scene
  102455. */
  102456. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102457. /**
  102458. * Gets camera class name
  102459. * @returns StereoscopicFreeCamera
  102460. */
  102461. getClassName(): string;
  102462. }
  102463. }
  102464. declare module BABYLON {
  102465. /**
  102466. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  102467. * @see http://doc.babylonjs.com/features/cameras
  102468. */
  102469. export class StereoscopicGamepadCamera extends GamepadCamera {
  102470. /**
  102471. * Creates a new StereoscopicGamepadCamera
  102472. * @param name defines camera name
  102473. * @param position defines initial position
  102474. * @param interaxialDistance defines distance between each color axis
  102475. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102476. * @param scene defines the hosting scene
  102477. */
  102478. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102479. /**
  102480. * Gets camera class name
  102481. * @returns StereoscopicGamepadCamera
  102482. */
  102483. getClassName(): string;
  102484. }
  102485. }
  102486. declare module BABYLON {
  102487. /**
  102488. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  102489. * @see http://doc.babylonjs.com/features/cameras
  102490. */
  102491. export class StereoscopicUniversalCamera extends UniversalCamera {
  102492. /**
  102493. * Creates a new StereoscopicUniversalCamera
  102494. * @param name defines camera name
  102495. * @param position defines initial position
  102496. * @param interaxialDistance defines distance between each color axis
  102497. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102498. * @param scene defines the hosting scene
  102499. */
  102500. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102501. /**
  102502. * Gets camera class name
  102503. * @returns StereoscopicUniversalCamera
  102504. */
  102505. getClassName(): string;
  102506. }
  102507. }
  102508. declare module BABYLON {
  102509. /**
  102510. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  102511. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102512. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102513. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102514. */
  102515. export class VirtualJoysticksCamera extends FreeCamera {
  102516. /**
  102517. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  102518. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102519. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102520. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102521. * @param name Define the name of the camera in the scene
  102522. * @param position Define the start position of the camera in the scene
  102523. * @param scene Define the scene the camera belongs to
  102524. */
  102525. constructor(name: string, position: Vector3, scene: Scene);
  102526. /**
  102527. * Gets the current object class name.
  102528. * @return the class name
  102529. */
  102530. getClassName(): string;
  102531. }
  102532. }
  102533. declare module BABYLON {
  102534. /**
  102535. * This represents all the required metrics to create a VR camera.
  102536. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  102537. */
  102538. export class VRCameraMetrics {
  102539. /**
  102540. * Define the horizontal resolution off the screen.
  102541. */
  102542. hResolution: number;
  102543. /**
  102544. * Define the vertical resolution off the screen.
  102545. */
  102546. vResolution: number;
  102547. /**
  102548. * Define the horizontal screen size.
  102549. */
  102550. hScreenSize: number;
  102551. /**
  102552. * Define the vertical screen size.
  102553. */
  102554. vScreenSize: number;
  102555. /**
  102556. * Define the vertical screen center position.
  102557. */
  102558. vScreenCenter: number;
  102559. /**
  102560. * Define the distance of the eyes to the screen.
  102561. */
  102562. eyeToScreenDistance: number;
  102563. /**
  102564. * Define the distance between both lenses
  102565. */
  102566. lensSeparationDistance: number;
  102567. /**
  102568. * Define the distance between both viewer's eyes.
  102569. */
  102570. interpupillaryDistance: number;
  102571. /**
  102572. * Define the distortion factor of the VR postprocess.
  102573. * Please, touch with care.
  102574. */
  102575. distortionK: number[];
  102576. /**
  102577. * Define the chromatic aberration correction factors for the VR post process.
  102578. */
  102579. chromaAbCorrection: number[];
  102580. /**
  102581. * Define the scale factor of the post process.
  102582. * The smaller the better but the slower.
  102583. */
  102584. postProcessScaleFactor: number;
  102585. /**
  102586. * Define an offset for the lens center.
  102587. */
  102588. lensCenterOffset: number;
  102589. /**
  102590. * Define if the current vr camera should compensate the distortion of the lense or not.
  102591. */
  102592. compensateDistortion: boolean;
  102593. /**
  102594. * Defines if multiview should be enabled when rendering (Default: false)
  102595. */
  102596. multiviewEnabled: boolean;
  102597. /**
  102598. * Gets the rendering aspect ratio based on the provided resolutions.
  102599. */
  102600. readonly aspectRatio: number;
  102601. /**
  102602. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  102603. */
  102604. readonly aspectRatioFov: number;
  102605. /**
  102606. * @hidden
  102607. */
  102608. readonly leftHMatrix: Matrix;
  102609. /**
  102610. * @hidden
  102611. */
  102612. readonly rightHMatrix: Matrix;
  102613. /**
  102614. * @hidden
  102615. */
  102616. readonly leftPreViewMatrix: Matrix;
  102617. /**
  102618. * @hidden
  102619. */
  102620. readonly rightPreViewMatrix: Matrix;
  102621. /**
  102622. * Get the default VRMetrics based on the most generic setup.
  102623. * @returns the default vr metrics
  102624. */
  102625. static GetDefault(): VRCameraMetrics;
  102626. }
  102627. }
  102628. declare module BABYLON {
  102629. /** @hidden */
  102630. export var vrDistortionCorrectionPixelShader: {
  102631. name: string;
  102632. shader: string;
  102633. };
  102634. }
  102635. declare module BABYLON {
  102636. /**
  102637. * VRDistortionCorrectionPostProcess used for mobile VR
  102638. */
  102639. export class VRDistortionCorrectionPostProcess extends PostProcess {
  102640. private _isRightEye;
  102641. private _distortionFactors;
  102642. private _postProcessScaleFactor;
  102643. private _lensCenterOffset;
  102644. private _scaleIn;
  102645. private _scaleFactor;
  102646. private _lensCenter;
  102647. /**
  102648. * Initializes the VRDistortionCorrectionPostProcess
  102649. * @param name The name of the effect.
  102650. * @param camera The camera to apply the render pass to.
  102651. * @param isRightEye If this is for the right eye distortion
  102652. * @param vrMetrics All the required metrics for the VR camera
  102653. */
  102654. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  102655. }
  102656. }
  102657. declare module BABYLON {
  102658. /**
  102659. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  102660. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  102661. */
  102662. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  102663. /**
  102664. * Creates a new VRDeviceOrientationArcRotateCamera
  102665. * @param name defines camera name
  102666. * @param alpha defines the camera rotation along the logitudinal axis
  102667. * @param beta defines the camera rotation along the latitudinal axis
  102668. * @param radius defines the camera distance from its target
  102669. * @param target defines the camera target
  102670. * @param scene defines the scene the camera belongs to
  102671. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  102672. * @param vrCameraMetrics defines the vr metrics associated to the camera
  102673. */
  102674. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  102675. /**
  102676. * Gets camera class name
  102677. * @returns VRDeviceOrientationArcRotateCamera
  102678. */
  102679. getClassName(): string;
  102680. }
  102681. }
  102682. declare module BABYLON {
  102683. /**
  102684. * Camera used to simulate VR rendering (based on FreeCamera)
  102685. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  102686. */
  102687. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  102688. /**
  102689. * Creates a new VRDeviceOrientationFreeCamera
  102690. * @param name defines camera name
  102691. * @param position defines the start position of the camera
  102692. * @param scene defines the scene the camera belongs to
  102693. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  102694. * @param vrCameraMetrics defines the vr metrics associated to the camera
  102695. */
  102696. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  102697. /**
  102698. * Gets camera class name
  102699. * @returns VRDeviceOrientationFreeCamera
  102700. */
  102701. getClassName(): string;
  102702. }
  102703. }
  102704. declare module BABYLON {
  102705. /**
  102706. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  102707. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  102708. */
  102709. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  102710. /**
  102711. * Creates a new VRDeviceOrientationGamepadCamera
  102712. * @param name defines camera name
  102713. * @param position defines the start position of the camera
  102714. * @param scene defines the scene the camera belongs to
  102715. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  102716. * @param vrCameraMetrics defines the vr metrics associated to the camera
  102717. */
  102718. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  102719. /**
  102720. * Gets camera class name
  102721. * @returns VRDeviceOrientationGamepadCamera
  102722. */
  102723. getClassName(): string;
  102724. }
  102725. }
  102726. declare module BABYLON {
  102727. /**
  102728. * Base class of materials working in push mode in babylon JS
  102729. * @hidden
  102730. */
  102731. export class PushMaterial extends Material {
  102732. protected _activeEffect: Effect;
  102733. protected _normalMatrix: Matrix;
  102734. /**
  102735. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  102736. * This means that the material can keep using a previous shader while a new one is being compiled.
  102737. * This is mostly used when shader parallel compilation is supported (true by default)
  102738. */
  102739. allowShaderHotSwapping: boolean;
  102740. constructor(name: string, scene: Scene);
  102741. getEffect(): Effect;
  102742. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  102743. /**
  102744. * Binds the given world matrix to the active effect
  102745. *
  102746. * @param world the matrix to bind
  102747. */
  102748. bindOnlyWorldMatrix(world: Matrix): void;
  102749. /**
  102750. * Binds the given normal matrix to the active effect
  102751. *
  102752. * @param normalMatrix the matrix to bind
  102753. */
  102754. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  102755. bind(world: Matrix, mesh?: Mesh): void;
  102756. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  102757. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  102758. }
  102759. }
  102760. declare module BABYLON {
  102761. /**
  102762. * This groups all the flags used to control the materials channel.
  102763. */
  102764. export class MaterialFlags {
  102765. private static _DiffuseTextureEnabled;
  102766. /**
  102767. * Are diffuse textures enabled in the application.
  102768. */
  102769. static DiffuseTextureEnabled: boolean;
  102770. private static _AmbientTextureEnabled;
  102771. /**
  102772. * Are ambient textures enabled in the application.
  102773. */
  102774. static AmbientTextureEnabled: boolean;
  102775. private static _OpacityTextureEnabled;
  102776. /**
  102777. * Are opacity textures enabled in the application.
  102778. */
  102779. static OpacityTextureEnabled: boolean;
  102780. private static _ReflectionTextureEnabled;
  102781. /**
  102782. * Are reflection textures enabled in the application.
  102783. */
  102784. static ReflectionTextureEnabled: boolean;
  102785. private static _EmissiveTextureEnabled;
  102786. /**
  102787. * Are emissive textures enabled in the application.
  102788. */
  102789. static EmissiveTextureEnabled: boolean;
  102790. private static _SpecularTextureEnabled;
  102791. /**
  102792. * Are specular textures enabled in the application.
  102793. */
  102794. static SpecularTextureEnabled: boolean;
  102795. private static _BumpTextureEnabled;
  102796. /**
  102797. * Are bump textures enabled in the application.
  102798. */
  102799. static BumpTextureEnabled: boolean;
  102800. private static _LightmapTextureEnabled;
  102801. /**
  102802. * Are lightmap textures enabled in the application.
  102803. */
  102804. static LightmapTextureEnabled: boolean;
  102805. private static _RefractionTextureEnabled;
  102806. /**
  102807. * Are refraction textures enabled in the application.
  102808. */
  102809. static RefractionTextureEnabled: boolean;
  102810. private static _ColorGradingTextureEnabled;
  102811. /**
  102812. * Are color grading textures enabled in the application.
  102813. */
  102814. static ColorGradingTextureEnabled: boolean;
  102815. private static _FresnelEnabled;
  102816. /**
  102817. * Are fresnels enabled in the application.
  102818. */
  102819. static FresnelEnabled: boolean;
  102820. private static _ClearCoatTextureEnabled;
  102821. /**
  102822. * Are clear coat textures enabled in the application.
  102823. */
  102824. static ClearCoatTextureEnabled: boolean;
  102825. private static _ClearCoatBumpTextureEnabled;
  102826. /**
  102827. * Are clear coat bump textures enabled in the application.
  102828. */
  102829. static ClearCoatBumpTextureEnabled: boolean;
  102830. private static _ClearCoatTintTextureEnabled;
  102831. /**
  102832. * Are clear coat tint textures enabled in the application.
  102833. */
  102834. static ClearCoatTintTextureEnabled: boolean;
  102835. private static _SheenTextureEnabled;
  102836. /**
  102837. * Are sheen textures enabled in the application.
  102838. */
  102839. static SheenTextureEnabled: boolean;
  102840. private static _AnisotropicTextureEnabled;
  102841. /**
  102842. * Are anisotropic textures enabled in the application.
  102843. */
  102844. static AnisotropicTextureEnabled: boolean;
  102845. private static _ThicknessTextureEnabled;
  102846. /**
  102847. * Are thickness textures enabled in the application.
  102848. */
  102849. static ThicknessTextureEnabled: boolean;
  102850. }
  102851. }
  102852. declare module BABYLON {
  102853. /** @hidden */
  102854. export var defaultFragmentDeclaration: {
  102855. name: string;
  102856. shader: string;
  102857. };
  102858. }
  102859. declare module BABYLON {
  102860. /** @hidden */
  102861. export var defaultUboDeclaration: {
  102862. name: string;
  102863. shader: string;
  102864. };
  102865. }
  102866. declare module BABYLON {
  102867. /** @hidden */
  102868. export var lightFragmentDeclaration: {
  102869. name: string;
  102870. shader: string;
  102871. };
  102872. }
  102873. declare module BABYLON {
  102874. /** @hidden */
  102875. export var lightUboDeclaration: {
  102876. name: string;
  102877. shader: string;
  102878. };
  102879. }
  102880. declare module BABYLON {
  102881. /** @hidden */
  102882. export var lightsFragmentFunctions: {
  102883. name: string;
  102884. shader: string;
  102885. };
  102886. }
  102887. declare module BABYLON {
  102888. /** @hidden */
  102889. export var shadowsFragmentFunctions: {
  102890. name: string;
  102891. shader: string;
  102892. };
  102893. }
  102894. declare module BABYLON {
  102895. /** @hidden */
  102896. export var fresnelFunction: {
  102897. name: string;
  102898. shader: string;
  102899. };
  102900. }
  102901. declare module BABYLON {
  102902. /** @hidden */
  102903. export var reflectionFunction: {
  102904. name: string;
  102905. shader: string;
  102906. };
  102907. }
  102908. declare module BABYLON {
  102909. /** @hidden */
  102910. export var bumpFragmentFunctions: {
  102911. name: string;
  102912. shader: string;
  102913. };
  102914. }
  102915. declare module BABYLON {
  102916. /** @hidden */
  102917. export var logDepthDeclaration: {
  102918. name: string;
  102919. shader: string;
  102920. };
  102921. }
  102922. declare module BABYLON {
  102923. /** @hidden */
  102924. export var bumpFragment: {
  102925. name: string;
  102926. shader: string;
  102927. };
  102928. }
  102929. declare module BABYLON {
  102930. /** @hidden */
  102931. export var depthPrePass: {
  102932. name: string;
  102933. shader: string;
  102934. };
  102935. }
  102936. declare module BABYLON {
  102937. /** @hidden */
  102938. export var lightFragment: {
  102939. name: string;
  102940. shader: string;
  102941. };
  102942. }
  102943. declare module BABYLON {
  102944. /** @hidden */
  102945. export var logDepthFragment: {
  102946. name: string;
  102947. shader: string;
  102948. };
  102949. }
  102950. declare module BABYLON {
  102951. /** @hidden */
  102952. export var defaultPixelShader: {
  102953. name: string;
  102954. shader: string;
  102955. };
  102956. }
  102957. declare module BABYLON {
  102958. /** @hidden */
  102959. export var defaultVertexDeclaration: {
  102960. name: string;
  102961. shader: string;
  102962. };
  102963. }
  102964. declare module BABYLON {
  102965. /** @hidden */
  102966. export var bumpVertexDeclaration: {
  102967. name: string;
  102968. shader: string;
  102969. };
  102970. }
  102971. declare module BABYLON {
  102972. /** @hidden */
  102973. export var bumpVertex: {
  102974. name: string;
  102975. shader: string;
  102976. };
  102977. }
  102978. declare module BABYLON {
  102979. /** @hidden */
  102980. export var fogVertex: {
  102981. name: string;
  102982. shader: string;
  102983. };
  102984. }
  102985. declare module BABYLON {
  102986. /** @hidden */
  102987. export var shadowsVertex: {
  102988. name: string;
  102989. shader: string;
  102990. };
  102991. }
  102992. declare module BABYLON {
  102993. /** @hidden */
  102994. export var pointCloudVertex: {
  102995. name: string;
  102996. shader: string;
  102997. };
  102998. }
  102999. declare module BABYLON {
  103000. /** @hidden */
  103001. export var logDepthVertex: {
  103002. name: string;
  103003. shader: string;
  103004. };
  103005. }
  103006. declare module BABYLON {
  103007. /** @hidden */
  103008. export var defaultVertexShader: {
  103009. name: string;
  103010. shader: string;
  103011. };
  103012. }
  103013. declare module BABYLON {
  103014. /** @hidden */
  103015. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  103016. MAINUV1: boolean;
  103017. MAINUV2: boolean;
  103018. DIFFUSE: boolean;
  103019. DIFFUSEDIRECTUV: number;
  103020. AMBIENT: boolean;
  103021. AMBIENTDIRECTUV: number;
  103022. OPACITY: boolean;
  103023. OPACITYDIRECTUV: number;
  103024. OPACITYRGB: boolean;
  103025. REFLECTION: boolean;
  103026. EMISSIVE: boolean;
  103027. EMISSIVEDIRECTUV: number;
  103028. SPECULAR: boolean;
  103029. SPECULARDIRECTUV: number;
  103030. BUMP: boolean;
  103031. BUMPDIRECTUV: number;
  103032. PARALLAX: boolean;
  103033. PARALLAXOCCLUSION: boolean;
  103034. SPECULAROVERALPHA: boolean;
  103035. CLIPPLANE: boolean;
  103036. CLIPPLANE2: boolean;
  103037. CLIPPLANE3: boolean;
  103038. CLIPPLANE4: boolean;
  103039. ALPHATEST: boolean;
  103040. DEPTHPREPASS: boolean;
  103041. ALPHAFROMDIFFUSE: boolean;
  103042. POINTSIZE: boolean;
  103043. FOG: boolean;
  103044. SPECULARTERM: boolean;
  103045. DIFFUSEFRESNEL: boolean;
  103046. OPACITYFRESNEL: boolean;
  103047. REFLECTIONFRESNEL: boolean;
  103048. REFRACTIONFRESNEL: boolean;
  103049. EMISSIVEFRESNEL: boolean;
  103050. FRESNEL: boolean;
  103051. NORMAL: boolean;
  103052. UV1: boolean;
  103053. UV2: boolean;
  103054. VERTEXCOLOR: boolean;
  103055. VERTEXALPHA: boolean;
  103056. NUM_BONE_INFLUENCERS: number;
  103057. BonesPerMesh: number;
  103058. BONETEXTURE: boolean;
  103059. INSTANCES: boolean;
  103060. GLOSSINESS: boolean;
  103061. ROUGHNESS: boolean;
  103062. EMISSIVEASILLUMINATION: boolean;
  103063. LINKEMISSIVEWITHDIFFUSE: boolean;
  103064. REFLECTIONFRESNELFROMSPECULAR: boolean;
  103065. LIGHTMAP: boolean;
  103066. LIGHTMAPDIRECTUV: number;
  103067. OBJECTSPACE_NORMALMAP: boolean;
  103068. USELIGHTMAPASSHADOWMAP: boolean;
  103069. REFLECTIONMAP_3D: boolean;
  103070. REFLECTIONMAP_SPHERICAL: boolean;
  103071. REFLECTIONMAP_PLANAR: boolean;
  103072. REFLECTIONMAP_CUBIC: boolean;
  103073. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  103074. REFLECTIONMAP_PROJECTION: boolean;
  103075. REFLECTIONMAP_SKYBOX: boolean;
  103076. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  103077. REFLECTIONMAP_EXPLICIT: boolean;
  103078. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  103079. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  103080. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  103081. INVERTCUBICMAP: boolean;
  103082. LOGARITHMICDEPTH: boolean;
  103083. REFRACTION: boolean;
  103084. REFRACTIONMAP_3D: boolean;
  103085. REFLECTIONOVERALPHA: boolean;
  103086. TWOSIDEDLIGHTING: boolean;
  103087. SHADOWFLOAT: boolean;
  103088. MORPHTARGETS: boolean;
  103089. MORPHTARGETS_NORMAL: boolean;
  103090. MORPHTARGETS_TANGENT: boolean;
  103091. MORPHTARGETS_UV: boolean;
  103092. NUM_MORPH_INFLUENCERS: number;
  103093. NONUNIFORMSCALING: boolean;
  103094. PREMULTIPLYALPHA: boolean;
  103095. IMAGEPROCESSING: boolean;
  103096. VIGNETTE: boolean;
  103097. VIGNETTEBLENDMODEMULTIPLY: boolean;
  103098. VIGNETTEBLENDMODEOPAQUE: boolean;
  103099. TONEMAPPING: boolean;
  103100. TONEMAPPING_ACES: boolean;
  103101. CONTRAST: boolean;
  103102. COLORCURVES: boolean;
  103103. COLORGRADING: boolean;
  103104. COLORGRADING3D: boolean;
  103105. SAMPLER3DGREENDEPTH: boolean;
  103106. SAMPLER3DBGRMAP: boolean;
  103107. IMAGEPROCESSINGPOSTPROCESS: boolean;
  103108. MULTIVIEW: boolean;
  103109. /**
  103110. * If the reflection texture on this material is in linear color space
  103111. * @hidden
  103112. */
  103113. IS_REFLECTION_LINEAR: boolean;
  103114. /**
  103115. * If the refraction texture on this material is in linear color space
  103116. * @hidden
  103117. */
  103118. IS_REFRACTION_LINEAR: boolean;
  103119. EXPOSURE: boolean;
  103120. constructor();
  103121. setReflectionMode(modeToEnable: string): void;
  103122. }
  103123. /**
  103124. * This is the default material used in Babylon. It is the best trade off between quality
  103125. * and performances.
  103126. * @see http://doc.babylonjs.com/babylon101/materials
  103127. */
  103128. export class StandardMaterial extends PushMaterial {
  103129. private _diffuseTexture;
  103130. /**
  103131. * The basic texture of the material as viewed under a light.
  103132. */
  103133. diffuseTexture: Nullable<BaseTexture>;
  103134. private _ambientTexture;
  103135. /**
  103136. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  103137. */
  103138. ambientTexture: Nullable<BaseTexture>;
  103139. private _opacityTexture;
  103140. /**
  103141. * Define the transparency of the material from a texture.
  103142. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  103143. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  103144. */
  103145. opacityTexture: Nullable<BaseTexture>;
  103146. private _reflectionTexture;
  103147. /**
  103148. * Define the texture used to display the reflection.
  103149. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103150. */
  103151. reflectionTexture: Nullable<BaseTexture>;
  103152. private _emissiveTexture;
  103153. /**
  103154. * Define texture of the material as if self lit.
  103155. * This will be mixed in the final result even in the absence of light.
  103156. */
  103157. emissiveTexture: Nullable<BaseTexture>;
  103158. private _specularTexture;
  103159. /**
  103160. * Define how the color and intensity of the highlight given by the light in the material.
  103161. */
  103162. specularTexture: Nullable<BaseTexture>;
  103163. private _bumpTexture;
  103164. /**
  103165. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  103166. * 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.
  103167. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  103168. */
  103169. bumpTexture: Nullable<BaseTexture>;
  103170. private _lightmapTexture;
  103171. /**
  103172. * Complex lighting can be computationally expensive to compute at runtime.
  103173. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  103174. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  103175. */
  103176. lightmapTexture: Nullable<BaseTexture>;
  103177. private _refractionTexture;
  103178. /**
  103179. * Define the texture used to display the refraction.
  103180. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103181. */
  103182. refractionTexture: Nullable<BaseTexture>;
  103183. /**
  103184. * The color of the material lit by the environmental background lighting.
  103185. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  103186. */
  103187. ambientColor: Color3;
  103188. /**
  103189. * The basic color of the material as viewed under a light.
  103190. */
  103191. diffuseColor: Color3;
  103192. /**
  103193. * Define how the color and intensity of the highlight given by the light in the material.
  103194. */
  103195. specularColor: Color3;
  103196. /**
  103197. * Define the color of the material as if self lit.
  103198. * This will be mixed in the final result even in the absence of light.
  103199. */
  103200. emissiveColor: Color3;
  103201. /**
  103202. * Defines how sharp are the highlights in the material.
  103203. * The bigger the value the sharper giving a more glossy feeling to the result.
  103204. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  103205. */
  103206. specularPower: number;
  103207. private _useAlphaFromDiffuseTexture;
  103208. /**
  103209. * Does the transparency come from the diffuse texture alpha channel.
  103210. */
  103211. useAlphaFromDiffuseTexture: boolean;
  103212. private _useEmissiveAsIllumination;
  103213. /**
  103214. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  103215. */
  103216. useEmissiveAsIllumination: boolean;
  103217. private _linkEmissiveWithDiffuse;
  103218. /**
  103219. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  103220. * the emissive level when the final color is close to one.
  103221. */
  103222. linkEmissiveWithDiffuse: boolean;
  103223. private _useSpecularOverAlpha;
  103224. /**
  103225. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  103226. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  103227. */
  103228. useSpecularOverAlpha: boolean;
  103229. private _useReflectionOverAlpha;
  103230. /**
  103231. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  103232. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  103233. */
  103234. useReflectionOverAlpha: boolean;
  103235. private _disableLighting;
  103236. /**
  103237. * Does lights from the scene impacts this material.
  103238. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  103239. */
  103240. disableLighting: boolean;
  103241. private _useObjectSpaceNormalMap;
  103242. /**
  103243. * Allows using an object space normal map (instead of tangent space).
  103244. */
  103245. useObjectSpaceNormalMap: boolean;
  103246. private _useParallax;
  103247. /**
  103248. * Is parallax enabled or not.
  103249. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  103250. */
  103251. useParallax: boolean;
  103252. private _useParallaxOcclusion;
  103253. /**
  103254. * Is parallax occlusion enabled or not.
  103255. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  103256. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  103257. */
  103258. useParallaxOcclusion: boolean;
  103259. /**
  103260. * 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.
  103261. */
  103262. parallaxScaleBias: number;
  103263. private _roughness;
  103264. /**
  103265. * Helps to define how blurry the reflections should appears in the material.
  103266. */
  103267. roughness: number;
  103268. /**
  103269. * In case of refraction, define the value of the index of refraction.
  103270. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103271. */
  103272. indexOfRefraction: number;
  103273. /**
  103274. * Invert the refraction texture alongside the y axis.
  103275. * It can be useful with procedural textures or probe for instance.
  103276. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103277. */
  103278. invertRefractionY: boolean;
  103279. /**
  103280. * Defines the alpha limits in alpha test mode.
  103281. */
  103282. alphaCutOff: number;
  103283. private _useLightmapAsShadowmap;
  103284. /**
  103285. * In case of light mapping, define whether the map contains light or shadow informations.
  103286. */
  103287. useLightmapAsShadowmap: boolean;
  103288. private _diffuseFresnelParameters;
  103289. /**
  103290. * Define the diffuse fresnel parameters of the material.
  103291. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103292. */
  103293. diffuseFresnelParameters: FresnelParameters;
  103294. private _opacityFresnelParameters;
  103295. /**
  103296. * Define the opacity fresnel parameters of the material.
  103297. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103298. */
  103299. opacityFresnelParameters: FresnelParameters;
  103300. private _reflectionFresnelParameters;
  103301. /**
  103302. * Define the reflection fresnel parameters of the material.
  103303. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103304. */
  103305. reflectionFresnelParameters: FresnelParameters;
  103306. private _refractionFresnelParameters;
  103307. /**
  103308. * Define the refraction fresnel parameters of the material.
  103309. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103310. */
  103311. refractionFresnelParameters: FresnelParameters;
  103312. private _emissiveFresnelParameters;
  103313. /**
  103314. * Define the emissive fresnel parameters of the material.
  103315. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103316. */
  103317. emissiveFresnelParameters: FresnelParameters;
  103318. private _useReflectionFresnelFromSpecular;
  103319. /**
  103320. * If true automatically deducts the fresnels values from the material specularity.
  103321. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103322. */
  103323. useReflectionFresnelFromSpecular: boolean;
  103324. private _useGlossinessFromSpecularMapAlpha;
  103325. /**
  103326. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  103327. */
  103328. useGlossinessFromSpecularMapAlpha: boolean;
  103329. private _maxSimultaneousLights;
  103330. /**
  103331. * Defines the maximum number of lights that can be used in the material
  103332. */
  103333. maxSimultaneousLights: number;
  103334. private _invertNormalMapX;
  103335. /**
  103336. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  103337. */
  103338. invertNormalMapX: boolean;
  103339. private _invertNormalMapY;
  103340. /**
  103341. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  103342. */
  103343. invertNormalMapY: boolean;
  103344. private _twoSidedLighting;
  103345. /**
  103346. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  103347. */
  103348. twoSidedLighting: boolean;
  103349. /**
  103350. * Default configuration related to image processing available in the standard Material.
  103351. */
  103352. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  103353. /**
  103354. * Gets the image processing configuration used either in this material.
  103355. */
  103356. /**
  103357. * Sets the Default image processing configuration used either in the this material.
  103358. *
  103359. * If sets to null, the scene one is in use.
  103360. */
  103361. imageProcessingConfiguration: ImageProcessingConfiguration;
  103362. /**
  103363. * Keep track of the image processing observer to allow dispose and replace.
  103364. */
  103365. private _imageProcessingObserver;
  103366. /**
  103367. * Attaches a new image processing configuration to the Standard Material.
  103368. * @param configuration
  103369. */
  103370. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  103371. /**
  103372. * Gets wether the color curves effect is enabled.
  103373. */
  103374. /**
  103375. * Sets wether the color curves effect is enabled.
  103376. */
  103377. cameraColorCurvesEnabled: boolean;
  103378. /**
  103379. * Gets wether the color grading effect is enabled.
  103380. */
  103381. /**
  103382. * Gets wether the color grading effect is enabled.
  103383. */
  103384. cameraColorGradingEnabled: boolean;
  103385. /**
  103386. * Gets wether tonemapping is enabled or not.
  103387. */
  103388. /**
  103389. * Sets wether tonemapping is enabled or not
  103390. */
  103391. cameraToneMappingEnabled: boolean;
  103392. /**
  103393. * The camera exposure used on this material.
  103394. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  103395. * This corresponds to a photographic exposure.
  103396. */
  103397. /**
  103398. * The camera exposure used on this material.
  103399. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  103400. * This corresponds to a photographic exposure.
  103401. */
  103402. cameraExposure: number;
  103403. /**
  103404. * Gets The camera contrast used on this material.
  103405. */
  103406. /**
  103407. * Sets The camera contrast used on this material.
  103408. */
  103409. cameraContrast: number;
  103410. /**
  103411. * Gets the Color Grading 2D Lookup Texture.
  103412. */
  103413. /**
  103414. * Sets the Color Grading 2D Lookup Texture.
  103415. */
  103416. cameraColorGradingTexture: Nullable<BaseTexture>;
  103417. /**
  103418. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  103419. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  103420. * 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;
  103421. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  103422. */
  103423. /**
  103424. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  103425. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  103426. * 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;
  103427. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  103428. */
  103429. cameraColorCurves: Nullable<ColorCurves>;
  103430. /**
  103431. * Custom callback helping to override the default shader used in the material.
  103432. */
  103433. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  103434. protected _renderTargets: SmartArray<RenderTargetTexture>;
  103435. protected _worldViewProjectionMatrix: Matrix;
  103436. protected _globalAmbientColor: Color3;
  103437. protected _useLogarithmicDepth: boolean;
  103438. /**
  103439. * Instantiates a new standard material.
  103440. * This is the default material used in Babylon. It is the best trade off between quality
  103441. * and performances.
  103442. * @see http://doc.babylonjs.com/babylon101/materials
  103443. * @param name Define the name of the material in the scene
  103444. * @param scene Define the scene the material belong to
  103445. */
  103446. constructor(name: string, scene: Scene);
  103447. /**
  103448. * Gets a boolean indicating that current material needs to register RTT
  103449. */
  103450. readonly hasRenderTargetTextures: boolean;
  103451. /**
  103452. * Gets the current class name of the material e.g. "StandardMaterial"
  103453. * Mainly use in serialization.
  103454. * @returns the class name
  103455. */
  103456. getClassName(): string;
  103457. /**
  103458. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  103459. * You can try switching to logarithmic depth.
  103460. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  103461. */
  103462. useLogarithmicDepth: boolean;
  103463. /**
  103464. * Specifies if the material will require alpha blending
  103465. * @returns a boolean specifying if alpha blending is needed
  103466. */
  103467. needAlphaBlending(): boolean;
  103468. /**
  103469. * Specifies if this material should be rendered in alpha test mode
  103470. * @returns a boolean specifying if an alpha test is needed.
  103471. */
  103472. needAlphaTesting(): boolean;
  103473. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  103474. /**
  103475. * Get the texture used for alpha test purpose.
  103476. * @returns the diffuse texture in case of the standard material.
  103477. */
  103478. getAlphaTestTexture(): Nullable<BaseTexture>;
  103479. /**
  103480. * Get if the submesh is ready to be used and all its information available.
  103481. * Child classes can use it to update shaders
  103482. * @param mesh defines the mesh to check
  103483. * @param subMesh defines which submesh to check
  103484. * @param useInstances specifies that instances should be used
  103485. * @returns a boolean indicating that the submesh is ready or not
  103486. */
  103487. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  103488. /**
  103489. * Builds the material UBO layouts.
  103490. * Used internally during the effect preparation.
  103491. */
  103492. buildUniformLayout(): void;
  103493. /**
  103494. * Unbinds the material from the mesh
  103495. */
  103496. unbind(): void;
  103497. /**
  103498. * Binds the submesh to this material by preparing the effect and shader to draw
  103499. * @param world defines the world transformation matrix
  103500. * @param mesh defines the mesh containing the submesh
  103501. * @param subMesh defines the submesh to bind the material to
  103502. */
  103503. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  103504. /**
  103505. * Get the list of animatables in the material.
  103506. * @returns the list of animatables object used in the material
  103507. */
  103508. getAnimatables(): IAnimatable[];
  103509. /**
  103510. * Gets the active textures from the material
  103511. * @returns an array of textures
  103512. */
  103513. getActiveTextures(): BaseTexture[];
  103514. /**
  103515. * Specifies if the material uses a texture
  103516. * @param texture defines the texture to check against the material
  103517. * @returns a boolean specifying if the material uses the texture
  103518. */
  103519. hasTexture(texture: BaseTexture): boolean;
  103520. /**
  103521. * Disposes the material
  103522. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  103523. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  103524. */
  103525. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  103526. /**
  103527. * Makes a duplicate of the material, and gives it a new name
  103528. * @param name defines the new name for the duplicated material
  103529. * @returns the cloned material
  103530. */
  103531. clone(name: string): StandardMaterial;
  103532. /**
  103533. * Serializes this material in a JSON representation
  103534. * @returns the serialized material object
  103535. */
  103536. serialize(): any;
  103537. /**
  103538. * Creates a standard material from parsed material data
  103539. * @param source defines the JSON representation of the material
  103540. * @param scene defines the hosting scene
  103541. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  103542. * @returns a new standard material
  103543. */
  103544. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  103545. /**
  103546. * Are diffuse textures enabled in the application.
  103547. */
  103548. static DiffuseTextureEnabled: boolean;
  103549. /**
  103550. * Are ambient textures enabled in the application.
  103551. */
  103552. static AmbientTextureEnabled: boolean;
  103553. /**
  103554. * Are opacity textures enabled in the application.
  103555. */
  103556. static OpacityTextureEnabled: boolean;
  103557. /**
  103558. * Are reflection textures enabled in the application.
  103559. */
  103560. static ReflectionTextureEnabled: boolean;
  103561. /**
  103562. * Are emissive textures enabled in the application.
  103563. */
  103564. static EmissiveTextureEnabled: boolean;
  103565. /**
  103566. * Are specular textures enabled in the application.
  103567. */
  103568. static SpecularTextureEnabled: boolean;
  103569. /**
  103570. * Are bump textures enabled in the application.
  103571. */
  103572. static BumpTextureEnabled: boolean;
  103573. /**
  103574. * Are lightmap textures enabled in the application.
  103575. */
  103576. static LightmapTextureEnabled: boolean;
  103577. /**
  103578. * Are refraction textures enabled in the application.
  103579. */
  103580. static RefractionTextureEnabled: boolean;
  103581. /**
  103582. * Are color grading textures enabled in the application.
  103583. */
  103584. static ColorGradingTextureEnabled: boolean;
  103585. /**
  103586. * Are fresnels enabled in the application.
  103587. */
  103588. static FresnelEnabled: boolean;
  103589. }
  103590. }
  103591. declare module BABYLON {
  103592. /**
  103593. * A class extending Texture allowing drawing on a texture
  103594. * @see http://doc.babylonjs.com/how_to/dynamictexture
  103595. */
  103596. export class DynamicTexture extends Texture {
  103597. private _generateMipMaps;
  103598. private _canvas;
  103599. private _context;
  103600. private _engine;
  103601. /**
  103602. * Creates a DynamicTexture
  103603. * @param name defines the name of the texture
  103604. * @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
  103605. * @param scene defines the scene where you want the texture
  103606. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  103607. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  103608. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  103609. */
  103610. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  103611. /**
  103612. * Get the current class name of the texture useful for serialization or dynamic coding.
  103613. * @returns "DynamicTexture"
  103614. */
  103615. getClassName(): string;
  103616. /**
  103617. * Gets the current state of canRescale
  103618. */
  103619. readonly canRescale: boolean;
  103620. private _recreate;
  103621. /**
  103622. * Scales the texture
  103623. * @param ratio the scale factor to apply to both width and height
  103624. */
  103625. scale(ratio: number): void;
  103626. /**
  103627. * Resizes the texture
  103628. * @param width the new width
  103629. * @param height the new height
  103630. */
  103631. scaleTo(width: number, height: number): void;
  103632. /**
  103633. * Gets the context of the canvas used by the texture
  103634. * @returns the canvas context of the dynamic texture
  103635. */
  103636. getContext(): CanvasRenderingContext2D;
  103637. /**
  103638. * Clears the texture
  103639. */
  103640. clear(): void;
  103641. /**
  103642. * Updates the texture
  103643. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  103644. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  103645. */
  103646. update(invertY?: boolean, premulAlpha?: boolean): void;
  103647. /**
  103648. * Draws text onto the texture
  103649. * @param text defines the text to be drawn
  103650. * @param x defines the placement of the text from the left
  103651. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  103652. * @param font defines the font to be used with font-style, font-size, font-name
  103653. * @param color defines the color used for the text
  103654. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  103655. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  103656. * @param update defines whether texture is immediately update (default is true)
  103657. */
  103658. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  103659. /**
  103660. * Clones the texture
  103661. * @returns the clone of the texture.
  103662. */
  103663. clone(): DynamicTexture;
  103664. /**
  103665. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  103666. * @returns a serialized dynamic texture object
  103667. */
  103668. serialize(): any;
  103669. /** @hidden */
  103670. _rebuild(): void;
  103671. }
  103672. }
  103673. declare module BABYLON {
  103674. /** @hidden */
  103675. export var imageProcessingPixelShader: {
  103676. name: string;
  103677. shader: string;
  103678. };
  103679. }
  103680. declare module BABYLON {
  103681. /**
  103682. * ImageProcessingPostProcess
  103683. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  103684. */
  103685. export class ImageProcessingPostProcess extends PostProcess {
  103686. /**
  103687. * Default configuration related to image processing available in the PBR Material.
  103688. */
  103689. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  103690. /**
  103691. * Gets the image processing configuration used either in this material.
  103692. */
  103693. /**
  103694. * Sets the Default image processing configuration used either in the this material.
  103695. *
  103696. * If sets to null, the scene one is in use.
  103697. */
  103698. imageProcessingConfiguration: ImageProcessingConfiguration;
  103699. /**
  103700. * Keep track of the image processing observer to allow dispose and replace.
  103701. */
  103702. private _imageProcessingObserver;
  103703. /**
  103704. * Attaches a new image processing configuration to the PBR Material.
  103705. * @param configuration
  103706. */
  103707. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  103708. /**
  103709. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  103710. */
  103711. /**
  103712. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  103713. */
  103714. colorCurves: Nullable<ColorCurves>;
  103715. /**
  103716. * Gets wether the color curves effect is enabled.
  103717. */
  103718. /**
  103719. * Sets wether the color curves effect is enabled.
  103720. */
  103721. colorCurvesEnabled: boolean;
  103722. /**
  103723. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  103724. */
  103725. /**
  103726. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  103727. */
  103728. colorGradingTexture: Nullable<BaseTexture>;
  103729. /**
  103730. * Gets wether the color grading effect is enabled.
  103731. */
  103732. /**
  103733. * Gets wether the color grading effect is enabled.
  103734. */
  103735. colorGradingEnabled: boolean;
  103736. /**
  103737. * Gets exposure used in the effect.
  103738. */
  103739. /**
  103740. * Sets exposure used in the effect.
  103741. */
  103742. exposure: number;
  103743. /**
  103744. * Gets wether tonemapping is enabled or not.
  103745. */
  103746. /**
  103747. * Sets wether tonemapping is enabled or not
  103748. */
  103749. toneMappingEnabled: boolean;
  103750. /**
  103751. * Gets the type of tone mapping effect.
  103752. */
  103753. /**
  103754. * Sets the type of tone mapping effect.
  103755. */
  103756. toneMappingType: number;
  103757. /**
  103758. * Gets contrast used in the effect.
  103759. */
  103760. /**
  103761. * Sets contrast used in the effect.
  103762. */
  103763. contrast: number;
  103764. /**
  103765. * Gets Vignette stretch size.
  103766. */
  103767. /**
  103768. * Sets Vignette stretch size.
  103769. */
  103770. vignetteStretch: number;
  103771. /**
  103772. * Gets Vignette centre X Offset.
  103773. */
  103774. /**
  103775. * Sets Vignette centre X Offset.
  103776. */
  103777. vignetteCentreX: number;
  103778. /**
  103779. * Gets Vignette centre Y Offset.
  103780. */
  103781. /**
  103782. * Sets Vignette centre Y Offset.
  103783. */
  103784. vignetteCentreY: number;
  103785. /**
  103786. * Gets Vignette weight or intensity of the vignette effect.
  103787. */
  103788. /**
  103789. * Sets Vignette weight or intensity of the vignette effect.
  103790. */
  103791. vignetteWeight: number;
  103792. /**
  103793. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  103794. * if vignetteEnabled is set to true.
  103795. */
  103796. /**
  103797. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  103798. * if vignetteEnabled is set to true.
  103799. */
  103800. vignetteColor: Color4;
  103801. /**
  103802. * Gets Camera field of view used by the Vignette effect.
  103803. */
  103804. /**
  103805. * Sets Camera field of view used by the Vignette effect.
  103806. */
  103807. vignetteCameraFov: number;
  103808. /**
  103809. * Gets the vignette blend mode allowing different kind of effect.
  103810. */
  103811. /**
  103812. * Sets the vignette blend mode allowing different kind of effect.
  103813. */
  103814. vignetteBlendMode: number;
  103815. /**
  103816. * Gets wether the vignette effect is enabled.
  103817. */
  103818. /**
  103819. * Sets wether the vignette effect is enabled.
  103820. */
  103821. vignetteEnabled: boolean;
  103822. private _fromLinearSpace;
  103823. /**
  103824. * Gets wether the input of the processing is in Gamma or Linear Space.
  103825. */
  103826. /**
  103827. * Sets wether the input of the processing is in Gamma or Linear Space.
  103828. */
  103829. fromLinearSpace: boolean;
  103830. /**
  103831. * Defines cache preventing GC.
  103832. */
  103833. private _defines;
  103834. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  103835. /**
  103836. * "ImageProcessingPostProcess"
  103837. * @returns "ImageProcessingPostProcess"
  103838. */
  103839. getClassName(): string;
  103840. protected _updateParameters(): void;
  103841. dispose(camera?: Camera): void;
  103842. }
  103843. }
  103844. declare module BABYLON {
  103845. /**
  103846. * Class containing static functions to help procedurally build meshes
  103847. */
  103848. export class GroundBuilder {
  103849. /**
  103850. * Creates a ground mesh
  103851. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  103852. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  103853. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  103854. * @param name defines the name of the mesh
  103855. * @param options defines the options used to create the mesh
  103856. * @param scene defines the hosting scene
  103857. * @returns the ground mesh
  103858. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  103859. */
  103860. static CreateGround(name: string, options: {
  103861. width?: number;
  103862. height?: number;
  103863. subdivisions?: number;
  103864. subdivisionsX?: number;
  103865. subdivisionsY?: number;
  103866. updatable?: boolean;
  103867. }, scene: any): Mesh;
  103868. /**
  103869. * Creates a tiled ground mesh
  103870. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  103871. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  103872. * * 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
  103873. * * 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
  103874. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  103875. * @param name defines the name of the mesh
  103876. * @param options defines the options used to create the mesh
  103877. * @param scene defines the hosting scene
  103878. * @returns the tiled ground mesh
  103879. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  103880. */
  103881. static CreateTiledGround(name: string, options: {
  103882. xmin: number;
  103883. zmin: number;
  103884. xmax: number;
  103885. zmax: number;
  103886. subdivisions?: {
  103887. w: number;
  103888. h: number;
  103889. };
  103890. precision?: {
  103891. w: number;
  103892. h: number;
  103893. };
  103894. updatable?: boolean;
  103895. }, scene?: Nullable<Scene>): Mesh;
  103896. /**
  103897. * Creates a ground mesh from a height map
  103898. * * The parameter `url` sets the URL of the height map image resource.
  103899. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  103900. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  103901. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  103902. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  103903. * * 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.
  103904. * * 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).
  103905. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  103906. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  103907. * @param name defines the name of the mesh
  103908. * @param url defines the url to the height map
  103909. * @param options defines the options used to create the mesh
  103910. * @param scene defines the hosting scene
  103911. * @returns the ground mesh
  103912. * @see https://doc.babylonjs.com/babylon101/height_map
  103913. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  103914. */
  103915. static CreateGroundFromHeightMap(name: string, url: string, options: {
  103916. width?: number;
  103917. height?: number;
  103918. subdivisions?: number;
  103919. minHeight?: number;
  103920. maxHeight?: number;
  103921. colorFilter?: Color3;
  103922. alphaFilter?: number;
  103923. updatable?: boolean;
  103924. onReady?: (mesh: GroundMesh) => void;
  103925. }, scene?: Nullable<Scene>): GroundMesh;
  103926. }
  103927. }
  103928. declare module BABYLON {
  103929. /**
  103930. * Class containing static functions to help procedurally build meshes
  103931. */
  103932. export class TorusBuilder {
  103933. /**
  103934. * Creates a torus mesh
  103935. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  103936. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  103937. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  103938. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  103939. * * If you create a double-sided mesh, you can choose what parts of 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
  103940. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  103941. * @param name defines the name of the mesh
  103942. * @param options defines the options used to create the mesh
  103943. * @param scene defines the hosting scene
  103944. * @returns the torus mesh
  103945. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  103946. */
  103947. static CreateTorus(name: string, options: {
  103948. diameter?: number;
  103949. thickness?: number;
  103950. tessellation?: number;
  103951. updatable?: boolean;
  103952. sideOrientation?: number;
  103953. frontUVs?: Vector4;
  103954. backUVs?: Vector4;
  103955. }, scene: any): Mesh;
  103956. }
  103957. }
  103958. declare module BABYLON {
  103959. /**
  103960. * Class containing static functions to help procedurally build meshes
  103961. */
  103962. export class CylinderBuilder {
  103963. /**
  103964. * Creates a cylinder or a cone mesh
  103965. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  103966. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  103967. * * 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.
  103968. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  103969. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  103970. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  103971. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  103972. * * 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).
  103973. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  103974. * * 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).
  103975. * * 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
  103976. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  103977. * * 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
  103978. * * 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.
  103979. * * If `enclose` is false, a ring surface is one element.
  103980. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  103981. * * 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
  103982. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  103983. * * If you create a double-sided mesh, you can choose what parts of 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
  103984. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  103985. * @param name defines the name of the mesh
  103986. * @param options defines the options used to create the mesh
  103987. * @param scene defines the hosting scene
  103988. * @returns the cylinder mesh
  103989. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  103990. */
  103991. static CreateCylinder(name: string, options: {
  103992. height?: number;
  103993. diameterTop?: number;
  103994. diameterBottom?: number;
  103995. diameter?: number;
  103996. tessellation?: number;
  103997. subdivisions?: number;
  103998. arc?: number;
  103999. faceColors?: Color4[];
  104000. faceUV?: Vector4[];
  104001. updatable?: boolean;
  104002. hasRings?: boolean;
  104003. enclose?: boolean;
  104004. cap?: number;
  104005. sideOrientation?: number;
  104006. frontUVs?: Vector4;
  104007. backUVs?: Vector4;
  104008. }, scene: any): Mesh;
  104009. }
  104010. }
  104011. declare module BABYLON {
  104012. /**
  104013. * Options to modify the vr teleportation behavior.
  104014. */
  104015. export interface VRTeleportationOptions {
  104016. /**
  104017. * The name of the mesh which should be used as the teleportation floor. (default: null)
  104018. */
  104019. floorMeshName?: string;
  104020. /**
  104021. * A list of meshes to be used as the teleportation floor. (default: empty)
  104022. */
  104023. floorMeshes?: Mesh[];
  104024. }
  104025. /**
  104026. * Options to modify the vr experience helper's behavior.
  104027. */
  104028. export interface VRExperienceHelperOptions extends WebVROptions {
  104029. /**
  104030. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  104031. */
  104032. createDeviceOrientationCamera?: boolean;
  104033. /**
  104034. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  104035. */
  104036. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  104037. /**
  104038. * Uses the main button on the controller to toggle the laser casted. (default: true)
  104039. */
  104040. laserToggle?: boolean;
  104041. /**
  104042. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  104043. */
  104044. floorMeshes?: Mesh[];
  104045. /**
  104046. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  104047. */
  104048. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  104049. }
  104050. /**
  104051. * Event containing information after VR has been entered
  104052. */
  104053. export class OnAfterEnteringVRObservableEvent {
  104054. /**
  104055. * If entering vr was successful
  104056. */
  104057. success: boolean;
  104058. }
  104059. /**
  104060. * Helps to quickly add VR support to an existing scene.
  104061. * See http://doc.babylonjs.com/how_to/webvr_helper
  104062. */
  104063. export class VRExperienceHelper {
  104064. /** Options to modify the vr experience helper's behavior. */
  104065. webVROptions: VRExperienceHelperOptions;
  104066. private _scene;
  104067. private _position;
  104068. private _btnVR;
  104069. private _btnVRDisplayed;
  104070. private _webVRsupported;
  104071. private _webVRready;
  104072. private _webVRrequesting;
  104073. private _webVRpresenting;
  104074. private _hasEnteredVR;
  104075. private _fullscreenVRpresenting;
  104076. private _canvas;
  104077. private _webVRCamera;
  104078. private _vrDeviceOrientationCamera;
  104079. private _deviceOrientationCamera;
  104080. private _existingCamera;
  104081. private _onKeyDown;
  104082. private _onVrDisplayPresentChange;
  104083. private _onVRDisplayChanged;
  104084. private _onVRRequestPresentStart;
  104085. private _onVRRequestPresentComplete;
  104086. /**
  104087. * Observable raised right before entering VR.
  104088. */
  104089. onEnteringVRObservable: Observable<VRExperienceHelper>;
  104090. /**
  104091. * Observable raised when entering VR has completed.
  104092. */
  104093. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  104094. /**
  104095. * Observable raised when exiting VR.
  104096. */
  104097. onExitingVRObservable: Observable<VRExperienceHelper>;
  104098. /**
  104099. * Observable raised when controller mesh is loaded.
  104100. */
  104101. onControllerMeshLoadedObservable: Observable<WebVRController>;
  104102. /** Return this.onEnteringVRObservable
  104103. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  104104. */
  104105. readonly onEnteringVR: Observable<VRExperienceHelper>;
  104106. /** Return this.onExitingVRObservable
  104107. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  104108. */
  104109. readonly onExitingVR: Observable<VRExperienceHelper>;
  104110. /** Return this.onControllerMeshLoadedObservable
  104111. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  104112. */
  104113. readonly onControllerMeshLoaded: Observable<WebVRController>;
  104114. private _rayLength;
  104115. private _useCustomVRButton;
  104116. private _teleportationRequested;
  104117. private _teleportActive;
  104118. private _floorMeshName;
  104119. private _floorMeshesCollection;
  104120. private _rotationAllowed;
  104121. private _teleportBackwardsVector;
  104122. private _teleportationTarget;
  104123. private _isDefaultTeleportationTarget;
  104124. private _postProcessMove;
  104125. private _teleportationFillColor;
  104126. private _teleportationBorderColor;
  104127. private _rotationAngle;
  104128. private _haloCenter;
  104129. private _cameraGazer;
  104130. private _padSensibilityUp;
  104131. private _padSensibilityDown;
  104132. private _leftController;
  104133. private _rightController;
  104134. /**
  104135. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  104136. */
  104137. onNewMeshSelected: Observable<AbstractMesh>;
  104138. /**
  104139. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  104140. */
  104141. onNewMeshPicked: Observable<PickingInfo>;
  104142. private _circleEase;
  104143. /**
  104144. * Observable raised before camera teleportation
  104145. */
  104146. onBeforeCameraTeleport: Observable<Vector3>;
  104147. /**
  104148. * Observable raised after camera teleportation
  104149. */
  104150. onAfterCameraTeleport: Observable<Vector3>;
  104151. /**
  104152. * Observable raised when current selected mesh gets unselected
  104153. */
  104154. onSelectedMeshUnselected: Observable<AbstractMesh>;
  104155. private _raySelectionPredicate;
  104156. /**
  104157. * To be optionaly changed by user to define custom ray selection
  104158. */
  104159. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  104160. /**
  104161. * To be optionaly changed by user to define custom selection logic (after ray selection)
  104162. */
  104163. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  104164. /**
  104165. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  104166. */
  104167. teleportationEnabled: boolean;
  104168. private _defaultHeight;
  104169. private _teleportationInitialized;
  104170. private _interactionsEnabled;
  104171. private _interactionsRequested;
  104172. private _displayGaze;
  104173. private _displayLaserPointer;
  104174. /**
  104175. * The mesh used to display where the user is going to teleport.
  104176. */
  104177. /**
  104178. * Sets the mesh to be used to display where the user is going to teleport.
  104179. */
  104180. teleportationTarget: Mesh;
  104181. /**
  104182. * 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
  104183. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  104184. * See http://doc.babylonjs.com/resources/baking_transformations
  104185. */
  104186. gazeTrackerMesh: Mesh;
  104187. /**
  104188. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  104189. */
  104190. updateGazeTrackerScale: boolean;
  104191. /**
  104192. * If the gaze trackers color should be updated when selecting meshes
  104193. */
  104194. updateGazeTrackerColor: boolean;
  104195. /**
  104196. * The gaze tracking mesh corresponding to the left controller
  104197. */
  104198. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  104199. /**
  104200. * The gaze tracking mesh corresponding to the right controller
  104201. */
  104202. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  104203. /**
  104204. * If the ray of the gaze should be displayed.
  104205. */
  104206. /**
  104207. * Sets if the ray of the gaze should be displayed.
  104208. */
  104209. displayGaze: boolean;
  104210. /**
  104211. * If the ray of the LaserPointer should be displayed.
  104212. */
  104213. /**
  104214. * Sets if the ray of the LaserPointer should be displayed.
  104215. */
  104216. displayLaserPointer: boolean;
  104217. /**
  104218. * The deviceOrientationCamera used as the camera when not in VR.
  104219. */
  104220. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  104221. /**
  104222. * Based on the current WebVR support, returns the current VR camera used.
  104223. */
  104224. readonly currentVRCamera: Nullable<Camera>;
  104225. /**
  104226. * The webVRCamera which is used when in VR.
  104227. */
  104228. readonly webVRCamera: WebVRFreeCamera;
  104229. /**
  104230. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  104231. */
  104232. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  104233. private readonly _teleportationRequestInitiated;
  104234. /**
  104235. * Defines wether or not Pointer lock should be requested when switching to
  104236. * full screen.
  104237. */
  104238. requestPointerLockOnFullScreen: boolean;
  104239. /**
  104240. * Instantiates a VRExperienceHelper.
  104241. * Helps to quickly add VR support to an existing scene.
  104242. * @param scene The scene the VRExperienceHelper belongs to.
  104243. * @param webVROptions Options to modify the vr experience helper's behavior.
  104244. */
  104245. constructor(scene: Scene,
  104246. /** Options to modify the vr experience helper's behavior. */
  104247. webVROptions?: VRExperienceHelperOptions);
  104248. private _onDefaultMeshLoaded;
  104249. private _onResize;
  104250. private _onFullscreenChange;
  104251. /**
  104252. * Gets a value indicating if we are currently in VR mode.
  104253. */
  104254. readonly isInVRMode: boolean;
  104255. private onVrDisplayPresentChange;
  104256. private onVRDisplayChanged;
  104257. private moveButtonToBottomRight;
  104258. private displayVRButton;
  104259. private updateButtonVisibility;
  104260. private _cachedAngularSensibility;
  104261. /**
  104262. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  104263. * Otherwise, will use the fullscreen API.
  104264. */
  104265. enterVR(): void;
  104266. /**
  104267. * Attempt to exit VR, or fullscreen.
  104268. */
  104269. exitVR(): void;
  104270. /**
  104271. * The position of the vr experience helper.
  104272. */
  104273. /**
  104274. * Sets the position of the vr experience helper.
  104275. */
  104276. position: Vector3;
  104277. /**
  104278. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  104279. */
  104280. enableInteractions(): void;
  104281. private readonly _noControllerIsActive;
  104282. private beforeRender;
  104283. private _isTeleportationFloor;
  104284. /**
  104285. * Adds a floor mesh to be used for teleportation.
  104286. * @param floorMesh the mesh to be used for teleportation.
  104287. */
  104288. addFloorMesh(floorMesh: Mesh): void;
  104289. /**
  104290. * Removes a floor mesh from being used for teleportation.
  104291. * @param floorMesh the mesh to be removed.
  104292. */
  104293. removeFloorMesh(floorMesh: Mesh): void;
  104294. /**
  104295. * Enables interactions and teleportation using the VR controllers and gaze.
  104296. * @param vrTeleportationOptions options to modify teleportation behavior.
  104297. */
  104298. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  104299. private _onNewGamepadConnected;
  104300. private _tryEnableInteractionOnController;
  104301. private _onNewGamepadDisconnected;
  104302. private _enableInteractionOnController;
  104303. private _checkTeleportWithRay;
  104304. private _checkRotate;
  104305. private _checkTeleportBackwards;
  104306. private _enableTeleportationOnController;
  104307. private _createTeleportationCircles;
  104308. private _displayTeleportationTarget;
  104309. private _hideTeleportationTarget;
  104310. private _rotateCamera;
  104311. private _moveTeleportationSelectorTo;
  104312. private _workingVector;
  104313. private _workingQuaternion;
  104314. private _workingMatrix;
  104315. /**
  104316. * Teleports the users feet to the desired location
  104317. * @param location The location where the user's feet should be placed
  104318. */
  104319. teleportCamera(location: Vector3): void;
  104320. private _convertNormalToDirectionOfRay;
  104321. private _castRayAndSelectObject;
  104322. private _notifySelectedMeshUnselected;
  104323. /**
  104324. * Sets the color of the laser ray from the vr controllers.
  104325. * @param color new color for the ray.
  104326. */
  104327. changeLaserColor(color: Color3): void;
  104328. /**
  104329. * Sets the color of the ray from the vr headsets gaze.
  104330. * @param color new color for the ray.
  104331. */
  104332. changeGazeColor(color: Color3): void;
  104333. /**
  104334. * Exits VR and disposes of the vr experience helper
  104335. */
  104336. dispose(): void;
  104337. /**
  104338. * Gets the name of the VRExperienceHelper class
  104339. * @returns "VRExperienceHelper"
  104340. */
  104341. getClassName(): string;
  104342. }
  104343. }
  104344. declare module BABYLON {
  104345. /**
  104346. * Manages an XRSession to work with Babylon's engine
  104347. * @see https://doc.babylonjs.com/how_to/webxr
  104348. */
  104349. export class WebXRSessionManager implements IDisposable {
  104350. private scene;
  104351. /**
  104352. * Fires every time a new xrFrame arrives which can be used to update the camera
  104353. */
  104354. onXRFrameObservable: Observable<any>;
  104355. /**
  104356. * Fires when the xr session is ended either by the device or manually done
  104357. */
  104358. onXRSessionEnded: Observable<any>;
  104359. /**
  104360. * Underlying xr session
  104361. */
  104362. session: XRSession;
  104363. /**
  104364. * Type of reference space used when creating the session
  104365. */
  104366. referenceSpace: XRReferenceSpace;
  104367. /** @hidden */
  104368. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  104369. /**
  104370. * Current XR frame
  104371. */
  104372. currentFrame: Nullable<XRFrame>;
  104373. private _xrNavigator;
  104374. private baseLayer;
  104375. /**
  104376. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  104377. * @param scene The scene which the session should be created for
  104378. */
  104379. constructor(scene: Scene);
  104380. /**
  104381. * Initializes the manager
  104382. * After initialization enterXR can be called to start an XR session
  104383. * @returns Promise which resolves after it is initialized
  104384. */
  104385. initializeAsync(): Promise<void>;
  104386. /**
  104387. * Initializes an xr session
  104388. * @param xrSessionMode mode to initialize
  104389. * @returns a promise which will resolve once the session has been initialized
  104390. */
  104391. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  104392. /**
  104393. * Sets the reference space on the xr session
  104394. * @param referenceSpace space to set
  104395. * @returns a promise that will resolve once the reference space has been set
  104396. */
  104397. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  104398. /**
  104399. * Updates the render state of the session
  104400. * @param state state to set
  104401. * @returns a promise that resolves once the render state has been updated
  104402. */
  104403. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  104404. /**
  104405. * Starts rendering to the xr layer
  104406. * @returns a promise that will resolve once rendering has started
  104407. */
  104408. startRenderingToXRAsync(): Promise<void>;
  104409. /**
  104410. * Stops the xrSession and restores the renderloop
  104411. * @returns Promise which resolves after it exits XR
  104412. */
  104413. exitXRAsync(): Promise<unknown>;
  104414. /**
  104415. * Checks if a session would be supported for the creation options specified
  104416. * @param sessionMode session mode to check if supported eg. immersive-vr
  104417. * @returns true if supported
  104418. */
  104419. supportsSessionAsync(sessionMode: XRSessionMode): any;
  104420. /**
  104421. * @hidden
  104422. * Converts the render layer of xrSession to a render target
  104423. * @param session session to create render target for
  104424. * @param scene scene the new render target should be created for
  104425. */
  104426. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  104427. /**
  104428. * Disposes of the session manager
  104429. */
  104430. dispose(): void;
  104431. }
  104432. }
  104433. declare module BABYLON {
  104434. /**
  104435. * WebXR Camera which holds the views for the xrSession
  104436. * @see https://doc.babylonjs.com/how_to/webxr
  104437. */
  104438. export class WebXRCamera extends FreeCamera {
  104439. private static _TmpMatrix;
  104440. /**
  104441. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  104442. * @param name the name of the camera
  104443. * @param scene the scene to add the camera to
  104444. */
  104445. constructor(name: string, scene: Scene);
  104446. private _updateNumberOfRigCameras;
  104447. /** @hidden */
  104448. _updateForDualEyeDebugging(pupilDistance?: number): void;
  104449. /**
  104450. * Updates the cameras position from the current pose information of the XR session
  104451. * @param xrSessionManager the session containing pose information
  104452. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  104453. */
  104454. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  104455. }
  104456. }
  104457. declare module BABYLON {
  104458. /**
  104459. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  104460. */
  104461. export class WebXRManagedOutputCanvas implements IDisposable {
  104462. private helper;
  104463. private _canvas;
  104464. /**
  104465. * xrpresent context of the canvas which can be used to display/mirror xr content
  104466. */
  104467. canvasContext: WebGLRenderingContext;
  104468. /**
  104469. * xr layer for the canvas
  104470. */
  104471. xrLayer: Nullable<XRWebGLLayer>;
  104472. /**
  104473. * Initializes the xr layer for the session
  104474. * @param xrSession xr session
  104475. * @returns a promise that will resolve once the XR Layer has been created
  104476. */
  104477. initializeXRLayerAsync(xrSession: any): any;
  104478. /**
  104479. * Initializes the canvas to be added/removed upon entering/exiting xr
  104480. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  104481. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  104482. */
  104483. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  104484. /**
  104485. * Disposes of the object
  104486. */
  104487. dispose(): void;
  104488. private _setManagedOutputCanvas;
  104489. private _addCanvas;
  104490. private _removeCanvas;
  104491. }
  104492. }
  104493. declare module BABYLON {
  104494. /**
  104495. * States of the webXR experience
  104496. */
  104497. export enum WebXRState {
  104498. /**
  104499. * Transitioning to being in XR mode
  104500. */
  104501. ENTERING_XR = 0,
  104502. /**
  104503. * Transitioning to non XR mode
  104504. */
  104505. EXITING_XR = 1,
  104506. /**
  104507. * In XR mode and presenting
  104508. */
  104509. IN_XR = 2,
  104510. /**
  104511. * Not entered XR mode
  104512. */
  104513. NOT_IN_XR = 3
  104514. }
  104515. /**
  104516. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  104517. * @see https://doc.babylonjs.com/how_to/webxr
  104518. */
  104519. export class WebXRExperienceHelper implements IDisposable {
  104520. private scene;
  104521. /**
  104522. * 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
  104523. */
  104524. container: AbstractMesh;
  104525. /**
  104526. * Camera used to render xr content
  104527. */
  104528. camera: WebXRCamera;
  104529. /**
  104530. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  104531. */
  104532. state: WebXRState;
  104533. private _setState;
  104534. private static _TmpVector;
  104535. /**
  104536. * Fires when the state of the experience helper has changed
  104537. */
  104538. onStateChangedObservable: Observable<WebXRState>;
  104539. /** Session manager used to keep track of xr session */
  104540. sessionManager: WebXRSessionManager;
  104541. private _nonVRCamera;
  104542. private _originalSceneAutoClear;
  104543. private _supported;
  104544. /**
  104545. * Creates the experience helper
  104546. * @param scene the scene to attach the experience helper to
  104547. * @returns a promise for the experience helper
  104548. */
  104549. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  104550. /**
  104551. * Creates a WebXRExperienceHelper
  104552. * @param scene The scene the helper should be created in
  104553. */
  104554. private constructor();
  104555. /**
  104556. * Exits XR mode and returns the scene to its original state
  104557. * @returns promise that resolves after xr mode has exited
  104558. */
  104559. exitXRAsync(): Promise<unknown>;
  104560. /**
  104561. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  104562. * @param sessionCreationOptions options for the XR session
  104563. * @param referenceSpaceType frame of reference of the XR session
  104564. * @param outputCanvas the output canvas that will be used to enter XR mode
  104565. * @returns promise that resolves after xr mode has entered
  104566. */
  104567. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  104568. /**
  104569. * Updates the global position of the camera by moving the camera's container
  104570. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  104571. * @param position The desired global position of the camera
  104572. */
  104573. setPositionOfCameraUsingContainer(position: Vector3): void;
  104574. /**
  104575. * Rotates the xr camera by rotating the camera's container around the camera's position
  104576. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  104577. * @param rotation the desired quaternion rotation to apply to the camera
  104578. */
  104579. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  104580. /**
  104581. * Disposes of the experience helper
  104582. */
  104583. dispose(): void;
  104584. }
  104585. }
  104586. declare module BABYLON {
  104587. /**
  104588. * Button which can be used to enter a different mode of XR
  104589. */
  104590. export class WebXREnterExitUIButton {
  104591. /** button element */
  104592. element: HTMLElement;
  104593. /** XR initialization options for the button */
  104594. sessionMode: XRSessionMode;
  104595. /** Reference space type */
  104596. referenceSpaceType: XRReferenceSpaceType;
  104597. /**
  104598. * Creates a WebXREnterExitUIButton
  104599. * @param element button element
  104600. * @param sessionMode XR initialization session mode
  104601. * @param referenceSpaceType the type of reference space to be used
  104602. */
  104603. constructor(
  104604. /** button element */
  104605. element: HTMLElement,
  104606. /** XR initialization options for the button */
  104607. sessionMode: XRSessionMode,
  104608. /** Reference space type */
  104609. referenceSpaceType: XRReferenceSpaceType);
  104610. /**
  104611. * Overwritable function which can be used to update the button's visuals when the state changes
  104612. * @param activeButton the current active button in the UI
  104613. */
  104614. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  104615. }
  104616. /**
  104617. * Options to create the webXR UI
  104618. */
  104619. export class WebXREnterExitUIOptions {
  104620. /**
  104621. * Context to enter xr with
  104622. */
  104623. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  104624. /**
  104625. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  104626. */
  104627. customButtons?: Array<WebXREnterExitUIButton>;
  104628. }
  104629. /**
  104630. * UI to allow the user to enter/exit XR mode
  104631. */
  104632. export class WebXREnterExitUI implements IDisposable {
  104633. private scene;
  104634. private _overlay;
  104635. private _buttons;
  104636. private _activeButton;
  104637. /**
  104638. * Fired every time the active button is changed.
  104639. *
  104640. * When xr is entered via a button that launches xr that button will be the callback parameter
  104641. *
  104642. * When exiting xr the callback parameter will be null)
  104643. */
  104644. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  104645. /**
  104646. * Creates UI to allow the user to enter/exit XR mode
  104647. * @param scene the scene to add the ui to
  104648. * @param helper the xr experience helper to enter/exit xr with
  104649. * @param options options to configure the UI
  104650. * @returns the created ui
  104651. */
  104652. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  104653. private constructor();
  104654. private _updateButtons;
  104655. /**
  104656. * Disposes of the object
  104657. */
  104658. dispose(): void;
  104659. }
  104660. }
  104661. declare module BABYLON {
  104662. /**
  104663. * Represents an XR input
  104664. */
  104665. export class WebXRController {
  104666. private scene;
  104667. /** The underlying input source for the controller */
  104668. inputSource: XRInputSource;
  104669. private parentContainer;
  104670. /**
  104671. * 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
  104672. */
  104673. grip?: AbstractMesh;
  104674. /**
  104675. * Pointer which can be used to select objects or attach a visible laser to
  104676. */
  104677. pointer: AbstractMesh;
  104678. /**
  104679. * Event that fires when the controller is removed/disposed
  104680. */
  104681. onDisposeObservable: Observable<{}>;
  104682. private _tmpMatrix;
  104683. private _tmpQuaternion;
  104684. private _tmpVector;
  104685. /**
  104686. * Creates the controller
  104687. * @see https://doc.babylonjs.com/how_to/webxr
  104688. * @param scene the scene which the controller should be associated to
  104689. * @param inputSource the underlying input source for the controller
  104690. * @param parentContainer parent that the controller meshes should be children of
  104691. */
  104692. constructor(scene: Scene,
  104693. /** The underlying input source for the controller */
  104694. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  104695. /**
  104696. * Updates the controller pose based on the given XRFrame
  104697. * @param xrFrame xr frame to update the pose with
  104698. * @param referenceSpace reference space to use
  104699. */
  104700. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  104701. /**
  104702. * Gets a world space ray coming from the controller
  104703. * @param result the resulting ray
  104704. */
  104705. getWorldPointerRayToRef(result: Ray): void;
  104706. /**
  104707. * Disposes of the object
  104708. */
  104709. dispose(): void;
  104710. }
  104711. }
  104712. declare module BABYLON {
  104713. /**
  104714. * XR input used to track XR inputs such as controllers/rays
  104715. */
  104716. export class WebXRInput implements IDisposable {
  104717. /**
  104718. * Base experience the input listens to
  104719. */
  104720. baseExperience: WebXRExperienceHelper;
  104721. /**
  104722. * XR controllers being tracked
  104723. */
  104724. controllers: Array<WebXRController>;
  104725. private _frameObserver;
  104726. private _stateObserver;
  104727. /**
  104728. * Event when a controller has been connected/added
  104729. */
  104730. onControllerAddedObservable: Observable<WebXRController>;
  104731. /**
  104732. * Event when a controller has been removed/disconnected
  104733. */
  104734. onControllerRemovedObservable: Observable<WebXRController>;
  104735. /**
  104736. * Initializes the WebXRInput
  104737. * @param baseExperience experience helper which the input should be created for
  104738. */
  104739. constructor(
  104740. /**
  104741. * Base experience the input listens to
  104742. */
  104743. baseExperience: WebXRExperienceHelper);
  104744. private _onInputSourcesChange;
  104745. private _addAndRemoveControllers;
  104746. /**
  104747. * Disposes of the object
  104748. */
  104749. dispose(): void;
  104750. }
  104751. }
  104752. declare module BABYLON {
  104753. /**
  104754. * Enables teleportation
  104755. */
  104756. export class WebXRControllerTeleportation {
  104757. private _teleportationFillColor;
  104758. private _teleportationBorderColor;
  104759. private _tmpRay;
  104760. private _tmpVector;
  104761. /**
  104762. * Creates a WebXRControllerTeleportation
  104763. * @param input input manager to add teleportation to
  104764. * @param floorMeshes floormeshes which can be teleported to
  104765. */
  104766. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  104767. }
  104768. }
  104769. declare module BABYLON {
  104770. /**
  104771. * Handles pointer input automatically for the pointer of XR controllers
  104772. */
  104773. export class WebXRControllerPointerSelection {
  104774. private static _idCounter;
  104775. private _tmpRay;
  104776. /**
  104777. * Creates a WebXRControllerPointerSelection
  104778. * @param input input manager to setup pointer selection
  104779. */
  104780. constructor(input: WebXRInput);
  104781. private _convertNormalToDirectionOfRay;
  104782. private _updatePointerDistance;
  104783. }
  104784. }
  104785. declare module BABYLON {
  104786. /**
  104787. * Class used to represent data loading progression
  104788. */
  104789. export class SceneLoaderProgressEvent {
  104790. /** defines if data length to load can be evaluated */
  104791. readonly lengthComputable: boolean;
  104792. /** defines the loaded data length */
  104793. readonly loaded: number;
  104794. /** defines the data length to load */
  104795. readonly total: number;
  104796. /**
  104797. * Create a new progress event
  104798. * @param lengthComputable defines if data length to load can be evaluated
  104799. * @param loaded defines the loaded data length
  104800. * @param total defines the data length to load
  104801. */
  104802. constructor(
  104803. /** defines if data length to load can be evaluated */
  104804. lengthComputable: boolean,
  104805. /** defines the loaded data length */
  104806. loaded: number,
  104807. /** defines the data length to load */
  104808. total: number);
  104809. /**
  104810. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  104811. * @param event defines the source event
  104812. * @returns a new SceneLoaderProgressEvent
  104813. */
  104814. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  104815. }
  104816. /**
  104817. * Interface used by SceneLoader plugins to define supported file extensions
  104818. */
  104819. export interface ISceneLoaderPluginExtensions {
  104820. /**
  104821. * Defines the list of supported extensions
  104822. */
  104823. [extension: string]: {
  104824. isBinary: boolean;
  104825. };
  104826. }
  104827. /**
  104828. * Interface used by SceneLoader plugin factory
  104829. */
  104830. export interface ISceneLoaderPluginFactory {
  104831. /**
  104832. * Defines the name of the factory
  104833. */
  104834. name: string;
  104835. /**
  104836. * Function called to create a new plugin
  104837. * @return the new plugin
  104838. */
  104839. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  104840. /**
  104841. * Boolean indicating if the plugin can direct load specific data
  104842. */
  104843. canDirectLoad?: (data: string) => boolean;
  104844. }
  104845. /**
  104846. * Interface used to define a SceneLoader plugin
  104847. */
  104848. export interface ISceneLoaderPlugin {
  104849. /**
  104850. * The friendly name of this plugin.
  104851. */
  104852. name: string;
  104853. /**
  104854. * The file extensions supported by this plugin.
  104855. */
  104856. extensions: string | ISceneLoaderPluginExtensions;
  104857. /**
  104858. * Import meshes into a scene.
  104859. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  104860. * @param scene The scene to import into
  104861. * @param data The data to import
  104862. * @param rootUrl The root url for scene and resources
  104863. * @param meshes The meshes array to import into
  104864. * @param particleSystems The particle systems array to import into
  104865. * @param skeletons The skeletons array to import into
  104866. * @param onError The callback when import fails
  104867. * @returns True if successful or false otherwise
  104868. */
  104869. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  104870. /**
  104871. * Load into a scene.
  104872. * @param scene The scene to load into
  104873. * @param data The data to import
  104874. * @param rootUrl The root url for scene and resources
  104875. * @param onError The callback when import fails
  104876. * @returns true if successful or false otherwise
  104877. */
  104878. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  104879. /**
  104880. * The callback that returns true if the data can be directly loaded.
  104881. */
  104882. canDirectLoad?: (data: string) => boolean;
  104883. /**
  104884. * The callback that allows custom handling of the root url based on the response url.
  104885. */
  104886. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  104887. /**
  104888. * Load into an asset container.
  104889. * @param scene The scene to load into
  104890. * @param data The data to import
  104891. * @param rootUrl The root url for scene and resources
  104892. * @param onError The callback when import fails
  104893. * @returns The loaded asset container
  104894. */
  104895. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  104896. }
  104897. /**
  104898. * Interface used to define an async SceneLoader plugin
  104899. */
  104900. export interface ISceneLoaderPluginAsync {
  104901. /**
  104902. * The friendly name of this plugin.
  104903. */
  104904. name: string;
  104905. /**
  104906. * The file extensions supported by this plugin.
  104907. */
  104908. extensions: string | ISceneLoaderPluginExtensions;
  104909. /**
  104910. * Import meshes into a scene.
  104911. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  104912. * @param scene The scene to import into
  104913. * @param data The data to import
  104914. * @param rootUrl The root url for scene and resources
  104915. * @param onProgress The callback when the load progresses
  104916. * @param fileName Defines the name of the file to load
  104917. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  104918. */
  104919. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  104920. meshes: AbstractMesh[];
  104921. particleSystems: IParticleSystem[];
  104922. skeletons: Skeleton[];
  104923. animationGroups: AnimationGroup[];
  104924. }>;
  104925. /**
  104926. * Load into a scene.
  104927. * @param scene The scene to load into
  104928. * @param data The data to import
  104929. * @param rootUrl The root url for scene and resources
  104930. * @param onProgress The callback when the load progresses
  104931. * @param fileName Defines the name of the file to load
  104932. * @returns Nothing
  104933. */
  104934. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  104935. /**
  104936. * The callback that returns true if the data can be directly loaded.
  104937. */
  104938. canDirectLoad?: (data: string) => boolean;
  104939. /**
  104940. * The callback that allows custom handling of the root url based on the response url.
  104941. */
  104942. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  104943. /**
  104944. * Load into an asset container.
  104945. * @param scene The scene to load into
  104946. * @param data The data to import
  104947. * @param rootUrl The root url for scene and resources
  104948. * @param onProgress The callback when the load progresses
  104949. * @param fileName Defines the name of the file to load
  104950. * @returns The loaded asset container
  104951. */
  104952. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  104953. }
  104954. /**
  104955. * Class used to load scene from various file formats using registered plugins
  104956. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  104957. */
  104958. export class SceneLoader {
  104959. /**
  104960. * No logging while loading
  104961. */
  104962. static readonly NO_LOGGING: number;
  104963. /**
  104964. * Minimal logging while loading
  104965. */
  104966. static readonly MINIMAL_LOGGING: number;
  104967. /**
  104968. * Summary logging while loading
  104969. */
  104970. static readonly SUMMARY_LOGGING: number;
  104971. /**
  104972. * Detailled logging while loading
  104973. */
  104974. static readonly DETAILED_LOGGING: number;
  104975. /**
  104976. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  104977. */
  104978. static ForceFullSceneLoadingForIncremental: boolean;
  104979. /**
  104980. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  104981. */
  104982. static ShowLoadingScreen: boolean;
  104983. /**
  104984. * Defines the current logging level (while loading the scene)
  104985. * @ignorenaming
  104986. */
  104987. static loggingLevel: number;
  104988. /**
  104989. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  104990. */
  104991. static CleanBoneMatrixWeights: boolean;
  104992. /**
  104993. * Event raised when a plugin is used to load a scene
  104994. */
  104995. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  104996. private static _registeredPlugins;
  104997. private static _getDefaultPlugin;
  104998. private static _getPluginForExtension;
  104999. private static _getPluginForDirectLoad;
  105000. private static _getPluginForFilename;
  105001. private static _getDirectLoad;
  105002. private static _loadData;
  105003. private static _getFileInfo;
  105004. /**
  105005. * Gets a plugin that can load the given extension
  105006. * @param extension defines the extension to load
  105007. * @returns a plugin or null if none works
  105008. */
  105009. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  105010. /**
  105011. * Gets a boolean indicating that the given extension can be loaded
  105012. * @param extension defines the extension to load
  105013. * @returns true if the extension is supported
  105014. */
  105015. static IsPluginForExtensionAvailable(extension: string): boolean;
  105016. /**
  105017. * Adds a new plugin to the list of registered plugins
  105018. * @param plugin defines the plugin to add
  105019. */
  105020. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  105021. /**
  105022. * Import meshes into a scene
  105023. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105024. * @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)
  105025. * @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)
  105026. * @param scene the instance of BABYLON.Scene to append to
  105027. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  105028. * @param onProgress a callback with a progress event for each file being loaded
  105029. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105030. * @param pluginExtension the extension used to determine the plugin
  105031. * @returns The loaded plugin
  105032. */
  105033. 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>;
  105034. /**
  105035. * Import meshes into a scene
  105036. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105037. * @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)
  105038. * @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)
  105039. * @param scene the instance of BABYLON.Scene to append to
  105040. * @param onProgress a callback with a progress event for each file being loaded
  105041. * @param pluginExtension the extension used to determine the plugin
  105042. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  105043. */
  105044. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  105045. meshes: AbstractMesh[];
  105046. particleSystems: IParticleSystem[];
  105047. skeletons: Skeleton[];
  105048. animationGroups: AnimationGroup[];
  105049. }>;
  105050. /**
  105051. * Load a scene
  105052. * @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)
  105053. * @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)
  105054. * @param engine is the instance of BABYLON.Engine to use to create the scene
  105055. * @param onSuccess a callback with the scene when import succeeds
  105056. * @param onProgress a callback with a progress event for each file being loaded
  105057. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105058. * @param pluginExtension the extension used to determine the plugin
  105059. * @returns The loaded plugin
  105060. */
  105061. 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>;
  105062. /**
  105063. * Load a scene
  105064. * @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)
  105065. * @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)
  105066. * @param engine is the instance of BABYLON.Engine to use to create the scene
  105067. * @param onProgress a callback with a progress event for each file being loaded
  105068. * @param pluginExtension the extension used to determine the plugin
  105069. * @returns The loaded scene
  105070. */
  105071. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  105072. /**
  105073. * Append a scene
  105074. * @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)
  105075. * @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)
  105076. * @param scene is the instance of BABYLON.Scene to append to
  105077. * @param onSuccess a callback with the scene when import succeeds
  105078. * @param onProgress a callback with a progress event for each file being loaded
  105079. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105080. * @param pluginExtension the extension used to determine the plugin
  105081. * @returns The loaded plugin
  105082. */
  105083. 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>;
  105084. /**
  105085. * Append a scene
  105086. * @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)
  105087. * @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)
  105088. * @param scene is the instance of BABYLON.Scene to append to
  105089. * @param onProgress a callback with a progress event for each file being loaded
  105090. * @param pluginExtension the extension used to determine the plugin
  105091. * @returns The given scene
  105092. */
  105093. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  105094. /**
  105095. * Load a scene into an asset container
  105096. * @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)
  105097. * @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)
  105098. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  105099. * @param onSuccess a callback with the scene when import succeeds
  105100. * @param onProgress a callback with a progress event for each file being loaded
  105101. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105102. * @param pluginExtension the extension used to determine the plugin
  105103. * @returns The loaded plugin
  105104. */
  105105. 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>;
  105106. /**
  105107. * Load a scene into an asset container
  105108. * @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)
  105109. * @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)
  105110. * @param scene is the instance of Scene to append to
  105111. * @param onProgress a callback with a progress event for each file being loaded
  105112. * @param pluginExtension the extension used to determine the plugin
  105113. * @returns The loaded asset container
  105114. */
  105115. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  105116. }
  105117. }
  105118. declare module BABYLON {
  105119. /**
  105120. * Generic Controller
  105121. */
  105122. export class GenericController extends WebVRController {
  105123. /**
  105124. * Base Url for the controller model.
  105125. */
  105126. static readonly MODEL_BASE_URL: string;
  105127. /**
  105128. * File name for the controller model.
  105129. */
  105130. static readonly MODEL_FILENAME: string;
  105131. /**
  105132. * Creates a new GenericController from a gamepad
  105133. * @param vrGamepad the gamepad that the controller should be created from
  105134. */
  105135. constructor(vrGamepad: any);
  105136. /**
  105137. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105138. * @param scene scene in which to add meshes
  105139. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105140. */
  105141. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105142. /**
  105143. * Called once for each button that changed state since the last frame
  105144. * @param buttonIdx Which button index changed
  105145. * @param state New state of the button
  105146. * @param changes Which properties on the state changed since last frame
  105147. */
  105148. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105149. }
  105150. }
  105151. declare module BABYLON {
  105152. /**
  105153. * Defines the WindowsMotionController object that the state of the windows motion controller
  105154. */
  105155. export class WindowsMotionController extends WebVRController {
  105156. /**
  105157. * The base url used to load the left and right controller models
  105158. */
  105159. static MODEL_BASE_URL: string;
  105160. /**
  105161. * The name of the left controller model file
  105162. */
  105163. static MODEL_LEFT_FILENAME: string;
  105164. /**
  105165. * The name of the right controller model file
  105166. */
  105167. static MODEL_RIGHT_FILENAME: string;
  105168. /**
  105169. * The controller name prefix for this controller type
  105170. */
  105171. static readonly GAMEPAD_ID_PREFIX: string;
  105172. /**
  105173. * The controller id pattern for this controller type
  105174. */
  105175. private static readonly GAMEPAD_ID_PATTERN;
  105176. private _loadedMeshInfo;
  105177. private readonly _mapping;
  105178. /**
  105179. * Fired when the trackpad on this controller is clicked
  105180. */
  105181. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  105182. /**
  105183. * Fired when the trackpad on this controller is modified
  105184. */
  105185. onTrackpadValuesChangedObservable: Observable<StickValues>;
  105186. /**
  105187. * The current x and y values of this controller's trackpad
  105188. */
  105189. trackpad: StickValues;
  105190. /**
  105191. * Creates a new WindowsMotionController from a gamepad
  105192. * @param vrGamepad the gamepad that the controller should be created from
  105193. */
  105194. constructor(vrGamepad: any);
  105195. /**
  105196. * Fired when the trigger on this controller is modified
  105197. */
  105198. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105199. /**
  105200. * Fired when the menu button on this controller is modified
  105201. */
  105202. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105203. /**
  105204. * Fired when the grip button on this controller is modified
  105205. */
  105206. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105207. /**
  105208. * Fired when the thumbstick button on this controller is modified
  105209. */
  105210. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105211. /**
  105212. * Fired when the touchpad button on this controller is modified
  105213. */
  105214. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105215. /**
  105216. * Fired when the touchpad values on this controller are modified
  105217. */
  105218. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  105219. private _updateTrackpad;
  105220. /**
  105221. * Called once per frame by the engine.
  105222. */
  105223. update(): void;
  105224. /**
  105225. * Called once for each button that changed state since the last frame
  105226. * @param buttonIdx Which button index changed
  105227. * @param state New state of the button
  105228. * @param changes Which properties on the state changed since last frame
  105229. */
  105230. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105231. /**
  105232. * Moves the buttons on the controller mesh based on their current state
  105233. * @param buttonName the name of the button to move
  105234. * @param buttonValue the value of the button which determines the buttons new position
  105235. */
  105236. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  105237. /**
  105238. * Moves the axis on the controller mesh based on its current state
  105239. * @param axis the index of the axis
  105240. * @param axisValue the value of the axis which determines the meshes new position
  105241. * @hidden
  105242. */
  105243. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  105244. /**
  105245. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105246. * @param scene scene in which to add meshes
  105247. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105248. */
  105249. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  105250. /**
  105251. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  105252. * can be transformed by button presses and axes values, based on this._mapping.
  105253. *
  105254. * @param scene scene in which the meshes exist
  105255. * @param meshes list of meshes that make up the controller model to process
  105256. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  105257. */
  105258. private processModel;
  105259. private createMeshInfo;
  105260. /**
  105261. * Gets the ray of the controller in the direction the controller is pointing
  105262. * @param length the length the resulting ray should be
  105263. * @returns a ray in the direction the controller is pointing
  105264. */
  105265. getForwardRay(length?: number): Ray;
  105266. /**
  105267. * Disposes of the controller
  105268. */
  105269. dispose(): void;
  105270. }
  105271. }
  105272. declare module BABYLON {
  105273. /**
  105274. * Oculus Touch Controller
  105275. */
  105276. export class OculusTouchController extends WebVRController {
  105277. /**
  105278. * Base Url for the controller model.
  105279. */
  105280. static MODEL_BASE_URL: string;
  105281. /**
  105282. * File name for the left controller model.
  105283. */
  105284. static MODEL_LEFT_FILENAME: string;
  105285. /**
  105286. * File name for the right controller model.
  105287. */
  105288. static MODEL_RIGHT_FILENAME: string;
  105289. /**
  105290. * Base Url for the Quest controller model.
  105291. */
  105292. static QUEST_MODEL_BASE_URL: string;
  105293. /**
  105294. * @hidden
  105295. * If the controllers are running on a device that needs the updated Quest controller models
  105296. */
  105297. static _IsQuest: boolean;
  105298. /**
  105299. * Fired when the secondary trigger on this controller is modified
  105300. */
  105301. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  105302. /**
  105303. * Fired when the thumb rest on this controller is modified
  105304. */
  105305. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  105306. /**
  105307. * Creates a new OculusTouchController from a gamepad
  105308. * @param vrGamepad the gamepad that the controller should be created from
  105309. */
  105310. constructor(vrGamepad: any);
  105311. /**
  105312. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105313. * @param scene scene in which to add meshes
  105314. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105315. */
  105316. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105317. /**
  105318. * Fired when the A button on this controller is modified
  105319. */
  105320. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105321. /**
  105322. * Fired when the B button on this controller is modified
  105323. */
  105324. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105325. /**
  105326. * Fired when the X button on this controller is modified
  105327. */
  105328. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105329. /**
  105330. * Fired when the Y button on this controller is modified
  105331. */
  105332. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105333. /**
  105334. * Called once for each button that changed state since the last frame
  105335. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  105336. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  105337. * 2) secondary trigger (same)
  105338. * 3) A (right) X (left), touch, pressed = value
  105339. * 4) B / Y
  105340. * 5) thumb rest
  105341. * @param buttonIdx Which button index changed
  105342. * @param state New state of the button
  105343. * @param changes Which properties on the state changed since last frame
  105344. */
  105345. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105346. }
  105347. }
  105348. declare module BABYLON {
  105349. /**
  105350. * Vive Controller
  105351. */
  105352. export class ViveController extends WebVRController {
  105353. /**
  105354. * Base Url for the controller model.
  105355. */
  105356. static MODEL_BASE_URL: string;
  105357. /**
  105358. * File name for the controller model.
  105359. */
  105360. static MODEL_FILENAME: string;
  105361. /**
  105362. * Creates a new ViveController from a gamepad
  105363. * @param vrGamepad the gamepad that the controller should be created from
  105364. */
  105365. constructor(vrGamepad: any);
  105366. /**
  105367. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105368. * @param scene scene in which to add meshes
  105369. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105370. */
  105371. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105372. /**
  105373. * Fired when the left button on this controller is modified
  105374. */
  105375. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105376. /**
  105377. * Fired when the right button on this controller is modified
  105378. */
  105379. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105380. /**
  105381. * Fired when the menu button on this controller is modified
  105382. */
  105383. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105384. /**
  105385. * Called once for each button that changed state since the last frame
  105386. * Vive mapping:
  105387. * 0: touchpad
  105388. * 1: trigger
  105389. * 2: left AND right buttons
  105390. * 3: menu button
  105391. * @param buttonIdx Which button index changed
  105392. * @param state New state of the button
  105393. * @param changes Which properties on the state changed since last frame
  105394. */
  105395. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105396. }
  105397. }
  105398. declare module BABYLON {
  105399. /**
  105400. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  105401. */
  105402. export class WebXRControllerModelLoader {
  105403. /**
  105404. * Creates the WebXRControllerModelLoader
  105405. * @param input xr input that creates the controllers
  105406. */
  105407. constructor(input: WebXRInput);
  105408. }
  105409. }
  105410. declare module BABYLON {
  105411. /**
  105412. * Contains an array of blocks representing the octree
  105413. */
  105414. export interface IOctreeContainer<T> {
  105415. /**
  105416. * Blocks within the octree
  105417. */
  105418. blocks: Array<OctreeBlock<T>>;
  105419. }
  105420. /**
  105421. * Class used to store a cell in an octree
  105422. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105423. */
  105424. export class OctreeBlock<T> {
  105425. /**
  105426. * Gets the content of the current block
  105427. */
  105428. entries: T[];
  105429. /**
  105430. * Gets the list of block children
  105431. */
  105432. blocks: Array<OctreeBlock<T>>;
  105433. private _depth;
  105434. private _maxDepth;
  105435. private _capacity;
  105436. private _minPoint;
  105437. private _maxPoint;
  105438. private _boundingVectors;
  105439. private _creationFunc;
  105440. /**
  105441. * Creates a new block
  105442. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  105443. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  105444. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105445. * @param depth defines the current depth of this block in the octree
  105446. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  105447. * @param creationFunc defines a callback to call when an element is added to the block
  105448. */
  105449. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  105450. /**
  105451. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105452. */
  105453. readonly capacity: number;
  105454. /**
  105455. * Gets the minimum vector (in world space) of the block's bounding box
  105456. */
  105457. readonly minPoint: Vector3;
  105458. /**
  105459. * Gets the maximum vector (in world space) of the block's bounding box
  105460. */
  105461. readonly maxPoint: Vector3;
  105462. /**
  105463. * Add a new element to this block
  105464. * @param entry defines the element to add
  105465. */
  105466. addEntry(entry: T): void;
  105467. /**
  105468. * Remove an element from this block
  105469. * @param entry defines the element to remove
  105470. */
  105471. removeEntry(entry: T): void;
  105472. /**
  105473. * Add an array of elements to this block
  105474. * @param entries defines the array of elements to add
  105475. */
  105476. addEntries(entries: T[]): void;
  105477. /**
  105478. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  105479. * @param frustumPlanes defines the frustum planes to test
  105480. * @param selection defines the array to store current content if selection is positive
  105481. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105482. */
  105483. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  105484. /**
  105485. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  105486. * @param sphereCenter defines the bounding sphere center
  105487. * @param sphereRadius defines the bounding sphere radius
  105488. * @param selection defines the array to store current content if selection is positive
  105489. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105490. */
  105491. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  105492. /**
  105493. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  105494. * @param ray defines the ray to test with
  105495. * @param selection defines the array to store current content if selection is positive
  105496. */
  105497. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  105498. /**
  105499. * Subdivide the content into child blocks (this block will then be empty)
  105500. */
  105501. createInnerBlocks(): void;
  105502. /**
  105503. * @hidden
  105504. */
  105505. 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;
  105506. }
  105507. }
  105508. declare module BABYLON {
  105509. /**
  105510. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  105511. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105512. */
  105513. export class Octree<T> {
  105514. /** 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.) */
  105515. maxDepth: number;
  105516. /**
  105517. * Blocks within the octree containing objects
  105518. */
  105519. blocks: Array<OctreeBlock<T>>;
  105520. /**
  105521. * Content stored in the octree
  105522. */
  105523. dynamicContent: T[];
  105524. private _maxBlockCapacity;
  105525. private _selectionContent;
  105526. private _creationFunc;
  105527. /**
  105528. * Creates a octree
  105529. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105530. * @param creationFunc function to be used to instatiate the octree
  105531. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  105532. * @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.)
  105533. */
  105534. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  105535. /** 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.) */
  105536. maxDepth?: number);
  105537. /**
  105538. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  105539. * @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);
  105540. * @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);
  105541. * @param entries meshes to be added to the octree blocks
  105542. */
  105543. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  105544. /**
  105545. * Adds a mesh to the octree
  105546. * @param entry Mesh to add to the octree
  105547. */
  105548. addMesh(entry: T): void;
  105549. /**
  105550. * Remove an element from the octree
  105551. * @param entry defines the element to remove
  105552. */
  105553. removeMesh(entry: T): void;
  105554. /**
  105555. * Selects an array of meshes within the frustum
  105556. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  105557. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  105558. * @returns array of meshes within the frustum
  105559. */
  105560. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  105561. /**
  105562. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  105563. * @param sphereCenter defines the bounding sphere center
  105564. * @param sphereRadius defines the bounding sphere radius
  105565. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105566. * @returns an array of objects that intersect the sphere
  105567. */
  105568. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  105569. /**
  105570. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  105571. * @param ray defines the ray to test with
  105572. * @returns array of intersected objects
  105573. */
  105574. intersectsRay(ray: Ray): SmartArray<T>;
  105575. /**
  105576. * Adds a mesh into the octree block if it intersects the block
  105577. */
  105578. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  105579. /**
  105580. * Adds a submesh into the octree block if it intersects the block
  105581. */
  105582. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  105583. }
  105584. }
  105585. declare module BABYLON {
  105586. interface Scene {
  105587. /**
  105588. * @hidden
  105589. * Backing Filed
  105590. */
  105591. _selectionOctree: Octree<AbstractMesh>;
  105592. /**
  105593. * Gets the octree used to boost mesh selection (picking)
  105594. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105595. */
  105596. selectionOctree: Octree<AbstractMesh>;
  105597. /**
  105598. * Creates or updates the octree used to boost selection (picking)
  105599. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105600. * @param maxCapacity defines the maximum capacity per leaf
  105601. * @param maxDepth defines the maximum depth of the octree
  105602. * @returns an octree of AbstractMesh
  105603. */
  105604. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  105605. }
  105606. interface AbstractMesh {
  105607. /**
  105608. * @hidden
  105609. * Backing Field
  105610. */
  105611. _submeshesOctree: Octree<SubMesh>;
  105612. /**
  105613. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  105614. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  105615. * @param maxCapacity defines the maximum size of each block (64 by default)
  105616. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  105617. * @returns the new octree
  105618. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  105619. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105620. */
  105621. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  105622. }
  105623. /**
  105624. * Defines the octree scene component responsible to manage any octrees
  105625. * in a given scene.
  105626. */
  105627. export class OctreeSceneComponent {
  105628. /**
  105629. * The component name help to identify the component in the list of scene components.
  105630. */
  105631. readonly name: string;
  105632. /**
  105633. * The scene the component belongs to.
  105634. */
  105635. scene: Scene;
  105636. /**
  105637. * Indicates if the meshes have been checked to make sure they are isEnabled()
  105638. */
  105639. readonly checksIsEnabled: boolean;
  105640. /**
  105641. * Creates a new instance of the component for the given scene
  105642. * @param scene Defines the scene to register the component in
  105643. */
  105644. constructor(scene: Scene);
  105645. /**
  105646. * Registers the component in a given scene
  105647. */
  105648. register(): void;
  105649. /**
  105650. * Return the list of active meshes
  105651. * @returns the list of active meshes
  105652. */
  105653. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  105654. /**
  105655. * Return the list of active sub meshes
  105656. * @param mesh The mesh to get the candidates sub meshes from
  105657. * @returns the list of active sub meshes
  105658. */
  105659. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  105660. private _tempRay;
  105661. /**
  105662. * Return the list of sub meshes intersecting with a given local ray
  105663. * @param mesh defines the mesh to find the submesh for
  105664. * @param localRay defines the ray in local space
  105665. * @returns the list of intersecting sub meshes
  105666. */
  105667. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  105668. /**
  105669. * Return the list of sub meshes colliding with a collider
  105670. * @param mesh defines the mesh to find the submesh for
  105671. * @param collider defines the collider to evaluate the collision against
  105672. * @returns the list of colliding sub meshes
  105673. */
  105674. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  105675. /**
  105676. * Rebuilds the elements related to this component in case of
  105677. * context lost for instance.
  105678. */
  105679. rebuild(): void;
  105680. /**
  105681. * Disposes the component and the associated ressources.
  105682. */
  105683. dispose(): void;
  105684. }
  105685. }
  105686. declare module BABYLON {
  105687. /**
  105688. * Renders a layer on top of an existing scene
  105689. */
  105690. export class UtilityLayerRenderer implements IDisposable {
  105691. /** the original scene that will be rendered on top of */
  105692. originalScene: Scene;
  105693. private _pointerCaptures;
  105694. private _lastPointerEvents;
  105695. private static _DefaultUtilityLayer;
  105696. private static _DefaultKeepDepthUtilityLayer;
  105697. private _sharedGizmoLight;
  105698. private _renderCamera;
  105699. /**
  105700. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  105701. * @returns the camera that is used when rendering the utility layer
  105702. */
  105703. getRenderCamera(): Nullable<Camera>;
  105704. /**
  105705. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  105706. * @param cam the camera that should be used when rendering the utility layer
  105707. */
  105708. setRenderCamera(cam: Nullable<Camera>): void;
  105709. /**
  105710. * @hidden
  105711. * Light which used by gizmos to get light shading
  105712. */
  105713. _getSharedGizmoLight(): HemisphericLight;
  105714. /**
  105715. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  105716. */
  105717. pickUtilitySceneFirst: boolean;
  105718. /**
  105719. * 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)
  105720. */
  105721. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  105722. /**
  105723. * 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)
  105724. */
  105725. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  105726. /**
  105727. * The scene that is rendered on top of the original scene
  105728. */
  105729. utilityLayerScene: Scene;
  105730. /**
  105731. * If the utility layer should automatically be rendered on top of existing scene
  105732. */
  105733. shouldRender: boolean;
  105734. /**
  105735. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  105736. */
  105737. onlyCheckPointerDownEvents: boolean;
  105738. /**
  105739. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  105740. */
  105741. processAllEvents: boolean;
  105742. /**
  105743. * Observable raised when the pointer move from the utility layer scene to the main scene
  105744. */
  105745. onPointerOutObservable: Observable<number>;
  105746. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  105747. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  105748. private _afterRenderObserver;
  105749. private _sceneDisposeObserver;
  105750. private _originalPointerObserver;
  105751. /**
  105752. * Instantiates a UtilityLayerRenderer
  105753. * @param originalScene the original scene that will be rendered on top of
  105754. * @param handleEvents boolean indicating if the utility layer should handle events
  105755. */
  105756. constructor(
  105757. /** the original scene that will be rendered on top of */
  105758. originalScene: Scene, handleEvents?: boolean);
  105759. private _notifyObservers;
  105760. /**
  105761. * Renders the utility layers scene on top of the original scene
  105762. */
  105763. render(): void;
  105764. /**
  105765. * Disposes of the renderer
  105766. */
  105767. dispose(): void;
  105768. private _updateCamera;
  105769. }
  105770. }
  105771. declare module BABYLON {
  105772. /**
  105773. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  105774. */
  105775. export class Gizmo implements IDisposable {
  105776. /** The utility layer the gizmo will be added to */
  105777. gizmoLayer: UtilityLayerRenderer;
  105778. /**
  105779. * The root mesh of the gizmo
  105780. */
  105781. _rootMesh: Mesh;
  105782. private _attachedMesh;
  105783. /**
  105784. * Ratio for the scale of the gizmo (Default: 1)
  105785. */
  105786. scaleRatio: number;
  105787. /**
  105788. * If a custom mesh has been set (Default: false)
  105789. */
  105790. protected _customMeshSet: boolean;
  105791. /**
  105792. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  105793. * * When set, interactions will be enabled
  105794. */
  105795. attachedMesh: Nullable<AbstractMesh>;
  105796. /**
  105797. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  105798. * @param mesh The mesh to replace the default mesh of the gizmo
  105799. */
  105800. setCustomMesh(mesh: Mesh): void;
  105801. /**
  105802. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  105803. */
  105804. updateGizmoRotationToMatchAttachedMesh: boolean;
  105805. /**
  105806. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  105807. */
  105808. updateGizmoPositionToMatchAttachedMesh: boolean;
  105809. /**
  105810. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  105811. */
  105812. updateScale: boolean;
  105813. protected _interactionsEnabled: boolean;
  105814. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  105815. private _beforeRenderObserver;
  105816. private _tempVector;
  105817. /**
  105818. * Creates a gizmo
  105819. * @param gizmoLayer The utility layer the gizmo will be added to
  105820. */
  105821. constructor(
  105822. /** The utility layer the gizmo will be added to */
  105823. gizmoLayer?: UtilityLayerRenderer);
  105824. /**
  105825. * Updates the gizmo to match the attached mesh's position/rotation
  105826. */
  105827. protected _update(): void;
  105828. /**
  105829. * Disposes of the gizmo
  105830. */
  105831. dispose(): void;
  105832. }
  105833. }
  105834. declare module BABYLON {
  105835. /**
  105836. * Single plane drag gizmo
  105837. */
  105838. export class PlaneDragGizmo extends Gizmo {
  105839. /**
  105840. * Drag behavior responsible for the gizmos dragging interactions
  105841. */
  105842. dragBehavior: PointerDragBehavior;
  105843. private _pointerObserver;
  105844. /**
  105845. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  105846. */
  105847. snapDistance: number;
  105848. /**
  105849. * Event that fires each time the gizmo snaps to a new location.
  105850. * * snapDistance is the the change in distance
  105851. */
  105852. onSnapObservable: Observable<{
  105853. snapDistance: number;
  105854. }>;
  105855. private _plane;
  105856. private _coloredMaterial;
  105857. private _hoverMaterial;
  105858. private _isEnabled;
  105859. private _parent;
  105860. /** @hidden */
  105861. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  105862. /** @hidden */
  105863. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  105864. /**
  105865. * Creates a PlaneDragGizmo
  105866. * @param gizmoLayer The utility layer the gizmo will be added to
  105867. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  105868. * @param color The color of the gizmo
  105869. */
  105870. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  105871. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  105872. /**
  105873. * If the gizmo is enabled
  105874. */
  105875. isEnabled: boolean;
  105876. /**
  105877. * Disposes of the gizmo
  105878. */
  105879. dispose(): void;
  105880. }
  105881. }
  105882. declare module BABYLON {
  105883. /**
  105884. * Gizmo that enables dragging a mesh along 3 axis
  105885. */
  105886. export class PositionGizmo extends Gizmo {
  105887. /**
  105888. * Internal gizmo used for interactions on the x axis
  105889. */
  105890. xGizmo: AxisDragGizmo;
  105891. /**
  105892. * Internal gizmo used for interactions on the y axis
  105893. */
  105894. yGizmo: AxisDragGizmo;
  105895. /**
  105896. * Internal gizmo used for interactions on the z axis
  105897. */
  105898. zGizmo: AxisDragGizmo;
  105899. /**
  105900. * Internal gizmo used for interactions on the yz plane
  105901. */
  105902. xPlaneGizmo: PlaneDragGizmo;
  105903. /**
  105904. * Internal gizmo used for interactions on the xz plane
  105905. */
  105906. yPlaneGizmo: PlaneDragGizmo;
  105907. /**
  105908. * Internal gizmo used for interactions on the xy plane
  105909. */
  105910. zPlaneGizmo: PlaneDragGizmo;
  105911. /**
  105912. * private variables
  105913. */
  105914. private _meshAttached;
  105915. private _updateGizmoRotationToMatchAttachedMesh;
  105916. private _snapDistance;
  105917. private _scaleRatio;
  105918. /** Fires an event when any of it's sub gizmos are dragged */
  105919. onDragStartObservable: Observable<unknown>;
  105920. /** Fires an event when any of it's sub gizmos are released from dragging */
  105921. onDragEndObservable: Observable<unknown>;
  105922. /**
  105923. * If set to true, planar drag is enabled
  105924. */
  105925. private _planarGizmoEnabled;
  105926. attachedMesh: Nullable<AbstractMesh>;
  105927. /**
  105928. * Creates a PositionGizmo
  105929. * @param gizmoLayer The utility layer the gizmo will be added to
  105930. */
  105931. constructor(gizmoLayer?: UtilityLayerRenderer);
  105932. /**
  105933. * If the planar drag gizmo is enabled
  105934. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  105935. */
  105936. planarGizmoEnabled: boolean;
  105937. updateGizmoRotationToMatchAttachedMesh: boolean;
  105938. /**
  105939. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  105940. */
  105941. snapDistance: number;
  105942. /**
  105943. * Ratio for the scale of the gizmo (Default: 1)
  105944. */
  105945. scaleRatio: number;
  105946. /**
  105947. * Disposes of the gizmo
  105948. */
  105949. dispose(): void;
  105950. /**
  105951. * CustomMeshes are not supported by this gizmo
  105952. * @param mesh The mesh to replace the default mesh of the gizmo
  105953. */
  105954. setCustomMesh(mesh: Mesh): void;
  105955. }
  105956. }
  105957. declare module BABYLON {
  105958. /**
  105959. * Single axis drag gizmo
  105960. */
  105961. export class AxisDragGizmo extends Gizmo {
  105962. /**
  105963. * Drag behavior responsible for the gizmos dragging interactions
  105964. */
  105965. dragBehavior: PointerDragBehavior;
  105966. private _pointerObserver;
  105967. /**
  105968. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  105969. */
  105970. snapDistance: number;
  105971. /**
  105972. * Event that fires each time the gizmo snaps to a new location.
  105973. * * snapDistance is the the change in distance
  105974. */
  105975. onSnapObservable: Observable<{
  105976. snapDistance: number;
  105977. }>;
  105978. private _isEnabled;
  105979. private _parent;
  105980. private _arrow;
  105981. private _coloredMaterial;
  105982. private _hoverMaterial;
  105983. /** @hidden */
  105984. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  105985. /** @hidden */
  105986. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  105987. /**
  105988. * Creates an AxisDragGizmo
  105989. * @param gizmoLayer The utility layer the gizmo will be added to
  105990. * @param dragAxis The axis which the gizmo will be able to drag on
  105991. * @param color The color of the gizmo
  105992. */
  105993. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  105994. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  105995. /**
  105996. * If the gizmo is enabled
  105997. */
  105998. isEnabled: boolean;
  105999. /**
  106000. * Disposes of the gizmo
  106001. */
  106002. dispose(): void;
  106003. }
  106004. }
  106005. declare module BABYLON.Debug {
  106006. /**
  106007. * The Axes viewer will show 3 axes in a specific point in space
  106008. */
  106009. export class AxesViewer {
  106010. private _xAxis;
  106011. private _yAxis;
  106012. private _zAxis;
  106013. private _scaleLinesFactor;
  106014. private _instanced;
  106015. /**
  106016. * Gets the hosting scene
  106017. */
  106018. scene: Scene;
  106019. /**
  106020. * Gets or sets a number used to scale line length
  106021. */
  106022. scaleLines: number;
  106023. /** Gets the node hierarchy used to render x-axis */
  106024. readonly xAxis: TransformNode;
  106025. /** Gets the node hierarchy used to render y-axis */
  106026. readonly yAxis: TransformNode;
  106027. /** Gets the node hierarchy used to render z-axis */
  106028. readonly zAxis: TransformNode;
  106029. /**
  106030. * Creates a new AxesViewer
  106031. * @param scene defines the hosting scene
  106032. * @param scaleLines defines a number used to scale line length (1 by default)
  106033. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  106034. * @param xAxis defines the node hierarchy used to render the x-axis
  106035. * @param yAxis defines the node hierarchy used to render the y-axis
  106036. * @param zAxis defines the node hierarchy used to render the z-axis
  106037. */
  106038. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  106039. /**
  106040. * Force the viewer to update
  106041. * @param position defines the position of the viewer
  106042. * @param xaxis defines the x axis of the viewer
  106043. * @param yaxis defines the y axis of the viewer
  106044. * @param zaxis defines the z axis of the viewer
  106045. */
  106046. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  106047. /**
  106048. * Creates an instance of this axes viewer.
  106049. * @returns a new axes viewer with instanced meshes
  106050. */
  106051. createInstance(): AxesViewer;
  106052. /** Releases resources */
  106053. dispose(): void;
  106054. private static _SetRenderingGroupId;
  106055. }
  106056. }
  106057. declare module BABYLON.Debug {
  106058. /**
  106059. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  106060. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  106061. */
  106062. export class BoneAxesViewer extends AxesViewer {
  106063. /**
  106064. * Gets or sets the target mesh where to display the axes viewer
  106065. */
  106066. mesh: Nullable<Mesh>;
  106067. /**
  106068. * Gets or sets the target bone where to display the axes viewer
  106069. */
  106070. bone: Nullable<Bone>;
  106071. /** Gets current position */
  106072. pos: Vector3;
  106073. /** Gets direction of X axis */
  106074. xaxis: Vector3;
  106075. /** Gets direction of Y axis */
  106076. yaxis: Vector3;
  106077. /** Gets direction of Z axis */
  106078. zaxis: Vector3;
  106079. /**
  106080. * Creates a new BoneAxesViewer
  106081. * @param scene defines the hosting scene
  106082. * @param bone defines the target bone
  106083. * @param mesh defines the target mesh
  106084. * @param scaleLines defines a scaling factor for line length (1 by default)
  106085. */
  106086. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  106087. /**
  106088. * Force the viewer to update
  106089. */
  106090. update(): void;
  106091. /** Releases resources */
  106092. dispose(): void;
  106093. }
  106094. }
  106095. declare module BABYLON {
  106096. /**
  106097. * Interface used to define scene explorer extensibility option
  106098. */
  106099. export interface IExplorerExtensibilityOption {
  106100. /**
  106101. * Define the option label
  106102. */
  106103. label: string;
  106104. /**
  106105. * Defines the action to execute on click
  106106. */
  106107. action: (entity: any) => void;
  106108. }
  106109. /**
  106110. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  106111. */
  106112. export interface IExplorerExtensibilityGroup {
  106113. /**
  106114. * Defines a predicate to test if a given type mut be extended
  106115. */
  106116. predicate: (entity: any) => boolean;
  106117. /**
  106118. * Gets the list of options added to a type
  106119. */
  106120. entries: IExplorerExtensibilityOption[];
  106121. }
  106122. /**
  106123. * Interface used to define the options to use to create the Inspector
  106124. */
  106125. export interface IInspectorOptions {
  106126. /**
  106127. * Display in overlay mode (default: false)
  106128. */
  106129. overlay?: boolean;
  106130. /**
  106131. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  106132. */
  106133. globalRoot?: HTMLElement;
  106134. /**
  106135. * Display the Scene explorer
  106136. */
  106137. showExplorer?: boolean;
  106138. /**
  106139. * Display the property inspector
  106140. */
  106141. showInspector?: boolean;
  106142. /**
  106143. * Display in embed mode (both panes on the right)
  106144. */
  106145. embedMode?: boolean;
  106146. /**
  106147. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  106148. */
  106149. handleResize?: boolean;
  106150. /**
  106151. * Allow the panes to popup (default: true)
  106152. */
  106153. enablePopup?: boolean;
  106154. /**
  106155. * Allow the panes to be closed by users (default: true)
  106156. */
  106157. enableClose?: boolean;
  106158. /**
  106159. * Optional list of extensibility entries
  106160. */
  106161. explorerExtensibility?: IExplorerExtensibilityGroup[];
  106162. /**
  106163. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  106164. */
  106165. inspectorURL?: string;
  106166. }
  106167. interface Scene {
  106168. /**
  106169. * @hidden
  106170. * Backing field
  106171. */
  106172. _debugLayer: DebugLayer;
  106173. /**
  106174. * Gets the debug layer (aka Inspector) associated with the scene
  106175. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106176. */
  106177. debugLayer: DebugLayer;
  106178. }
  106179. /**
  106180. * The debug layer (aka Inspector) is the go to tool in order to better understand
  106181. * what is happening in your scene
  106182. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106183. */
  106184. export class DebugLayer {
  106185. /**
  106186. * Define the url to get the inspector script from.
  106187. * By default it uses the babylonjs CDN.
  106188. * @ignoreNaming
  106189. */
  106190. static InspectorURL: string;
  106191. private _scene;
  106192. private BJSINSPECTOR;
  106193. private _onPropertyChangedObservable?;
  106194. /**
  106195. * Observable triggered when a property is changed through the inspector.
  106196. */
  106197. readonly onPropertyChangedObservable: any;
  106198. /**
  106199. * Instantiates a new debug layer.
  106200. * The debug layer (aka Inspector) is the go to tool in order to better understand
  106201. * what is happening in your scene
  106202. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106203. * @param scene Defines the scene to inspect
  106204. */
  106205. constructor(scene: Scene);
  106206. /** Creates the inspector window. */
  106207. private _createInspector;
  106208. /**
  106209. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  106210. * @param entity defines the entity to select
  106211. * @param lineContainerTitle defines the specific block to highlight
  106212. */
  106213. select(entity: any, lineContainerTitle?: string): void;
  106214. /** Get the inspector from bundle or global */
  106215. private _getGlobalInspector;
  106216. /**
  106217. * Get if the inspector is visible or not.
  106218. * @returns true if visible otherwise, false
  106219. */
  106220. isVisible(): boolean;
  106221. /**
  106222. * Hide the inspector and close its window.
  106223. */
  106224. hide(): void;
  106225. /**
  106226. * Launch the debugLayer.
  106227. * @param config Define the configuration of the inspector
  106228. * @return a promise fulfilled when the debug layer is visible
  106229. */
  106230. show(config?: IInspectorOptions): Promise<DebugLayer>;
  106231. }
  106232. }
  106233. declare module BABYLON {
  106234. /**
  106235. * Class containing static functions to help procedurally build meshes
  106236. */
  106237. export class BoxBuilder {
  106238. /**
  106239. * Creates a box mesh
  106240. * * The parameter `size` sets the size (float) of each box side (default 1)
  106241. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  106242. * * 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)
  106243. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  106244. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106245. * * If you create a double-sided mesh, you can choose what parts of 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
  106246. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106247. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  106248. * @param name defines the name of the mesh
  106249. * @param options defines the options used to create the mesh
  106250. * @param scene defines the hosting scene
  106251. * @returns the box mesh
  106252. */
  106253. static CreateBox(name: string, options: {
  106254. size?: number;
  106255. width?: number;
  106256. height?: number;
  106257. depth?: number;
  106258. faceUV?: Vector4[];
  106259. faceColors?: Color4[];
  106260. sideOrientation?: number;
  106261. frontUVs?: Vector4;
  106262. backUVs?: Vector4;
  106263. wrap?: boolean;
  106264. topBaseAt?: number;
  106265. bottomBaseAt?: number;
  106266. updatable?: boolean;
  106267. }, scene?: Nullable<Scene>): Mesh;
  106268. }
  106269. }
  106270. declare module BABYLON {
  106271. /**
  106272. * Class containing static functions to help procedurally build meshes
  106273. */
  106274. export class SphereBuilder {
  106275. /**
  106276. * Creates a sphere mesh
  106277. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  106278. * * 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`)
  106279. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  106280. * * 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
  106281. * * 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)
  106282. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106283. * * If you create a double-sided mesh, you can choose what parts of 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
  106284. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106285. * @param name defines the name of the mesh
  106286. * @param options defines the options used to create the mesh
  106287. * @param scene defines the hosting scene
  106288. * @returns the sphere mesh
  106289. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  106290. */
  106291. static CreateSphere(name: string, options: {
  106292. segments?: number;
  106293. diameter?: number;
  106294. diameterX?: number;
  106295. diameterY?: number;
  106296. diameterZ?: number;
  106297. arc?: number;
  106298. slice?: number;
  106299. sideOrientation?: number;
  106300. frontUVs?: Vector4;
  106301. backUVs?: Vector4;
  106302. updatable?: boolean;
  106303. }, scene: any): Mesh;
  106304. }
  106305. }
  106306. declare module BABYLON.Debug {
  106307. /**
  106308. * Used to show the physics impostor around the specific mesh
  106309. */
  106310. export class PhysicsViewer {
  106311. /** @hidden */
  106312. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  106313. /** @hidden */
  106314. protected _meshes: Array<Nullable<AbstractMesh>>;
  106315. /** @hidden */
  106316. protected _scene: Nullable<Scene>;
  106317. /** @hidden */
  106318. protected _numMeshes: number;
  106319. /** @hidden */
  106320. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  106321. private _renderFunction;
  106322. private _utilityLayer;
  106323. private _debugBoxMesh;
  106324. private _debugSphereMesh;
  106325. private _debugCylinderMesh;
  106326. private _debugMaterial;
  106327. private _debugMeshMeshes;
  106328. /**
  106329. * Creates a new PhysicsViewer
  106330. * @param scene defines the hosting scene
  106331. */
  106332. constructor(scene: Scene);
  106333. /** @hidden */
  106334. protected _updateDebugMeshes(): void;
  106335. /**
  106336. * Renders a specified physic impostor
  106337. * @param impostor defines the impostor to render
  106338. * @param targetMesh defines the mesh represented by the impostor
  106339. * @returns the new debug mesh used to render the impostor
  106340. */
  106341. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  106342. /**
  106343. * Hides a specified physic impostor
  106344. * @param impostor defines the impostor to hide
  106345. */
  106346. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  106347. private _getDebugMaterial;
  106348. private _getDebugBoxMesh;
  106349. private _getDebugSphereMesh;
  106350. private _getDebugCylinderMesh;
  106351. private _getDebugMeshMesh;
  106352. private _getDebugMesh;
  106353. /** Releases all resources */
  106354. dispose(): void;
  106355. }
  106356. }
  106357. declare module BABYLON {
  106358. /**
  106359. * Class containing static functions to help procedurally build meshes
  106360. */
  106361. export class LinesBuilder {
  106362. /**
  106363. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  106364. * * 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
  106365. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  106366. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  106367. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  106368. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  106369. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  106370. * * 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
  106371. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  106372. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106373. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  106374. * @param name defines the name of the new line system
  106375. * @param options defines the options used to create the line system
  106376. * @param scene defines the hosting scene
  106377. * @returns a new line system mesh
  106378. */
  106379. static CreateLineSystem(name: string, options: {
  106380. lines: Vector3[][];
  106381. updatable?: boolean;
  106382. instance?: Nullable<LinesMesh>;
  106383. colors?: Nullable<Color4[][]>;
  106384. useVertexAlpha?: boolean;
  106385. }, scene: Nullable<Scene>): LinesMesh;
  106386. /**
  106387. * Creates a line mesh
  106388. * 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
  106389. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  106390. * * The parameter `points` is an array successive Vector3
  106391. * * 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
  106392. * * The optional parameter `colors` is an array of successive Color4, one per line point
  106393. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  106394. * * When updating an instance, remember that only point positions can change, not the number of points
  106395. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106396. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  106397. * @param name defines the name of the new line system
  106398. * @param options defines the options used to create the line system
  106399. * @param scene defines the hosting scene
  106400. * @returns a new line mesh
  106401. */
  106402. static CreateLines(name: string, options: {
  106403. points: Vector3[];
  106404. updatable?: boolean;
  106405. instance?: Nullable<LinesMesh>;
  106406. colors?: Color4[];
  106407. useVertexAlpha?: boolean;
  106408. }, scene?: Nullable<Scene>): LinesMesh;
  106409. /**
  106410. * Creates a dashed line mesh
  106411. * * 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
  106412. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  106413. * * The parameter `points` is an array successive Vector3
  106414. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  106415. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  106416. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  106417. * * 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
  106418. * * When updating an instance, remember that only point positions can change, not the number of points
  106419. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106420. * @param name defines the name of the mesh
  106421. * @param options defines the options used to create the mesh
  106422. * @param scene defines the hosting scene
  106423. * @returns the dashed line mesh
  106424. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  106425. */
  106426. static CreateDashedLines(name: string, options: {
  106427. points: Vector3[];
  106428. dashSize?: number;
  106429. gapSize?: number;
  106430. dashNb?: number;
  106431. updatable?: boolean;
  106432. instance?: LinesMesh;
  106433. }, scene?: Nullable<Scene>): LinesMesh;
  106434. }
  106435. }
  106436. declare module BABYLON {
  106437. /**
  106438. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  106439. * in order to better appreciate the issue one might have.
  106440. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  106441. */
  106442. export class RayHelper {
  106443. /**
  106444. * Defines the ray we are currently tryin to visualize.
  106445. */
  106446. ray: Nullable<Ray>;
  106447. private _renderPoints;
  106448. private _renderLine;
  106449. private _renderFunction;
  106450. private _scene;
  106451. private _updateToMeshFunction;
  106452. private _attachedToMesh;
  106453. private _meshSpaceDirection;
  106454. private _meshSpaceOrigin;
  106455. /**
  106456. * Helper function to create a colored helper in a scene in one line.
  106457. * @param ray Defines the ray we are currently tryin to visualize
  106458. * @param scene Defines the scene the ray is used in
  106459. * @param color Defines the color we want to see the ray in
  106460. * @returns The newly created ray helper.
  106461. */
  106462. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  106463. /**
  106464. * Instantiate a new ray helper.
  106465. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  106466. * in order to better appreciate the issue one might have.
  106467. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  106468. * @param ray Defines the ray we are currently tryin to visualize
  106469. */
  106470. constructor(ray: Ray);
  106471. /**
  106472. * Shows the ray we are willing to debug.
  106473. * @param scene Defines the scene the ray needs to be rendered in
  106474. * @param color Defines the color the ray needs to be rendered in
  106475. */
  106476. show(scene: Scene, color?: Color3): void;
  106477. /**
  106478. * Hides the ray we are debugging.
  106479. */
  106480. hide(): void;
  106481. private _render;
  106482. /**
  106483. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  106484. * @param mesh Defines the mesh we want the helper attached to
  106485. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  106486. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  106487. * @param length Defines the length of the ray
  106488. */
  106489. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  106490. /**
  106491. * Detach the ray helper from the mesh it has previously been attached to.
  106492. */
  106493. detachFromMesh(): void;
  106494. private _updateToMesh;
  106495. /**
  106496. * Dispose the helper and release its associated resources.
  106497. */
  106498. dispose(): void;
  106499. }
  106500. }
  106501. declare module BABYLON.Debug {
  106502. /**
  106503. * Class used to render a debug view of a given skeleton
  106504. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  106505. */
  106506. export class SkeletonViewer {
  106507. /** defines the skeleton to render */
  106508. skeleton: Skeleton;
  106509. /** defines the mesh attached to the skeleton */
  106510. mesh: AbstractMesh;
  106511. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  106512. autoUpdateBonesMatrices: boolean;
  106513. /** defines the rendering group id to use with the viewer */
  106514. renderingGroupId: number;
  106515. /** Gets or sets the color used to render the skeleton */
  106516. color: Color3;
  106517. private _scene;
  106518. private _debugLines;
  106519. private _debugMesh;
  106520. private _isEnabled;
  106521. private _renderFunction;
  106522. private _utilityLayer;
  106523. /**
  106524. * Returns the mesh used to render the bones
  106525. */
  106526. readonly debugMesh: Nullable<LinesMesh>;
  106527. /**
  106528. * Creates a new SkeletonViewer
  106529. * @param skeleton defines the skeleton to render
  106530. * @param mesh defines the mesh attached to the skeleton
  106531. * @param scene defines the hosting scene
  106532. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  106533. * @param renderingGroupId defines the rendering group id to use with the viewer
  106534. */
  106535. constructor(
  106536. /** defines the skeleton to render */
  106537. skeleton: Skeleton,
  106538. /** defines the mesh attached to the skeleton */
  106539. mesh: AbstractMesh, scene: Scene,
  106540. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  106541. autoUpdateBonesMatrices?: boolean,
  106542. /** defines the rendering group id to use with the viewer */
  106543. renderingGroupId?: number);
  106544. /** Gets or sets a boolean indicating if the viewer is enabled */
  106545. isEnabled: boolean;
  106546. private _getBonePosition;
  106547. private _getLinesForBonesWithLength;
  106548. private _getLinesForBonesNoLength;
  106549. /** Update the viewer to sync with current skeleton state */
  106550. update(): void;
  106551. /** Release associated resources */
  106552. dispose(): void;
  106553. }
  106554. }
  106555. declare module BABYLON {
  106556. /**
  106557. * Options to create the null engine
  106558. */
  106559. export class NullEngineOptions {
  106560. /**
  106561. * Render width (Default: 512)
  106562. */
  106563. renderWidth: number;
  106564. /**
  106565. * Render height (Default: 256)
  106566. */
  106567. renderHeight: number;
  106568. /**
  106569. * Texture size (Default: 512)
  106570. */
  106571. textureSize: number;
  106572. /**
  106573. * If delta time between frames should be constant
  106574. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106575. */
  106576. deterministicLockstep: boolean;
  106577. /**
  106578. * Maximum about of steps between frames (Default: 4)
  106579. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106580. */
  106581. lockstepMaxSteps: number;
  106582. }
  106583. /**
  106584. * The null engine class provides support for headless version of babylon.js.
  106585. * This can be used in server side scenario or for testing purposes
  106586. */
  106587. export class NullEngine extends Engine {
  106588. private _options;
  106589. /**
  106590. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106591. */
  106592. isDeterministicLockStep(): boolean;
  106593. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  106594. getLockstepMaxSteps(): number;
  106595. /**
  106596. * Sets hardware scaling, used to save performance if needed
  106597. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  106598. */
  106599. getHardwareScalingLevel(): number;
  106600. constructor(options?: NullEngineOptions);
  106601. createVertexBuffer(vertices: FloatArray): DataBuffer;
  106602. createIndexBuffer(indices: IndicesArray): DataBuffer;
  106603. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  106604. getRenderWidth(useScreen?: boolean): number;
  106605. getRenderHeight(useScreen?: boolean): number;
  106606. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  106607. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  106608. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  106609. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  106610. bindSamplers(effect: Effect): void;
  106611. enableEffect(effect: Effect): void;
  106612. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  106613. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  106614. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  106615. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  106616. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  106617. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  106618. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  106619. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  106620. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  106621. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  106622. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  106623. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  106624. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  106625. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  106626. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  106627. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  106628. setFloat(uniform: WebGLUniformLocation, value: number): void;
  106629. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  106630. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  106631. setBool(uniform: WebGLUniformLocation, bool: number): void;
  106632. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  106633. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  106634. bindBuffers(vertexBuffers: {
  106635. [key: string]: VertexBuffer;
  106636. }, indexBuffer: DataBuffer, effect: Effect): void;
  106637. wipeCaches(bruteForce?: boolean): void;
  106638. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  106639. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  106640. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  106641. /** @hidden */
  106642. _createTexture(): WebGLTexture;
  106643. /** @hidden */
  106644. _releaseTexture(texture: InternalTexture): void;
  106645. 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;
  106646. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  106647. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  106648. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  106649. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  106650. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  106651. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  106652. areAllEffectsReady(): boolean;
  106653. /**
  106654. * @hidden
  106655. * Get the current error code of the webGL context
  106656. * @returns the error code
  106657. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  106658. */
  106659. getError(): number;
  106660. /** @hidden */
  106661. _getUnpackAlignement(): number;
  106662. /** @hidden */
  106663. _unpackFlipY(value: boolean): void;
  106664. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  106665. /**
  106666. * Updates a dynamic vertex buffer.
  106667. * @param vertexBuffer the vertex buffer to update
  106668. * @param data the data used to update the vertex buffer
  106669. * @param byteOffset the byte offset of the data (optional)
  106670. * @param byteLength the byte length of the data (optional)
  106671. */
  106672. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  106673. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  106674. /** @hidden */
  106675. _bindTexture(channel: number, texture: InternalTexture): void;
  106676. /** @hidden */
  106677. _releaseBuffer(buffer: DataBuffer): boolean;
  106678. releaseEffects(): void;
  106679. displayLoadingUI(): void;
  106680. hideLoadingUI(): void;
  106681. /** @hidden */
  106682. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  106683. /** @hidden */
  106684. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  106685. /** @hidden */
  106686. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  106687. /** @hidden */
  106688. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  106689. }
  106690. }
  106691. declare module BABYLON {
  106692. /** @hidden */
  106693. export class _OcclusionDataStorage {
  106694. /** @hidden */
  106695. occlusionInternalRetryCounter: number;
  106696. /** @hidden */
  106697. isOcclusionQueryInProgress: boolean;
  106698. /** @hidden */
  106699. isOccluded: boolean;
  106700. /** @hidden */
  106701. occlusionRetryCount: number;
  106702. /** @hidden */
  106703. occlusionType: number;
  106704. /** @hidden */
  106705. occlusionQueryAlgorithmType: number;
  106706. }
  106707. interface Engine {
  106708. /**
  106709. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  106710. * @return the new query
  106711. */
  106712. createQuery(): WebGLQuery;
  106713. /**
  106714. * Delete and release a webGL query
  106715. * @param query defines the query to delete
  106716. * @return the current engine
  106717. */
  106718. deleteQuery(query: WebGLQuery): Engine;
  106719. /**
  106720. * Check if a given query has resolved and got its value
  106721. * @param query defines the query to check
  106722. * @returns true if the query got its value
  106723. */
  106724. isQueryResultAvailable(query: WebGLQuery): boolean;
  106725. /**
  106726. * Gets the value of a given query
  106727. * @param query defines the query to check
  106728. * @returns the value of the query
  106729. */
  106730. getQueryResult(query: WebGLQuery): number;
  106731. /**
  106732. * Initiates an occlusion query
  106733. * @param algorithmType defines the algorithm to use
  106734. * @param query defines the query to use
  106735. * @returns the current engine
  106736. * @see http://doc.babylonjs.com/features/occlusionquery
  106737. */
  106738. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  106739. /**
  106740. * Ends an occlusion query
  106741. * @see http://doc.babylonjs.com/features/occlusionquery
  106742. * @param algorithmType defines the algorithm to use
  106743. * @returns the current engine
  106744. */
  106745. endOcclusionQuery(algorithmType: number): Engine;
  106746. /**
  106747. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  106748. * Please note that only one query can be issued at a time
  106749. * @returns a time token used to track the time span
  106750. */
  106751. startTimeQuery(): Nullable<_TimeToken>;
  106752. /**
  106753. * Ends a time query
  106754. * @param token defines the token used to measure the time span
  106755. * @returns the time spent (in ns)
  106756. */
  106757. endTimeQuery(token: _TimeToken): int;
  106758. /** @hidden */
  106759. _currentNonTimestampToken: Nullable<_TimeToken>;
  106760. /** @hidden */
  106761. _createTimeQuery(): WebGLQuery;
  106762. /** @hidden */
  106763. _deleteTimeQuery(query: WebGLQuery): void;
  106764. /** @hidden */
  106765. _getGlAlgorithmType(algorithmType: number): number;
  106766. /** @hidden */
  106767. _getTimeQueryResult(query: WebGLQuery): any;
  106768. /** @hidden */
  106769. _getTimeQueryAvailability(query: WebGLQuery): any;
  106770. }
  106771. interface AbstractMesh {
  106772. /**
  106773. * Backing filed
  106774. * @hidden
  106775. */
  106776. __occlusionDataStorage: _OcclusionDataStorage;
  106777. /**
  106778. * Access property
  106779. * @hidden
  106780. */
  106781. _occlusionDataStorage: _OcclusionDataStorage;
  106782. /**
  106783. * 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.
  106784. * The default value is -1 which means don't break the query and wait till the result
  106785. * @see http://doc.babylonjs.com/features/occlusionquery
  106786. */
  106787. occlusionRetryCount: number;
  106788. /**
  106789. * 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:
  106790. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  106791. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  106792. * * 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.
  106793. * @see http://doc.babylonjs.com/features/occlusionquery
  106794. */
  106795. occlusionType: number;
  106796. /**
  106797. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  106798. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  106799. * * 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.
  106800. * @see http://doc.babylonjs.com/features/occlusionquery
  106801. */
  106802. occlusionQueryAlgorithmType: number;
  106803. /**
  106804. * 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
  106805. * @see http://doc.babylonjs.com/features/occlusionquery
  106806. */
  106807. isOccluded: boolean;
  106808. /**
  106809. * Flag to check the progress status of the query
  106810. * @see http://doc.babylonjs.com/features/occlusionquery
  106811. */
  106812. isOcclusionQueryInProgress: boolean;
  106813. }
  106814. }
  106815. declare module BABYLON {
  106816. /** @hidden */
  106817. export var _forceTransformFeedbackToBundle: boolean;
  106818. interface Engine {
  106819. /**
  106820. * Creates a webGL transform feedback object
  106821. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  106822. * @returns the webGL transform feedback object
  106823. */
  106824. createTransformFeedback(): WebGLTransformFeedback;
  106825. /**
  106826. * Delete a webGL transform feedback object
  106827. * @param value defines the webGL transform feedback object to delete
  106828. */
  106829. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  106830. /**
  106831. * Bind a webGL transform feedback object to the webgl context
  106832. * @param value defines the webGL transform feedback object to bind
  106833. */
  106834. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  106835. /**
  106836. * Begins a transform feedback operation
  106837. * @param usePoints defines if points or triangles must be used
  106838. */
  106839. beginTransformFeedback(usePoints: boolean): void;
  106840. /**
  106841. * Ends a transform feedback operation
  106842. */
  106843. endTransformFeedback(): void;
  106844. /**
  106845. * Specify the varyings to use with transform feedback
  106846. * @param program defines the associated webGL program
  106847. * @param value defines the list of strings representing the varying names
  106848. */
  106849. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  106850. /**
  106851. * Bind a webGL buffer for a transform feedback operation
  106852. * @param value defines the webGL buffer to bind
  106853. */
  106854. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  106855. }
  106856. }
  106857. declare module BABYLON {
  106858. /**
  106859. * Creation options of the multi render target texture.
  106860. */
  106861. export interface IMultiRenderTargetOptions {
  106862. /**
  106863. * Define if the texture needs to create mip maps after render.
  106864. */
  106865. generateMipMaps?: boolean;
  106866. /**
  106867. * Define the types of all the draw buffers we want to create
  106868. */
  106869. types?: number[];
  106870. /**
  106871. * Define the sampling modes of all the draw buffers we want to create
  106872. */
  106873. samplingModes?: number[];
  106874. /**
  106875. * Define if a depth buffer is required
  106876. */
  106877. generateDepthBuffer?: boolean;
  106878. /**
  106879. * Define if a stencil buffer is required
  106880. */
  106881. generateStencilBuffer?: boolean;
  106882. /**
  106883. * Define if a depth texture is required instead of a depth buffer
  106884. */
  106885. generateDepthTexture?: boolean;
  106886. /**
  106887. * Define the number of desired draw buffers
  106888. */
  106889. textureCount?: number;
  106890. /**
  106891. * Define if aspect ratio should be adapted to the texture or stay the scene one
  106892. */
  106893. doNotChangeAspectRatio?: boolean;
  106894. /**
  106895. * Define the default type of the buffers we are creating
  106896. */
  106897. defaultType?: number;
  106898. }
  106899. /**
  106900. * A multi render target, like a render target provides the ability to render to a texture.
  106901. * Unlike the render target, it can render to several draw buffers in one draw.
  106902. * This is specially interesting in deferred rendering or for any effects requiring more than
  106903. * just one color from a single pass.
  106904. */
  106905. export class MultiRenderTarget extends RenderTargetTexture {
  106906. private _internalTextures;
  106907. private _textures;
  106908. private _multiRenderTargetOptions;
  106909. /**
  106910. * Get if draw buffers are currently supported by the used hardware and browser.
  106911. */
  106912. readonly isSupported: boolean;
  106913. /**
  106914. * Get the list of textures generated by the multi render target.
  106915. */
  106916. readonly textures: Texture[];
  106917. /**
  106918. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  106919. */
  106920. readonly depthTexture: Texture;
  106921. /**
  106922. * Set the wrapping mode on U of all the textures we are rendering to.
  106923. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  106924. */
  106925. wrapU: number;
  106926. /**
  106927. * Set the wrapping mode on V of all the textures we are rendering to.
  106928. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  106929. */
  106930. wrapV: number;
  106931. /**
  106932. * Instantiate a new multi render target texture.
  106933. * A multi render target, like a render target provides the ability to render to a texture.
  106934. * Unlike the render target, it can render to several draw buffers in one draw.
  106935. * This is specially interesting in deferred rendering or for any effects requiring more than
  106936. * just one color from a single pass.
  106937. * @param name Define the name of the texture
  106938. * @param size Define the size of the buffers to render to
  106939. * @param count Define the number of target we are rendering into
  106940. * @param scene Define the scene the texture belongs to
  106941. * @param options Define the options used to create the multi render target
  106942. */
  106943. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  106944. /** @hidden */
  106945. _rebuild(): void;
  106946. private _createInternalTextures;
  106947. private _createTextures;
  106948. /**
  106949. * Define the number of samples used if MSAA is enabled.
  106950. */
  106951. samples: number;
  106952. /**
  106953. * Resize all the textures in the multi render target.
  106954. * Be carrefull as it will recreate all the data in the new texture.
  106955. * @param size Define the new size
  106956. */
  106957. resize(size: any): void;
  106958. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  106959. /**
  106960. * Dispose the render targets and their associated resources
  106961. */
  106962. dispose(): void;
  106963. /**
  106964. * Release all the underlying texture used as draw buffers.
  106965. */
  106966. releaseInternalTextures(): void;
  106967. }
  106968. }
  106969. declare module BABYLON {
  106970. interface Engine {
  106971. /**
  106972. * Unbind a list of render target textures from the webGL context
  106973. * This is used only when drawBuffer extension or webGL2 are active
  106974. * @param textures defines the render target textures to unbind
  106975. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  106976. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  106977. */
  106978. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  106979. /**
  106980. * Create a multi render target texture
  106981. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  106982. * @param size defines the size of the texture
  106983. * @param options defines the creation options
  106984. * @returns the cube texture as an InternalTexture
  106985. */
  106986. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  106987. /**
  106988. * Update the sample count for a given multiple render target texture
  106989. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  106990. * @param textures defines the textures to update
  106991. * @param samples defines the sample count to set
  106992. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  106993. */
  106994. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  106995. }
  106996. }
  106997. declare module BABYLON {
  106998. /**
  106999. * Gather the list of clipboard event types as constants.
  107000. */
  107001. export class ClipboardEventTypes {
  107002. /**
  107003. * The clipboard event is fired when a copy command is active (pressed).
  107004. */
  107005. static readonly COPY: number;
  107006. /**
  107007. * The clipboard event is fired when a cut command is active (pressed).
  107008. */
  107009. static readonly CUT: number;
  107010. /**
  107011. * The clipboard event is fired when a paste command is active (pressed).
  107012. */
  107013. static readonly PASTE: number;
  107014. }
  107015. /**
  107016. * This class is used to store clipboard related info for the onClipboardObservable event.
  107017. */
  107018. export class ClipboardInfo {
  107019. /**
  107020. * Defines the type of event (BABYLON.ClipboardEventTypes)
  107021. */
  107022. type: number;
  107023. /**
  107024. * Defines the related dom event
  107025. */
  107026. event: ClipboardEvent;
  107027. /**
  107028. *Creates an instance of ClipboardInfo.
  107029. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  107030. * @param event Defines the related dom event
  107031. */
  107032. constructor(
  107033. /**
  107034. * Defines the type of event (BABYLON.ClipboardEventTypes)
  107035. */
  107036. type: number,
  107037. /**
  107038. * Defines the related dom event
  107039. */
  107040. event: ClipboardEvent);
  107041. /**
  107042. * Get the clipboard event's type from the keycode.
  107043. * @param keyCode Defines the keyCode for the current keyboard event.
  107044. * @return {number}
  107045. */
  107046. static GetTypeFromCharacter(keyCode: number): number;
  107047. }
  107048. }
  107049. declare module BABYLON {
  107050. /**
  107051. * Google Daydream controller
  107052. */
  107053. export class DaydreamController extends WebVRController {
  107054. /**
  107055. * Base Url for the controller model.
  107056. */
  107057. static MODEL_BASE_URL: string;
  107058. /**
  107059. * File name for the controller model.
  107060. */
  107061. static MODEL_FILENAME: string;
  107062. /**
  107063. * Gamepad Id prefix used to identify Daydream Controller.
  107064. */
  107065. static readonly GAMEPAD_ID_PREFIX: string;
  107066. /**
  107067. * Creates a new DaydreamController from a gamepad
  107068. * @param vrGamepad the gamepad that the controller should be created from
  107069. */
  107070. constructor(vrGamepad: any);
  107071. /**
  107072. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107073. * @param scene scene in which to add meshes
  107074. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107075. */
  107076. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107077. /**
  107078. * Called once for each button that changed state since the last frame
  107079. * @param buttonIdx Which button index changed
  107080. * @param state New state of the button
  107081. * @param changes Which properties on the state changed since last frame
  107082. */
  107083. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107084. }
  107085. }
  107086. declare module BABYLON {
  107087. /**
  107088. * Gear VR Controller
  107089. */
  107090. export class GearVRController extends WebVRController {
  107091. /**
  107092. * Base Url for the controller model.
  107093. */
  107094. static MODEL_BASE_URL: string;
  107095. /**
  107096. * File name for the controller model.
  107097. */
  107098. static MODEL_FILENAME: string;
  107099. /**
  107100. * Gamepad Id prefix used to identify this controller.
  107101. */
  107102. static readonly GAMEPAD_ID_PREFIX: string;
  107103. private readonly _buttonIndexToObservableNameMap;
  107104. /**
  107105. * Creates a new GearVRController from a gamepad
  107106. * @param vrGamepad the gamepad that the controller should be created from
  107107. */
  107108. constructor(vrGamepad: any);
  107109. /**
  107110. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107111. * @param scene scene in which to add meshes
  107112. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107113. */
  107114. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107115. /**
  107116. * Called once for each button that changed state since the last frame
  107117. * @param buttonIdx Which button index changed
  107118. * @param state New state of the button
  107119. * @param changes Which properties on the state changed since last frame
  107120. */
  107121. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107122. }
  107123. }
  107124. declare module BABYLON {
  107125. /**
  107126. * Class containing static functions to help procedurally build meshes
  107127. */
  107128. export class PolyhedronBuilder {
  107129. /**
  107130. * Creates a polyhedron mesh
  107131. * * 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
  107132. * * The parameter `size` (positive float, default 1) sets the polygon size
  107133. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  107134. * * 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`
  107135. * * 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
  107136. * * 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)`)
  107137. * * 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
  107138. * * 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
  107139. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107140. * * If you create a double-sided mesh, you can choose what parts of 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
  107141. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107142. * @param name defines the name of the mesh
  107143. * @param options defines the options used to create the mesh
  107144. * @param scene defines the hosting scene
  107145. * @returns the polyhedron mesh
  107146. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  107147. */
  107148. static CreatePolyhedron(name: string, options: {
  107149. type?: number;
  107150. size?: number;
  107151. sizeX?: number;
  107152. sizeY?: number;
  107153. sizeZ?: number;
  107154. custom?: any;
  107155. faceUV?: Vector4[];
  107156. faceColors?: Color4[];
  107157. flat?: boolean;
  107158. updatable?: boolean;
  107159. sideOrientation?: number;
  107160. frontUVs?: Vector4;
  107161. backUVs?: Vector4;
  107162. }, scene?: Nullable<Scene>): Mesh;
  107163. }
  107164. }
  107165. declare module BABYLON {
  107166. /**
  107167. * Gizmo that enables scaling a mesh along 3 axis
  107168. */
  107169. export class ScaleGizmo extends Gizmo {
  107170. /**
  107171. * Internal gizmo used for interactions on the x axis
  107172. */
  107173. xGizmo: AxisScaleGizmo;
  107174. /**
  107175. * Internal gizmo used for interactions on the y axis
  107176. */
  107177. yGizmo: AxisScaleGizmo;
  107178. /**
  107179. * Internal gizmo used for interactions on the z axis
  107180. */
  107181. zGizmo: AxisScaleGizmo;
  107182. /**
  107183. * Internal gizmo used to scale all axis equally
  107184. */
  107185. uniformScaleGizmo: AxisScaleGizmo;
  107186. private _meshAttached;
  107187. private _updateGizmoRotationToMatchAttachedMesh;
  107188. private _snapDistance;
  107189. private _scaleRatio;
  107190. private _uniformScalingMesh;
  107191. private _octahedron;
  107192. /** Fires an event when any of it's sub gizmos are dragged */
  107193. onDragStartObservable: Observable<unknown>;
  107194. /** Fires an event when any of it's sub gizmos are released from dragging */
  107195. onDragEndObservable: Observable<unknown>;
  107196. attachedMesh: Nullable<AbstractMesh>;
  107197. /**
  107198. * Creates a ScaleGizmo
  107199. * @param gizmoLayer The utility layer the gizmo will be added to
  107200. */
  107201. constructor(gizmoLayer?: UtilityLayerRenderer);
  107202. updateGizmoRotationToMatchAttachedMesh: boolean;
  107203. /**
  107204. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107205. */
  107206. snapDistance: number;
  107207. /**
  107208. * Ratio for the scale of the gizmo (Default: 1)
  107209. */
  107210. scaleRatio: number;
  107211. /**
  107212. * Disposes of the gizmo
  107213. */
  107214. dispose(): void;
  107215. }
  107216. }
  107217. declare module BABYLON {
  107218. /**
  107219. * Single axis scale gizmo
  107220. */
  107221. export class AxisScaleGizmo extends Gizmo {
  107222. /**
  107223. * Drag behavior responsible for the gizmos dragging interactions
  107224. */
  107225. dragBehavior: PointerDragBehavior;
  107226. private _pointerObserver;
  107227. /**
  107228. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107229. */
  107230. snapDistance: number;
  107231. /**
  107232. * Event that fires each time the gizmo snaps to a new location.
  107233. * * snapDistance is the the change in distance
  107234. */
  107235. onSnapObservable: Observable<{
  107236. snapDistance: number;
  107237. }>;
  107238. /**
  107239. * If the scaling operation should be done on all axis (default: false)
  107240. */
  107241. uniformScaling: boolean;
  107242. private _isEnabled;
  107243. private _parent;
  107244. private _arrow;
  107245. private _coloredMaterial;
  107246. private _hoverMaterial;
  107247. /**
  107248. * Creates an AxisScaleGizmo
  107249. * @param gizmoLayer The utility layer the gizmo will be added to
  107250. * @param dragAxis The axis which the gizmo will be able to scale on
  107251. * @param color The color of the gizmo
  107252. */
  107253. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  107254. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107255. /**
  107256. * If the gizmo is enabled
  107257. */
  107258. isEnabled: boolean;
  107259. /**
  107260. * Disposes of the gizmo
  107261. */
  107262. dispose(): void;
  107263. /**
  107264. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  107265. * @param mesh The mesh to replace the default mesh of the gizmo
  107266. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  107267. */
  107268. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  107269. }
  107270. }
  107271. declare module BABYLON {
  107272. /**
  107273. * Bounding box gizmo
  107274. */
  107275. export class BoundingBoxGizmo extends Gizmo {
  107276. private _lineBoundingBox;
  107277. private _rotateSpheresParent;
  107278. private _scaleBoxesParent;
  107279. private _boundingDimensions;
  107280. private _renderObserver;
  107281. private _pointerObserver;
  107282. private _scaleDragSpeed;
  107283. private _tmpQuaternion;
  107284. private _tmpVector;
  107285. private _tmpRotationMatrix;
  107286. /**
  107287. * 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)
  107288. */
  107289. ignoreChildren: boolean;
  107290. /**
  107291. * 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)
  107292. */
  107293. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  107294. /**
  107295. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  107296. */
  107297. rotationSphereSize: number;
  107298. /**
  107299. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  107300. */
  107301. scaleBoxSize: number;
  107302. /**
  107303. * 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)
  107304. */
  107305. fixedDragMeshScreenSize: boolean;
  107306. /**
  107307. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  107308. */
  107309. fixedDragMeshScreenSizeDistanceFactor: number;
  107310. /**
  107311. * Fired when a rotation sphere or scale box is dragged
  107312. */
  107313. onDragStartObservable: Observable<{}>;
  107314. /**
  107315. * Fired when a scale box is dragged
  107316. */
  107317. onScaleBoxDragObservable: Observable<{}>;
  107318. /**
  107319. * Fired when a scale box drag is ended
  107320. */
  107321. onScaleBoxDragEndObservable: Observable<{}>;
  107322. /**
  107323. * Fired when a rotation sphere is dragged
  107324. */
  107325. onRotationSphereDragObservable: Observable<{}>;
  107326. /**
  107327. * Fired when a rotation sphere drag is ended
  107328. */
  107329. onRotationSphereDragEndObservable: Observable<{}>;
  107330. /**
  107331. * 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)
  107332. */
  107333. scalePivot: Nullable<Vector3>;
  107334. /**
  107335. * Mesh used as a pivot to rotate the attached mesh
  107336. */
  107337. private _anchorMesh;
  107338. private _existingMeshScale;
  107339. private _dragMesh;
  107340. private pointerDragBehavior;
  107341. private coloredMaterial;
  107342. private hoverColoredMaterial;
  107343. /**
  107344. * Sets the color of the bounding box gizmo
  107345. * @param color the color to set
  107346. */
  107347. setColor(color: Color3): void;
  107348. /**
  107349. * Creates an BoundingBoxGizmo
  107350. * @param gizmoLayer The utility layer the gizmo will be added to
  107351. * @param color The color of the gizmo
  107352. */
  107353. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  107354. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107355. private _selectNode;
  107356. /**
  107357. * Updates the bounding box information for the Gizmo
  107358. */
  107359. updateBoundingBox(): void;
  107360. private _updateRotationSpheres;
  107361. private _updateScaleBoxes;
  107362. /**
  107363. * Enables rotation on the specified axis and disables rotation on the others
  107364. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  107365. */
  107366. setEnabledRotationAxis(axis: string): void;
  107367. /**
  107368. * Enables/disables scaling
  107369. * @param enable if scaling should be enabled
  107370. */
  107371. setEnabledScaling(enable: boolean): void;
  107372. private _updateDummy;
  107373. /**
  107374. * Enables a pointer drag behavior on the bounding box of the gizmo
  107375. */
  107376. enableDragBehavior(): void;
  107377. /**
  107378. * Disposes of the gizmo
  107379. */
  107380. dispose(): void;
  107381. /**
  107382. * 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)
  107383. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  107384. * @returns the bounding box mesh with the passed in mesh as a child
  107385. */
  107386. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  107387. /**
  107388. * CustomMeshes are not supported by this gizmo
  107389. * @param mesh The mesh to replace the default mesh of the gizmo
  107390. */
  107391. setCustomMesh(mesh: Mesh): void;
  107392. }
  107393. }
  107394. declare module BABYLON {
  107395. /**
  107396. * Single plane rotation gizmo
  107397. */
  107398. export class PlaneRotationGizmo extends Gizmo {
  107399. /**
  107400. * Drag behavior responsible for the gizmos dragging interactions
  107401. */
  107402. dragBehavior: PointerDragBehavior;
  107403. private _pointerObserver;
  107404. /**
  107405. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  107406. */
  107407. snapDistance: number;
  107408. /**
  107409. * Event that fires each time the gizmo snaps to a new location.
  107410. * * snapDistance is the the change in distance
  107411. */
  107412. onSnapObservable: Observable<{
  107413. snapDistance: number;
  107414. }>;
  107415. private _isEnabled;
  107416. private _parent;
  107417. /**
  107418. * Creates a PlaneRotationGizmo
  107419. * @param gizmoLayer The utility layer the gizmo will be added to
  107420. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  107421. * @param color The color of the gizmo
  107422. * @param tessellation Amount of tessellation to be used when creating rotation circles
  107423. */
  107424. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
  107425. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107426. /**
  107427. * If the gizmo is enabled
  107428. */
  107429. isEnabled: boolean;
  107430. /**
  107431. * Disposes of the gizmo
  107432. */
  107433. dispose(): void;
  107434. }
  107435. }
  107436. declare module BABYLON {
  107437. /**
  107438. * Gizmo that enables rotating a mesh along 3 axis
  107439. */
  107440. export class RotationGizmo extends Gizmo {
  107441. /**
  107442. * Internal gizmo used for interactions on the x axis
  107443. */
  107444. xGizmo: PlaneRotationGizmo;
  107445. /**
  107446. * Internal gizmo used for interactions on the y axis
  107447. */
  107448. yGizmo: PlaneRotationGizmo;
  107449. /**
  107450. * Internal gizmo used for interactions on the z axis
  107451. */
  107452. zGizmo: PlaneRotationGizmo;
  107453. /** Fires an event when any of it's sub gizmos are dragged */
  107454. onDragStartObservable: Observable<unknown>;
  107455. /** Fires an event when any of it's sub gizmos are released from dragging */
  107456. onDragEndObservable: Observable<unknown>;
  107457. private _meshAttached;
  107458. attachedMesh: Nullable<AbstractMesh>;
  107459. /**
  107460. * Creates a RotationGizmo
  107461. * @param gizmoLayer The utility layer the gizmo will be added to
  107462. * @param tessellation Amount of tessellation to be used when creating rotation circles
  107463. */
  107464. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
  107465. updateGizmoRotationToMatchAttachedMesh: boolean;
  107466. /**
  107467. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107468. */
  107469. snapDistance: number;
  107470. /**
  107471. * Ratio for the scale of the gizmo (Default: 1)
  107472. */
  107473. scaleRatio: number;
  107474. /**
  107475. * Disposes of the gizmo
  107476. */
  107477. dispose(): void;
  107478. /**
  107479. * CustomMeshes are not supported by this gizmo
  107480. * @param mesh The mesh to replace the default mesh of the gizmo
  107481. */
  107482. setCustomMesh(mesh: Mesh): void;
  107483. }
  107484. }
  107485. declare module BABYLON {
  107486. /**
  107487. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  107488. */
  107489. export class GizmoManager implements IDisposable {
  107490. private scene;
  107491. /**
  107492. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  107493. */
  107494. gizmos: {
  107495. positionGizmo: Nullable<PositionGizmo>;
  107496. rotationGizmo: Nullable<RotationGizmo>;
  107497. scaleGizmo: Nullable<ScaleGizmo>;
  107498. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  107499. };
  107500. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  107501. clearGizmoOnEmptyPointerEvent: boolean;
  107502. /** Fires an event when the manager is attached to a mesh */
  107503. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  107504. private _gizmosEnabled;
  107505. private _pointerObserver;
  107506. private _attachedMesh;
  107507. private _boundingBoxColor;
  107508. private _defaultUtilityLayer;
  107509. private _defaultKeepDepthUtilityLayer;
  107510. /**
  107511. * When bounding box gizmo is enabled, this can be used to track drag/end events
  107512. */
  107513. boundingBoxDragBehavior: SixDofDragBehavior;
  107514. /**
  107515. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  107516. */
  107517. attachableMeshes: Nullable<Array<AbstractMesh>>;
  107518. /**
  107519. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  107520. */
  107521. usePointerToAttachGizmos: boolean;
  107522. /**
  107523. * Utility layer that the bounding box gizmo belongs to
  107524. */
  107525. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  107526. /**
  107527. * Utility layer that all gizmos besides bounding box belong to
  107528. */
  107529. readonly utilityLayer: UtilityLayerRenderer;
  107530. /**
  107531. * Instatiates a gizmo manager
  107532. * @param scene the scene to overlay the gizmos on top of
  107533. */
  107534. constructor(scene: Scene);
  107535. /**
  107536. * Attaches a set of gizmos to the specified mesh
  107537. * @param mesh The mesh the gizmo's should be attached to
  107538. */
  107539. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  107540. /**
  107541. * If the position gizmo is enabled
  107542. */
  107543. positionGizmoEnabled: boolean;
  107544. /**
  107545. * If the rotation gizmo is enabled
  107546. */
  107547. rotationGizmoEnabled: boolean;
  107548. /**
  107549. * If the scale gizmo is enabled
  107550. */
  107551. scaleGizmoEnabled: boolean;
  107552. /**
  107553. * If the boundingBox gizmo is enabled
  107554. */
  107555. boundingBoxGizmoEnabled: boolean;
  107556. /**
  107557. * Disposes of the gizmo manager
  107558. */
  107559. dispose(): void;
  107560. }
  107561. }
  107562. declare module BABYLON {
  107563. /**
  107564. * A directional light is defined by a direction (what a surprise!).
  107565. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  107566. * 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.
  107567. * Documentation: https://doc.babylonjs.com/babylon101/lights
  107568. */
  107569. export class DirectionalLight extends ShadowLight {
  107570. private _shadowFrustumSize;
  107571. /**
  107572. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  107573. */
  107574. /**
  107575. * Specifies a fix frustum size for the shadow generation.
  107576. */
  107577. shadowFrustumSize: number;
  107578. private _shadowOrthoScale;
  107579. /**
  107580. * Gets the shadow projection scale against the optimal computed one.
  107581. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  107582. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  107583. */
  107584. /**
  107585. * Sets the shadow projection scale against the optimal computed one.
  107586. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  107587. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  107588. */
  107589. shadowOrthoScale: number;
  107590. /**
  107591. * Automatically compute the projection matrix to best fit (including all the casters)
  107592. * on each frame.
  107593. */
  107594. autoUpdateExtends: boolean;
  107595. private _orthoLeft;
  107596. private _orthoRight;
  107597. private _orthoTop;
  107598. private _orthoBottom;
  107599. /**
  107600. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  107601. * The directional light is emitted from everywhere in the given direction.
  107602. * It can cast shadows.
  107603. * Documentation : https://doc.babylonjs.com/babylon101/lights
  107604. * @param name The friendly name of the light
  107605. * @param direction The direction of the light
  107606. * @param scene The scene the light belongs to
  107607. */
  107608. constructor(name: string, direction: Vector3, scene: Scene);
  107609. /**
  107610. * Returns the string "DirectionalLight".
  107611. * @return The class name
  107612. */
  107613. getClassName(): string;
  107614. /**
  107615. * Returns the integer 1.
  107616. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  107617. */
  107618. getTypeID(): number;
  107619. /**
  107620. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  107621. * Returns the DirectionalLight Shadow projection matrix.
  107622. */
  107623. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  107624. /**
  107625. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  107626. * Returns the DirectionalLight Shadow projection matrix.
  107627. */
  107628. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  107629. /**
  107630. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  107631. * Returns the DirectionalLight Shadow projection matrix.
  107632. */
  107633. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  107634. protected _buildUniformLayout(): void;
  107635. /**
  107636. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  107637. * @param effect The effect to update
  107638. * @param lightIndex The index of the light in the effect to update
  107639. * @returns The directional light
  107640. */
  107641. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  107642. /**
  107643. * Gets the minZ used for shadow according to both the scene and the light.
  107644. *
  107645. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  107646. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  107647. * @param activeCamera The camera we are returning the min for
  107648. * @returns the depth min z
  107649. */
  107650. getDepthMinZ(activeCamera: Camera): number;
  107651. /**
  107652. * Gets the maxZ used for shadow according to both the scene and the light.
  107653. *
  107654. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  107655. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  107656. * @param activeCamera The camera we are returning the max for
  107657. * @returns the depth max z
  107658. */
  107659. getDepthMaxZ(activeCamera: Camera): number;
  107660. /**
  107661. * Prepares the list of defines specific to the light type.
  107662. * @param defines the list of defines
  107663. * @param lightIndex defines the index of the light for the effect
  107664. */
  107665. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  107666. }
  107667. }
  107668. declare module BABYLON {
  107669. /**
  107670. * Class containing static functions to help procedurally build meshes
  107671. */
  107672. export class HemisphereBuilder {
  107673. /**
  107674. * Creates a hemisphere mesh
  107675. * @param name defines the name of the mesh
  107676. * @param options defines the options used to create the mesh
  107677. * @param scene defines the hosting scene
  107678. * @returns the hemisphere mesh
  107679. */
  107680. static CreateHemisphere(name: string, options: {
  107681. segments?: number;
  107682. diameter?: number;
  107683. sideOrientation?: number;
  107684. }, scene: any): Mesh;
  107685. }
  107686. }
  107687. declare module BABYLON {
  107688. /**
  107689. * A spot light is defined by a position, a direction, an angle, and an exponent.
  107690. * These values define a cone of light starting from the position, emitting toward the direction.
  107691. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  107692. * and the exponent defines the speed of the decay of the light with distance (reach).
  107693. * Documentation: https://doc.babylonjs.com/babylon101/lights
  107694. */
  107695. export class SpotLight extends ShadowLight {
  107696. private _angle;
  107697. private _innerAngle;
  107698. private _cosHalfAngle;
  107699. private _lightAngleScale;
  107700. private _lightAngleOffset;
  107701. /**
  107702. * Gets the cone angle of the spot light in Radians.
  107703. */
  107704. /**
  107705. * Sets the cone angle of the spot light in Radians.
  107706. */
  107707. angle: number;
  107708. /**
  107709. * Only used in gltf falloff mode, this defines the angle where
  107710. * the directional falloff will start before cutting at angle which could be seen
  107711. * as outer angle.
  107712. */
  107713. /**
  107714. * Only used in gltf falloff mode, this defines the angle where
  107715. * the directional falloff will start before cutting at angle which could be seen
  107716. * as outer angle.
  107717. */
  107718. innerAngle: number;
  107719. private _shadowAngleScale;
  107720. /**
  107721. * Allows scaling the angle of the light for shadow generation only.
  107722. */
  107723. /**
  107724. * Allows scaling the angle of the light for shadow generation only.
  107725. */
  107726. shadowAngleScale: number;
  107727. /**
  107728. * The light decay speed with the distance from the emission spot.
  107729. */
  107730. exponent: number;
  107731. private _projectionTextureMatrix;
  107732. /**
  107733. * Allows reading the projecton texture
  107734. */
  107735. readonly projectionTextureMatrix: Matrix;
  107736. protected _projectionTextureLightNear: number;
  107737. /**
  107738. * Gets the near clip of the Spotlight for texture projection.
  107739. */
  107740. /**
  107741. * Sets the near clip of the Spotlight for texture projection.
  107742. */
  107743. projectionTextureLightNear: number;
  107744. protected _projectionTextureLightFar: number;
  107745. /**
  107746. * Gets the far clip of the Spotlight for texture projection.
  107747. */
  107748. /**
  107749. * Sets the far clip of the Spotlight for texture projection.
  107750. */
  107751. projectionTextureLightFar: number;
  107752. protected _projectionTextureUpDirection: Vector3;
  107753. /**
  107754. * Gets the Up vector of the Spotlight for texture projection.
  107755. */
  107756. /**
  107757. * Sets the Up vector of the Spotlight for texture projection.
  107758. */
  107759. projectionTextureUpDirection: Vector3;
  107760. private _projectionTexture;
  107761. /**
  107762. * Gets the projection texture of the light.
  107763. */
  107764. /**
  107765. * Sets the projection texture of the light.
  107766. */
  107767. projectionTexture: Nullable<BaseTexture>;
  107768. private _projectionTextureViewLightDirty;
  107769. private _projectionTextureProjectionLightDirty;
  107770. private _projectionTextureDirty;
  107771. private _projectionTextureViewTargetVector;
  107772. private _projectionTextureViewLightMatrix;
  107773. private _projectionTextureProjectionLightMatrix;
  107774. private _projectionTextureScalingMatrix;
  107775. /**
  107776. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  107777. * It can cast shadows.
  107778. * Documentation : https://doc.babylonjs.com/babylon101/lights
  107779. * @param name The light friendly name
  107780. * @param position The position of the spot light in the scene
  107781. * @param direction The direction of the light in the scene
  107782. * @param angle The cone angle of the light in Radians
  107783. * @param exponent The light decay speed with the distance from the emission spot
  107784. * @param scene The scene the lights belongs to
  107785. */
  107786. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  107787. /**
  107788. * Returns the string "SpotLight".
  107789. * @returns the class name
  107790. */
  107791. getClassName(): string;
  107792. /**
  107793. * Returns the integer 2.
  107794. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  107795. */
  107796. getTypeID(): number;
  107797. /**
  107798. * Overrides the direction setter to recompute the projection texture view light Matrix.
  107799. */
  107800. protected _setDirection(value: Vector3): void;
  107801. /**
  107802. * Overrides the position setter to recompute the projection texture view light Matrix.
  107803. */
  107804. protected _setPosition(value: Vector3): void;
  107805. /**
  107806. * 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.
  107807. * Returns the SpotLight.
  107808. */
  107809. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  107810. protected _computeProjectionTextureViewLightMatrix(): void;
  107811. protected _computeProjectionTextureProjectionLightMatrix(): void;
  107812. /**
  107813. * Main function for light texture projection matrix computing.
  107814. */
  107815. protected _computeProjectionTextureMatrix(): void;
  107816. protected _buildUniformLayout(): void;
  107817. private _computeAngleValues;
  107818. /**
  107819. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  107820. * @param effect The effect to update
  107821. * @param lightIndex The index of the light in the effect to update
  107822. * @returns The spot light
  107823. */
  107824. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  107825. /**
  107826. * Disposes the light and the associated resources.
  107827. */
  107828. dispose(): void;
  107829. /**
  107830. * Prepares the list of defines specific to the light type.
  107831. * @param defines the list of defines
  107832. * @param lightIndex defines the index of the light for the effect
  107833. */
  107834. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  107835. }
  107836. }
  107837. declare module BABYLON {
  107838. /**
  107839. * Gizmo that enables viewing a light
  107840. */
  107841. export class LightGizmo extends Gizmo {
  107842. private _lightMesh;
  107843. private _material;
  107844. private cachedPosition;
  107845. private cachedForward;
  107846. /**
  107847. * Creates a LightGizmo
  107848. * @param gizmoLayer The utility layer the gizmo will be added to
  107849. */
  107850. constructor(gizmoLayer?: UtilityLayerRenderer);
  107851. private _light;
  107852. /**
  107853. * The light that the gizmo is attached to
  107854. */
  107855. light: Nullable<Light>;
  107856. /**
  107857. * @hidden
  107858. * Updates the gizmo to match the attached mesh's position/rotation
  107859. */
  107860. protected _update(): void;
  107861. private static _Scale;
  107862. /**
  107863. * Creates the lines for a light mesh
  107864. */
  107865. private static _createLightLines;
  107866. /**
  107867. * Disposes of the light gizmo
  107868. */
  107869. dispose(): void;
  107870. private static _CreateHemisphericLightMesh;
  107871. private static _CreatePointLightMesh;
  107872. private static _CreateSpotLightMesh;
  107873. private static _CreateDirectionalLightMesh;
  107874. }
  107875. }
  107876. declare module BABYLON {
  107877. /** @hidden */
  107878. export var backgroundFragmentDeclaration: {
  107879. name: string;
  107880. shader: string;
  107881. };
  107882. }
  107883. declare module BABYLON {
  107884. /** @hidden */
  107885. export var backgroundUboDeclaration: {
  107886. name: string;
  107887. shader: string;
  107888. };
  107889. }
  107890. declare module BABYLON {
  107891. /** @hidden */
  107892. export var backgroundPixelShader: {
  107893. name: string;
  107894. shader: string;
  107895. };
  107896. }
  107897. declare module BABYLON {
  107898. /** @hidden */
  107899. export var backgroundVertexDeclaration: {
  107900. name: string;
  107901. shader: string;
  107902. };
  107903. }
  107904. declare module BABYLON {
  107905. /** @hidden */
  107906. export var backgroundVertexShader: {
  107907. name: string;
  107908. shader: string;
  107909. };
  107910. }
  107911. declare module BABYLON {
  107912. /**
  107913. * Background material used to create an efficient environement around your scene.
  107914. */
  107915. export class BackgroundMaterial extends PushMaterial {
  107916. /**
  107917. * Standard reflectance value at parallel view angle.
  107918. */
  107919. static StandardReflectance0: number;
  107920. /**
  107921. * Standard reflectance value at grazing angle.
  107922. */
  107923. static StandardReflectance90: number;
  107924. protected _primaryColor: Color3;
  107925. /**
  107926. * Key light Color (multiply against the environement texture)
  107927. */
  107928. primaryColor: Color3;
  107929. protected __perceptualColor: Nullable<Color3>;
  107930. /**
  107931. * Experimental Internal Use Only.
  107932. *
  107933. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  107934. * This acts as a helper to set the primary color to a more "human friendly" value.
  107935. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  107936. * output color as close as possible from the chosen value.
  107937. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  107938. * part of lighting setup.)
  107939. */
  107940. _perceptualColor: Nullable<Color3>;
  107941. protected _primaryColorShadowLevel: float;
  107942. /**
  107943. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  107944. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  107945. */
  107946. primaryColorShadowLevel: float;
  107947. protected _primaryColorHighlightLevel: float;
  107948. /**
  107949. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  107950. * The primary color is used at the level chosen to define what the white area would look.
  107951. */
  107952. primaryColorHighlightLevel: float;
  107953. protected _reflectionTexture: Nullable<BaseTexture>;
  107954. /**
  107955. * Reflection Texture used in the material.
  107956. * Should be author in a specific way for the best result (refer to the documentation).
  107957. */
  107958. reflectionTexture: Nullable<BaseTexture>;
  107959. protected _reflectionBlur: float;
  107960. /**
  107961. * Reflection Texture level of blur.
  107962. *
  107963. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  107964. * texture twice.
  107965. */
  107966. reflectionBlur: float;
  107967. protected _diffuseTexture: Nullable<BaseTexture>;
  107968. /**
  107969. * Diffuse Texture used in the material.
  107970. * Should be author in a specific way for the best result (refer to the documentation).
  107971. */
  107972. diffuseTexture: Nullable<BaseTexture>;
  107973. protected _shadowLights: Nullable<IShadowLight[]>;
  107974. /**
  107975. * Specify the list of lights casting shadow on the material.
  107976. * All scene shadow lights will be included if null.
  107977. */
  107978. shadowLights: Nullable<IShadowLight[]>;
  107979. protected _shadowLevel: float;
  107980. /**
  107981. * Helps adjusting the shadow to a softer level if required.
  107982. * 0 means black shadows and 1 means no shadows.
  107983. */
  107984. shadowLevel: float;
  107985. protected _sceneCenter: Vector3;
  107986. /**
  107987. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  107988. * It is usually zero but might be interesting to modify according to your setup.
  107989. */
  107990. sceneCenter: Vector3;
  107991. protected _opacityFresnel: boolean;
  107992. /**
  107993. * This helps specifying that the material is falling off to the sky box at grazing angle.
  107994. * This helps ensuring a nice transition when the camera goes under the ground.
  107995. */
  107996. opacityFresnel: boolean;
  107997. protected _reflectionFresnel: boolean;
  107998. /**
  107999. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  108000. * This helps adding a mirror texture on the ground.
  108001. */
  108002. reflectionFresnel: boolean;
  108003. protected _reflectionFalloffDistance: number;
  108004. /**
  108005. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  108006. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  108007. */
  108008. reflectionFalloffDistance: number;
  108009. protected _reflectionAmount: number;
  108010. /**
  108011. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  108012. */
  108013. reflectionAmount: number;
  108014. protected _reflectionReflectance0: number;
  108015. /**
  108016. * This specifies the weight of the reflection at grazing angle.
  108017. */
  108018. reflectionReflectance0: number;
  108019. protected _reflectionReflectance90: number;
  108020. /**
  108021. * This specifies the weight of the reflection at a perpendicular point of view.
  108022. */
  108023. reflectionReflectance90: number;
  108024. /**
  108025. * Sets the reflection reflectance fresnel values according to the default standard
  108026. * empirically know to work well :-)
  108027. */
  108028. reflectionStandardFresnelWeight: number;
  108029. protected _useRGBColor: boolean;
  108030. /**
  108031. * Helps to directly use the maps channels instead of their level.
  108032. */
  108033. useRGBColor: boolean;
  108034. protected _enableNoise: boolean;
  108035. /**
  108036. * This helps reducing the banding effect that could occur on the background.
  108037. */
  108038. enableNoise: boolean;
  108039. /**
  108040. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  108041. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  108042. * Recommended to be keep at 1.0 except for special cases.
  108043. */
  108044. fovMultiplier: number;
  108045. private _fovMultiplier;
  108046. /**
  108047. * Enable the FOV adjustment feature controlled by fovMultiplier.
  108048. */
  108049. useEquirectangularFOV: boolean;
  108050. private _maxSimultaneousLights;
  108051. /**
  108052. * Number of Simultaneous lights allowed on the material.
  108053. */
  108054. maxSimultaneousLights: int;
  108055. /**
  108056. * Default configuration related to image processing available in the Background Material.
  108057. */
  108058. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108059. /**
  108060. * Keep track of the image processing observer to allow dispose and replace.
  108061. */
  108062. private _imageProcessingObserver;
  108063. /**
  108064. * Attaches a new image processing configuration to the PBR Material.
  108065. * @param configuration (if null the scene configuration will be use)
  108066. */
  108067. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  108068. /**
  108069. * Gets the image processing configuration used either in this material.
  108070. */
  108071. /**
  108072. * Sets the Default image processing configuration used either in the this material.
  108073. *
  108074. * If sets to null, the scene one is in use.
  108075. */
  108076. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  108077. /**
  108078. * Gets wether the color curves effect is enabled.
  108079. */
  108080. /**
  108081. * Sets wether the color curves effect is enabled.
  108082. */
  108083. cameraColorCurvesEnabled: boolean;
  108084. /**
  108085. * Gets wether the color grading effect is enabled.
  108086. */
  108087. /**
  108088. * Gets wether the color grading effect is enabled.
  108089. */
  108090. cameraColorGradingEnabled: boolean;
  108091. /**
  108092. * Gets wether tonemapping is enabled or not.
  108093. */
  108094. /**
  108095. * Sets wether tonemapping is enabled or not
  108096. */
  108097. cameraToneMappingEnabled: boolean;
  108098. /**
  108099. * The camera exposure used on this material.
  108100. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108101. * This corresponds to a photographic exposure.
  108102. */
  108103. /**
  108104. * The camera exposure used on this material.
  108105. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108106. * This corresponds to a photographic exposure.
  108107. */
  108108. cameraExposure: float;
  108109. /**
  108110. * Gets The camera contrast used on this material.
  108111. */
  108112. /**
  108113. * Sets The camera contrast used on this material.
  108114. */
  108115. cameraContrast: float;
  108116. /**
  108117. * Gets the Color Grading 2D Lookup Texture.
  108118. */
  108119. /**
  108120. * Sets the Color Grading 2D Lookup Texture.
  108121. */
  108122. cameraColorGradingTexture: Nullable<BaseTexture>;
  108123. /**
  108124. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108125. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108126. * 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;
  108127. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108128. */
  108129. /**
  108130. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108131. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108132. * 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;
  108133. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108134. */
  108135. cameraColorCurves: Nullable<ColorCurves>;
  108136. /**
  108137. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  108138. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  108139. */
  108140. switchToBGR: boolean;
  108141. private _renderTargets;
  108142. private _reflectionControls;
  108143. private _white;
  108144. private _primaryShadowColor;
  108145. private _primaryHighlightColor;
  108146. /**
  108147. * Instantiates a Background Material in the given scene
  108148. * @param name The friendly name of the material
  108149. * @param scene The scene to add the material to
  108150. */
  108151. constructor(name: string, scene: Scene);
  108152. /**
  108153. * Gets a boolean indicating that current material needs to register RTT
  108154. */
  108155. readonly hasRenderTargetTextures: boolean;
  108156. /**
  108157. * The entire material has been created in order to prevent overdraw.
  108158. * @returns false
  108159. */
  108160. needAlphaTesting(): boolean;
  108161. /**
  108162. * The entire material has been created in order to prevent overdraw.
  108163. * @returns true if blending is enable
  108164. */
  108165. needAlphaBlending(): boolean;
  108166. /**
  108167. * Checks wether the material is ready to be rendered for a given mesh.
  108168. * @param mesh The mesh to render
  108169. * @param subMesh The submesh to check against
  108170. * @param useInstances Specify wether or not the material is used with instances
  108171. * @returns true if all the dependencies are ready (Textures, Effects...)
  108172. */
  108173. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  108174. /**
  108175. * Compute the primary color according to the chosen perceptual color.
  108176. */
  108177. private _computePrimaryColorFromPerceptualColor;
  108178. /**
  108179. * Compute the highlights and shadow colors according to their chosen levels.
  108180. */
  108181. private _computePrimaryColors;
  108182. /**
  108183. * Build the uniform buffer used in the material.
  108184. */
  108185. buildUniformLayout(): void;
  108186. /**
  108187. * Unbind the material.
  108188. */
  108189. unbind(): void;
  108190. /**
  108191. * Bind only the world matrix to the material.
  108192. * @param world The world matrix to bind.
  108193. */
  108194. bindOnlyWorldMatrix(world: Matrix): void;
  108195. /**
  108196. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  108197. * @param world The world matrix to bind.
  108198. * @param subMesh The submesh to bind for.
  108199. */
  108200. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  108201. /**
  108202. * Dispose the material.
  108203. * @param forceDisposeEffect Force disposal of the associated effect.
  108204. * @param forceDisposeTextures Force disposal of the associated textures.
  108205. */
  108206. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  108207. /**
  108208. * Clones the material.
  108209. * @param name The cloned name.
  108210. * @returns The cloned material.
  108211. */
  108212. clone(name: string): BackgroundMaterial;
  108213. /**
  108214. * Serializes the current material to its JSON representation.
  108215. * @returns The JSON representation.
  108216. */
  108217. serialize(): any;
  108218. /**
  108219. * Gets the class name of the material
  108220. * @returns "BackgroundMaterial"
  108221. */
  108222. getClassName(): string;
  108223. /**
  108224. * Parse a JSON input to create back a background material.
  108225. * @param source The JSON data to parse
  108226. * @param scene The scene to create the parsed material in
  108227. * @param rootUrl The root url of the assets the material depends upon
  108228. * @returns the instantiated BackgroundMaterial.
  108229. */
  108230. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  108231. }
  108232. }
  108233. declare module BABYLON {
  108234. /**
  108235. * Represents the different options available during the creation of
  108236. * a Environment helper.
  108237. *
  108238. * This can control the default ground, skybox and image processing setup of your scene.
  108239. */
  108240. export interface IEnvironmentHelperOptions {
  108241. /**
  108242. * Specifies wether or not to create a ground.
  108243. * True by default.
  108244. */
  108245. createGround: boolean;
  108246. /**
  108247. * Specifies the ground size.
  108248. * 15 by default.
  108249. */
  108250. groundSize: number;
  108251. /**
  108252. * The texture used on the ground for the main color.
  108253. * Comes from the BabylonJS CDN by default.
  108254. *
  108255. * Remarks: Can be either a texture or a url.
  108256. */
  108257. groundTexture: string | BaseTexture;
  108258. /**
  108259. * The color mixed in the ground texture by default.
  108260. * BabylonJS clearColor by default.
  108261. */
  108262. groundColor: Color3;
  108263. /**
  108264. * Specifies the ground opacity.
  108265. * 1 by default.
  108266. */
  108267. groundOpacity: number;
  108268. /**
  108269. * Enables the ground to receive shadows.
  108270. * True by default.
  108271. */
  108272. enableGroundShadow: boolean;
  108273. /**
  108274. * Helps preventing the shadow to be fully black on the ground.
  108275. * 0.5 by default.
  108276. */
  108277. groundShadowLevel: number;
  108278. /**
  108279. * Creates a mirror texture attach to the ground.
  108280. * false by default.
  108281. */
  108282. enableGroundMirror: boolean;
  108283. /**
  108284. * Specifies the ground mirror size ratio.
  108285. * 0.3 by default as the default kernel is 64.
  108286. */
  108287. groundMirrorSizeRatio: number;
  108288. /**
  108289. * Specifies the ground mirror blur kernel size.
  108290. * 64 by default.
  108291. */
  108292. groundMirrorBlurKernel: number;
  108293. /**
  108294. * Specifies the ground mirror visibility amount.
  108295. * 1 by default
  108296. */
  108297. groundMirrorAmount: number;
  108298. /**
  108299. * Specifies the ground mirror reflectance weight.
  108300. * This uses the standard weight of the background material to setup the fresnel effect
  108301. * of the mirror.
  108302. * 1 by default.
  108303. */
  108304. groundMirrorFresnelWeight: number;
  108305. /**
  108306. * Specifies the ground mirror Falloff distance.
  108307. * This can helps reducing the size of the reflection.
  108308. * 0 by Default.
  108309. */
  108310. groundMirrorFallOffDistance: number;
  108311. /**
  108312. * Specifies the ground mirror texture type.
  108313. * Unsigned Int by Default.
  108314. */
  108315. groundMirrorTextureType: number;
  108316. /**
  108317. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  108318. * the shown objects.
  108319. */
  108320. groundYBias: number;
  108321. /**
  108322. * Specifies wether or not to create a skybox.
  108323. * True by default.
  108324. */
  108325. createSkybox: boolean;
  108326. /**
  108327. * Specifies the skybox size.
  108328. * 20 by default.
  108329. */
  108330. skyboxSize: number;
  108331. /**
  108332. * The texture used on the skybox for the main color.
  108333. * Comes from the BabylonJS CDN by default.
  108334. *
  108335. * Remarks: Can be either a texture or a url.
  108336. */
  108337. skyboxTexture: string | BaseTexture;
  108338. /**
  108339. * The color mixed in the skybox texture by default.
  108340. * BabylonJS clearColor by default.
  108341. */
  108342. skyboxColor: Color3;
  108343. /**
  108344. * The background rotation around the Y axis of the scene.
  108345. * This helps aligning the key lights of your scene with the background.
  108346. * 0 by default.
  108347. */
  108348. backgroundYRotation: number;
  108349. /**
  108350. * Compute automatically the size of the elements to best fit with the scene.
  108351. */
  108352. sizeAuto: boolean;
  108353. /**
  108354. * Default position of the rootMesh if autoSize is not true.
  108355. */
  108356. rootPosition: Vector3;
  108357. /**
  108358. * Sets up the image processing in the scene.
  108359. * true by default.
  108360. */
  108361. setupImageProcessing: boolean;
  108362. /**
  108363. * The texture used as your environment texture in the scene.
  108364. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  108365. *
  108366. * Remarks: Can be either a texture or a url.
  108367. */
  108368. environmentTexture: string | BaseTexture;
  108369. /**
  108370. * The value of the exposure to apply to the scene.
  108371. * 0.6 by default if setupImageProcessing is true.
  108372. */
  108373. cameraExposure: number;
  108374. /**
  108375. * The value of the contrast to apply to the scene.
  108376. * 1.6 by default if setupImageProcessing is true.
  108377. */
  108378. cameraContrast: number;
  108379. /**
  108380. * Specifies wether or not tonemapping should be enabled in the scene.
  108381. * true by default if setupImageProcessing is true.
  108382. */
  108383. toneMappingEnabled: boolean;
  108384. }
  108385. /**
  108386. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  108387. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  108388. * It also helps with the default setup of your imageProcessing configuration.
  108389. */
  108390. export class EnvironmentHelper {
  108391. /**
  108392. * Default ground texture URL.
  108393. */
  108394. private static _groundTextureCDNUrl;
  108395. /**
  108396. * Default skybox texture URL.
  108397. */
  108398. private static _skyboxTextureCDNUrl;
  108399. /**
  108400. * Default environment texture URL.
  108401. */
  108402. private static _environmentTextureCDNUrl;
  108403. /**
  108404. * Creates the default options for the helper.
  108405. */
  108406. private static _getDefaultOptions;
  108407. private _rootMesh;
  108408. /**
  108409. * Gets the root mesh created by the helper.
  108410. */
  108411. readonly rootMesh: Mesh;
  108412. private _skybox;
  108413. /**
  108414. * Gets the skybox created by the helper.
  108415. */
  108416. readonly skybox: Nullable<Mesh>;
  108417. private _skyboxTexture;
  108418. /**
  108419. * Gets the skybox texture created by the helper.
  108420. */
  108421. readonly skyboxTexture: Nullable<BaseTexture>;
  108422. private _skyboxMaterial;
  108423. /**
  108424. * Gets the skybox material created by the helper.
  108425. */
  108426. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  108427. private _ground;
  108428. /**
  108429. * Gets the ground mesh created by the helper.
  108430. */
  108431. readonly ground: Nullable<Mesh>;
  108432. private _groundTexture;
  108433. /**
  108434. * Gets the ground texture created by the helper.
  108435. */
  108436. readonly groundTexture: Nullable<BaseTexture>;
  108437. private _groundMirror;
  108438. /**
  108439. * Gets the ground mirror created by the helper.
  108440. */
  108441. readonly groundMirror: Nullable<MirrorTexture>;
  108442. /**
  108443. * Gets the ground mirror render list to helps pushing the meshes
  108444. * you wish in the ground reflection.
  108445. */
  108446. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  108447. private _groundMaterial;
  108448. /**
  108449. * Gets the ground material created by the helper.
  108450. */
  108451. readonly groundMaterial: Nullable<BackgroundMaterial>;
  108452. /**
  108453. * Stores the creation options.
  108454. */
  108455. private readonly _scene;
  108456. private _options;
  108457. /**
  108458. * This observable will be notified with any error during the creation of the environment,
  108459. * mainly texture creation errors.
  108460. */
  108461. onErrorObservable: Observable<{
  108462. message?: string;
  108463. exception?: any;
  108464. }>;
  108465. /**
  108466. * constructor
  108467. * @param options Defines the options we want to customize the helper
  108468. * @param scene The scene to add the material to
  108469. */
  108470. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  108471. /**
  108472. * Updates the background according to the new options
  108473. * @param options
  108474. */
  108475. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  108476. /**
  108477. * Sets the primary color of all the available elements.
  108478. * @param color the main color to affect to the ground and the background
  108479. */
  108480. setMainColor(color: Color3): void;
  108481. /**
  108482. * Setup the image processing according to the specified options.
  108483. */
  108484. private _setupImageProcessing;
  108485. /**
  108486. * Setup the environment texture according to the specified options.
  108487. */
  108488. private _setupEnvironmentTexture;
  108489. /**
  108490. * Setup the background according to the specified options.
  108491. */
  108492. private _setupBackground;
  108493. /**
  108494. * Get the scene sizes according to the setup.
  108495. */
  108496. private _getSceneSize;
  108497. /**
  108498. * Setup the ground according to the specified options.
  108499. */
  108500. private _setupGround;
  108501. /**
  108502. * Setup the ground material according to the specified options.
  108503. */
  108504. private _setupGroundMaterial;
  108505. /**
  108506. * Setup the ground diffuse texture according to the specified options.
  108507. */
  108508. private _setupGroundDiffuseTexture;
  108509. /**
  108510. * Setup the ground mirror texture according to the specified options.
  108511. */
  108512. private _setupGroundMirrorTexture;
  108513. /**
  108514. * Setup the ground to receive the mirror texture.
  108515. */
  108516. private _setupMirrorInGroundMaterial;
  108517. /**
  108518. * Setup the skybox according to the specified options.
  108519. */
  108520. private _setupSkybox;
  108521. /**
  108522. * Setup the skybox material according to the specified options.
  108523. */
  108524. private _setupSkyboxMaterial;
  108525. /**
  108526. * Setup the skybox reflection texture according to the specified options.
  108527. */
  108528. private _setupSkyboxReflectionTexture;
  108529. private _errorHandler;
  108530. /**
  108531. * Dispose all the elements created by the Helper.
  108532. */
  108533. dispose(): void;
  108534. }
  108535. }
  108536. declare module BABYLON {
  108537. /**
  108538. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  108539. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  108540. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  108541. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  108542. */
  108543. export class PhotoDome extends TransformNode {
  108544. /**
  108545. * Define the image as a Monoscopic panoramic 360 image.
  108546. */
  108547. static readonly MODE_MONOSCOPIC: number;
  108548. /**
  108549. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  108550. */
  108551. static readonly MODE_TOPBOTTOM: number;
  108552. /**
  108553. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  108554. */
  108555. static readonly MODE_SIDEBYSIDE: number;
  108556. private _useDirectMapping;
  108557. /**
  108558. * The texture being displayed on the sphere
  108559. */
  108560. protected _photoTexture: Texture;
  108561. /**
  108562. * Gets or sets the texture being displayed on the sphere
  108563. */
  108564. photoTexture: Texture;
  108565. /**
  108566. * Observable raised when an error occured while loading the 360 image
  108567. */
  108568. onLoadErrorObservable: Observable<string>;
  108569. /**
  108570. * The skybox material
  108571. */
  108572. protected _material: BackgroundMaterial;
  108573. /**
  108574. * The surface used for the skybox
  108575. */
  108576. protected _mesh: Mesh;
  108577. /**
  108578. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  108579. * Also see the options.resolution property.
  108580. */
  108581. fovMultiplier: number;
  108582. private _imageMode;
  108583. /**
  108584. * Gets or set the current video mode for the video. It can be:
  108585. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  108586. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  108587. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  108588. */
  108589. imageMode: number;
  108590. /**
  108591. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  108592. * @param name Element's name, child elements will append suffixes for their own names.
  108593. * @param urlsOfPhoto defines the url of the photo to display
  108594. * @param options defines an object containing optional or exposed sub element properties
  108595. * @param onError defines a callback called when an error occured while loading the texture
  108596. */
  108597. constructor(name: string, urlOfPhoto: string, options: {
  108598. resolution?: number;
  108599. size?: number;
  108600. useDirectMapping?: boolean;
  108601. faceForward?: boolean;
  108602. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  108603. private _onBeforeCameraRenderObserver;
  108604. private _changeImageMode;
  108605. /**
  108606. * Releases resources associated with this node.
  108607. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  108608. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  108609. */
  108610. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  108611. }
  108612. }
  108613. declare module BABYLON {
  108614. /** @hidden */
  108615. export var rgbdDecodePixelShader: {
  108616. name: string;
  108617. shader: string;
  108618. };
  108619. }
  108620. declare module BABYLON {
  108621. /**
  108622. * Class used to host texture specific utilities
  108623. */
  108624. export class BRDFTextureTools {
  108625. /**
  108626. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  108627. * @param texture the texture to expand.
  108628. */
  108629. private static _ExpandDefaultBRDFTexture;
  108630. /**
  108631. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  108632. * @param scene defines the hosting scene
  108633. * @returns the environment BRDF texture
  108634. */
  108635. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  108636. private static _environmentBRDFBase64Texture;
  108637. }
  108638. }
  108639. declare module BABYLON {
  108640. /**
  108641. * @hidden
  108642. */
  108643. export interface IMaterialClearCoatDefines {
  108644. CLEARCOAT: boolean;
  108645. CLEARCOAT_DEFAULTIOR: boolean;
  108646. CLEARCOAT_TEXTURE: boolean;
  108647. CLEARCOAT_TEXTUREDIRECTUV: number;
  108648. CLEARCOAT_BUMP: boolean;
  108649. CLEARCOAT_BUMPDIRECTUV: number;
  108650. CLEARCOAT_TINT: boolean;
  108651. CLEARCOAT_TINT_TEXTURE: boolean;
  108652. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  108653. /** @hidden */
  108654. _areTexturesDirty: boolean;
  108655. }
  108656. /**
  108657. * Define the code related to the clear coat parameters of the pbr material.
  108658. */
  108659. export class PBRClearCoatConfiguration {
  108660. /**
  108661. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  108662. * The default fits with a polyurethane material.
  108663. */
  108664. private static readonly _DefaultIndexOfRefraction;
  108665. private _isEnabled;
  108666. /**
  108667. * Defines if the clear coat is enabled in the material.
  108668. */
  108669. isEnabled: boolean;
  108670. /**
  108671. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  108672. */
  108673. intensity: number;
  108674. /**
  108675. * Defines the clear coat layer roughness.
  108676. */
  108677. roughness: number;
  108678. private _indexOfRefraction;
  108679. /**
  108680. * Defines the index of refraction of the clear coat.
  108681. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  108682. * The default fits with a polyurethane material.
  108683. * Changing the default value is more performance intensive.
  108684. */
  108685. indexOfRefraction: number;
  108686. private _texture;
  108687. /**
  108688. * Stores the clear coat values in a texture.
  108689. */
  108690. texture: Nullable<BaseTexture>;
  108691. private _bumpTexture;
  108692. /**
  108693. * Define the clear coat specific bump texture.
  108694. */
  108695. bumpTexture: Nullable<BaseTexture>;
  108696. private _isTintEnabled;
  108697. /**
  108698. * Defines if the clear coat tint is enabled in the material.
  108699. */
  108700. isTintEnabled: boolean;
  108701. /**
  108702. * Defines the clear coat tint of the material.
  108703. * This is only use if tint is enabled
  108704. */
  108705. tintColor: Color3;
  108706. /**
  108707. * Defines the distance at which the tint color should be found in the
  108708. * clear coat media.
  108709. * This is only use if tint is enabled
  108710. */
  108711. tintColorAtDistance: number;
  108712. /**
  108713. * Defines the clear coat layer thickness.
  108714. * This is only use if tint is enabled
  108715. */
  108716. tintThickness: number;
  108717. private _tintTexture;
  108718. /**
  108719. * Stores the clear tint values in a texture.
  108720. * rgb is tint
  108721. * a is a thickness factor
  108722. */
  108723. tintTexture: Nullable<BaseTexture>;
  108724. /** @hidden */
  108725. private _internalMarkAllSubMeshesAsTexturesDirty;
  108726. /** @hidden */
  108727. _markAllSubMeshesAsTexturesDirty(): void;
  108728. /**
  108729. * Instantiate a new istance of clear coat configuration.
  108730. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  108731. */
  108732. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  108733. /**
  108734. * Gets wehter the submesh is ready to be used or not.
  108735. * @param defines the list of "defines" to update.
  108736. * @param scene defines the scene the material belongs to.
  108737. * @param engine defines the engine the material belongs to.
  108738. * @param disableBumpMap defines wether the material disables bump or not.
  108739. * @returns - boolean indicating that the submesh is ready or not.
  108740. */
  108741. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  108742. /**
  108743. * Checks to see if a texture is used in the material.
  108744. * @param defines the list of "defines" to update.
  108745. * @param scene defines the scene to the material belongs to.
  108746. */
  108747. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  108748. /**
  108749. * Binds the material data.
  108750. * @param uniformBuffer defines the Uniform buffer to fill in.
  108751. * @param scene defines the scene the material belongs to.
  108752. * @param engine defines the engine the material belongs to.
  108753. * @param disableBumpMap defines wether the material disables bump or not.
  108754. * @param isFrozen defines wether the material is frozen or not.
  108755. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  108756. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  108757. */
  108758. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  108759. /**
  108760. * Checks to see if a texture is used in the material.
  108761. * @param texture - Base texture to use.
  108762. * @returns - Boolean specifying if a texture is used in the material.
  108763. */
  108764. hasTexture(texture: BaseTexture): boolean;
  108765. /**
  108766. * Returns an array of the actively used textures.
  108767. * @param activeTextures Array of BaseTextures
  108768. */
  108769. getActiveTextures(activeTextures: BaseTexture[]): void;
  108770. /**
  108771. * Returns the animatable textures.
  108772. * @param animatables Array of animatable textures.
  108773. */
  108774. getAnimatables(animatables: IAnimatable[]): void;
  108775. /**
  108776. * Disposes the resources of the material.
  108777. * @param forceDisposeTextures - Forces the disposal of all textures.
  108778. */
  108779. dispose(forceDisposeTextures?: boolean): void;
  108780. /**
  108781. * Get the current class name of the texture useful for serialization or dynamic coding.
  108782. * @returns "PBRClearCoatConfiguration"
  108783. */
  108784. getClassName(): string;
  108785. /**
  108786. * Add fallbacks to the effect fallbacks list.
  108787. * @param defines defines the Base texture to use.
  108788. * @param fallbacks defines the current fallback list.
  108789. * @param currentRank defines the current fallback rank.
  108790. * @returns the new fallback rank.
  108791. */
  108792. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  108793. /**
  108794. * Add the required uniforms to the current list.
  108795. * @param uniforms defines the current uniform list.
  108796. */
  108797. static AddUniforms(uniforms: string[]): void;
  108798. /**
  108799. * Add the required samplers to the current list.
  108800. * @param samplers defines the current sampler list.
  108801. */
  108802. static AddSamplers(samplers: string[]): void;
  108803. /**
  108804. * Add the required uniforms to the current buffer.
  108805. * @param uniformBuffer defines the current uniform buffer.
  108806. */
  108807. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  108808. /**
  108809. * Makes a duplicate of the current configuration into another one.
  108810. * @param clearCoatConfiguration define the config where to copy the info
  108811. */
  108812. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  108813. /**
  108814. * Serializes this clear coat configuration.
  108815. * @returns - An object with the serialized config.
  108816. */
  108817. serialize(): any;
  108818. /**
  108819. * Parses a anisotropy Configuration from a serialized object.
  108820. * @param source - Serialized object.
  108821. * @param scene Defines the scene we are parsing for
  108822. * @param rootUrl Defines the rootUrl to load from
  108823. */
  108824. parse(source: any, scene: Scene, rootUrl: string): void;
  108825. }
  108826. }
  108827. declare module BABYLON {
  108828. /**
  108829. * @hidden
  108830. */
  108831. export interface IMaterialAnisotropicDefines {
  108832. ANISOTROPIC: boolean;
  108833. ANISOTROPIC_TEXTURE: boolean;
  108834. ANISOTROPIC_TEXTUREDIRECTUV: number;
  108835. MAINUV1: boolean;
  108836. _areTexturesDirty: boolean;
  108837. _needUVs: boolean;
  108838. }
  108839. /**
  108840. * Define the code related to the anisotropic parameters of the pbr material.
  108841. */
  108842. export class PBRAnisotropicConfiguration {
  108843. private _isEnabled;
  108844. /**
  108845. * Defines if the anisotropy is enabled in the material.
  108846. */
  108847. isEnabled: boolean;
  108848. /**
  108849. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  108850. */
  108851. intensity: number;
  108852. /**
  108853. * Defines if the effect is along the tangents, bitangents or in between.
  108854. * By default, the effect is "strectching" the highlights along the tangents.
  108855. */
  108856. direction: Vector2;
  108857. private _texture;
  108858. /**
  108859. * Stores the anisotropy values in a texture.
  108860. * rg is direction (like normal from -1 to 1)
  108861. * b is a intensity
  108862. */
  108863. texture: Nullable<BaseTexture>;
  108864. /** @hidden */
  108865. private _internalMarkAllSubMeshesAsTexturesDirty;
  108866. /** @hidden */
  108867. _markAllSubMeshesAsTexturesDirty(): void;
  108868. /**
  108869. * Instantiate a new istance of anisotropy configuration.
  108870. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  108871. */
  108872. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  108873. /**
  108874. * Specifies that the submesh is ready to be used.
  108875. * @param defines the list of "defines" to update.
  108876. * @param scene defines the scene the material belongs to.
  108877. * @returns - boolean indicating that the submesh is ready or not.
  108878. */
  108879. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  108880. /**
  108881. * Checks to see if a texture is used in the material.
  108882. * @param defines the list of "defines" to update.
  108883. * @param mesh the mesh we are preparing the defines for.
  108884. * @param scene defines the scene the material belongs to.
  108885. */
  108886. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  108887. /**
  108888. * Binds the material data.
  108889. * @param uniformBuffer defines the Uniform buffer to fill in.
  108890. * @param scene defines the scene the material belongs to.
  108891. * @param isFrozen defines wether the material is frozen or not.
  108892. */
  108893. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  108894. /**
  108895. * Checks to see if a texture is used in the material.
  108896. * @param texture - Base texture to use.
  108897. * @returns - Boolean specifying if a texture is used in the material.
  108898. */
  108899. hasTexture(texture: BaseTexture): boolean;
  108900. /**
  108901. * Returns an array of the actively used textures.
  108902. * @param activeTextures Array of BaseTextures
  108903. */
  108904. getActiveTextures(activeTextures: BaseTexture[]): void;
  108905. /**
  108906. * Returns the animatable textures.
  108907. * @param animatables Array of animatable textures.
  108908. */
  108909. getAnimatables(animatables: IAnimatable[]): void;
  108910. /**
  108911. * Disposes the resources of the material.
  108912. * @param forceDisposeTextures - Forces the disposal of all textures.
  108913. */
  108914. dispose(forceDisposeTextures?: boolean): void;
  108915. /**
  108916. * Get the current class name of the texture useful for serialization or dynamic coding.
  108917. * @returns "PBRAnisotropicConfiguration"
  108918. */
  108919. getClassName(): string;
  108920. /**
  108921. * Add fallbacks to the effect fallbacks list.
  108922. * @param defines defines the Base texture to use.
  108923. * @param fallbacks defines the current fallback list.
  108924. * @param currentRank defines the current fallback rank.
  108925. * @returns the new fallback rank.
  108926. */
  108927. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  108928. /**
  108929. * Add the required uniforms to the current list.
  108930. * @param uniforms defines the current uniform list.
  108931. */
  108932. static AddUniforms(uniforms: string[]): void;
  108933. /**
  108934. * Add the required uniforms to the current buffer.
  108935. * @param uniformBuffer defines the current uniform buffer.
  108936. */
  108937. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  108938. /**
  108939. * Add the required samplers to the current list.
  108940. * @param samplers defines the current sampler list.
  108941. */
  108942. static AddSamplers(samplers: string[]): void;
  108943. /**
  108944. * Makes a duplicate of the current configuration into another one.
  108945. * @param anisotropicConfiguration define the config where to copy the info
  108946. */
  108947. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  108948. /**
  108949. * Serializes this anisotropy configuration.
  108950. * @returns - An object with the serialized config.
  108951. */
  108952. serialize(): any;
  108953. /**
  108954. * Parses a anisotropy Configuration from a serialized object.
  108955. * @param source - Serialized object.
  108956. * @param scene Defines the scene we are parsing for
  108957. * @param rootUrl Defines the rootUrl to load from
  108958. */
  108959. parse(source: any, scene: Scene, rootUrl: string): void;
  108960. }
  108961. }
  108962. declare module BABYLON {
  108963. /**
  108964. * @hidden
  108965. */
  108966. export interface IMaterialBRDFDefines {
  108967. BRDF_V_HEIGHT_CORRELATED: boolean;
  108968. MS_BRDF_ENERGY_CONSERVATION: boolean;
  108969. SPHERICAL_HARMONICS: boolean;
  108970. /** @hidden */
  108971. _areMiscDirty: boolean;
  108972. }
  108973. /**
  108974. * Define the code related to the BRDF parameters of the pbr material.
  108975. */
  108976. export class PBRBRDFConfiguration {
  108977. /**
  108978. * Default value used for the energy conservation.
  108979. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  108980. */
  108981. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  108982. /**
  108983. * Default value used for the Smith Visibility Height Correlated mode.
  108984. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  108985. */
  108986. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  108987. /**
  108988. * Default value used for the IBL diffuse part.
  108989. * This can help switching back to the polynomials mode globally which is a tiny bit
  108990. * less GPU intensive at the drawback of a lower quality.
  108991. */
  108992. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  108993. private _useEnergyConservation;
  108994. /**
  108995. * Defines if the material uses energy conservation.
  108996. */
  108997. useEnergyConservation: boolean;
  108998. private _useSmithVisibilityHeightCorrelated;
  108999. /**
  109000. * LEGACY Mode set to false
  109001. * Defines if the material uses height smith correlated visibility term.
  109002. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  109003. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  109004. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  109005. * Not relying on height correlated will also disable energy conservation.
  109006. */
  109007. useSmithVisibilityHeightCorrelated: boolean;
  109008. private _useSphericalHarmonics;
  109009. /**
  109010. * LEGACY Mode set to false
  109011. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  109012. * diffuse part of the IBL.
  109013. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  109014. * to the ground truth.
  109015. */
  109016. useSphericalHarmonics: boolean;
  109017. /** @hidden */
  109018. private _internalMarkAllSubMeshesAsMiscDirty;
  109019. /** @hidden */
  109020. _markAllSubMeshesAsMiscDirty(): void;
  109021. /**
  109022. * Instantiate a new istance of clear coat configuration.
  109023. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  109024. */
  109025. constructor(markAllSubMeshesAsMiscDirty: () => void);
  109026. /**
  109027. * Checks to see if a texture is used in the material.
  109028. * @param defines the list of "defines" to update.
  109029. */
  109030. prepareDefines(defines: IMaterialBRDFDefines): void;
  109031. /**
  109032. * Get the current class name of the texture useful for serialization or dynamic coding.
  109033. * @returns "PBRClearCoatConfiguration"
  109034. */
  109035. getClassName(): string;
  109036. /**
  109037. * Makes a duplicate of the current configuration into another one.
  109038. * @param brdfConfiguration define the config where to copy the info
  109039. */
  109040. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  109041. /**
  109042. * Serializes this BRDF configuration.
  109043. * @returns - An object with the serialized config.
  109044. */
  109045. serialize(): any;
  109046. /**
  109047. * Parses a anisotropy Configuration from a serialized object.
  109048. * @param source - Serialized object.
  109049. * @param scene Defines the scene we are parsing for
  109050. * @param rootUrl Defines the rootUrl to load from
  109051. */
  109052. parse(source: any, scene: Scene, rootUrl: string): void;
  109053. }
  109054. }
  109055. declare module BABYLON {
  109056. /**
  109057. * @hidden
  109058. */
  109059. export interface IMaterialSheenDefines {
  109060. SHEEN: boolean;
  109061. SHEEN_TEXTURE: boolean;
  109062. SHEEN_TEXTUREDIRECTUV: number;
  109063. SHEEN_LINKWITHALBEDO: boolean;
  109064. /** @hidden */
  109065. _areTexturesDirty: boolean;
  109066. }
  109067. /**
  109068. * Define the code related to the Sheen parameters of the pbr material.
  109069. */
  109070. export class PBRSheenConfiguration {
  109071. private _isEnabled;
  109072. /**
  109073. * Defines if the material uses sheen.
  109074. */
  109075. isEnabled: boolean;
  109076. private _linkSheenWithAlbedo;
  109077. /**
  109078. * Defines if the sheen is linked to the sheen color.
  109079. */
  109080. linkSheenWithAlbedo: boolean;
  109081. /**
  109082. * Defines the sheen intensity.
  109083. */
  109084. intensity: number;
  109085. /**
  109086. * Defines the sheen color.
  109087. */
  109088. color: Color3;
  109089. private _texture;
  109090. /**
  109091. * Stores the sheen tint values in a texture.
  109092. * rgb is tint
  109093. * a is a intensity
  109094. */
  109095. texture: Nullable<BaseTexture>;
  109096. /** @hidden */
  109097. private _internalMarkAllSubMeshesAsTexturesDirty;
  109098. /** @hidden */
  109099. _markAllSubMeshesAsTexturesDirty(): void;
  109100. /**
  109101. * Instantiate a new istance of clear coat configuration.
  109102. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109103. */
  109104. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109105. /**
  109106. * Specifies that the submesh is ready to be used.
  109107. * @param defines the list of "defines" to update.
  109108. * @param scene defines the scene the material belongs to.
  109109. * @returns - boolean indicating that the submesh is ready or not.
  109110. */
  109111. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  109112. /**
  109113. * Checks to see if a texture is used in the material.
  109114. * @param defines the list of "defines" to update.
  109115. * @param scene defines the scene the material belongs to.
  109116. */
  109117. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  109118. /**
  109119. * Binds the material data.
  109120. * @param uniformBuffer defines the Uniform buffer to fill in.
  109121. * @param scene defines the scene the material belongs to.
  109122. * @param isFrozen defines wether the material is frozen or not.
  109123. */
  109124. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  109125. /**
  109126. * Checks to see if a texture is used in the material.
  109127. * @param texture - Base texture to use.
  109128. * @returns - Boolean specifying if a texture is used in the material.
  109129. */
  109130. hasTexture(texture: BaseTexture): boolean;
  109131. /**
  109132. * Returns an array of the actively used textures.
  109133. * @param activeTextures Array of BaseTextures
  109134. */
  109135. getActiveTextures(activeTextures: BaseTexture[]): void;
  109136. /**
  109137. * Returns the animatable textures.
  109138. * @param animatables Array of animatable textures.
  109139. */
  109140. getAnimatables(animatables: IAnimatable[]): void;
  109141. /**
  109142. * Disposes the resources of the material.
  109143. * @param forceDisposeTextures - Forces the disposal of all textures.
  109144. */
  109145. dispose(forceDisposeTextures?: boolean): void;
  109146. /**
  109147. * Get the current class name of the texture useful for serialization or dynamic coding.
  109148. * @returns "PBRSheenConfiguration"
  109149. */
  109150. getClassName(): string;
  109151. /**
  109152. * Add fallbacks to the effect fallbacks list.
  109153. * @param defines defines the Base texture to use.
  109154. * @param fallbacks defines the current fallback list.
  109155. * @param currentRank defines the current fallback rank.
  109156. * @returns the new fallback rank.
  109157. */
  109158. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109159. /**
  109160. * Add the required uniforms to the current list.
  109161. * @param uniforms defines the current uniform list.
  109162. */
  109163. static AddUniforms(uniforms: string[]): void;
  109164. /**
  109165. * Add the required uniforms to the current buffer.
  109166. * @param uniformBuffer defines the current uniform buffer.
  109167. */
  109168. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109169. /**
  109170. * Add the required samplers to the current list.
  109171. * @param samplers defines the current sampler list.
  109172. */
  109173. static AddSamplers(samplers: string[]): void;
  109174. /**
  109175. * Makes a duplicate of the current configuration into another one.
  109176. * @param sheenConfiguration define the config where to copy the info
  109177. */
  109178. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  109179. /**
  109180. * Serializes this BRDF configuration.
  109181. * @returns - An object with the serialized config.
  109182. */
  109183. serialize(): any;
  109184. /**
  109185. * Parses a anisotropy Configuration from a serialized object.
  109186. * @param source - Serialized object.
  109187. * @param scene Defines the scene we are parsing for
  109188. * @param rootUrl Defines the rootUrl to load from
  109189. */
  109190. parse(source: any, scene: Scene, rootUrl: string): void;
  109191. }
  109192. }
  109193. declare module BABYLON {
  109194. /**
  109195. * @hidden
  109196. */
  109197. export interface IMaterialSubSurfaceDefines {
  109198. SUBSURFACE: boolean;
  109199. SS_REFRACTION: boolean;
  109200. SS_TRANSLUCENCY: boolean;
  109201. SS_SCATERRING: boolean;
  109202. SS_THICKNESSANDMASK_TEXTURE: boolean;
  109203. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  109204. SS_REFRACTIONMAP_3D: boolean;
  109205. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  109206. SS_LODINREFRACTIONALPHA: boolean;
  109207. SS_GAMMAREFRACTION: boolean;
  109208. SS_RGBDREFRACTION: boolean;
  109209. SS_LINEARSPECULARREFRACTION: boolean;
  109210. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  109211. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  109212. /** @hidden */
  109213. _areTexturesDirty: boolean;
  109214. }
  109215. /**
  109216. * Define the code related to the sub surface parameters of the pbr material.
  109217. */
  109218. export class PBRSubSurfaceConfiguration {
  109219. private _isRefractionEnabled;
  109220. /**
  109221. * Defines if the refraction is enabled in the material.
  109222. */
  109223. isRefractionEnabled: boolean;
  109224. private _isTranslucencyEnabled;
  109225. /**
  109226. * Defines if the translucency is enabled in the material.
  109227. */
  109228. isTranslucencyEnabled: boolean;
  109229. private _isScatteringEnabled;
  109230. /**
  109231. * Defines the refraction intensity of the material.
  109232. * The refraction when enabled replaces the Diffuse part of the material.
  109233. * The intensity helps transitionning between diffuse and refraction.
  109234. */
  109235. refractionIntensity: number;
  109236. /**
  109237. * Defines the translucency intensity of the material.
  109238. * When translucency has been enabled, this defines how much of the "translucency"
  109239. * is addded to the diffuse part of the material.
  109240. */
  109241. translucencyIntensity: number;
  109242. /**
  109243. * Defines the scattering intensity of the material.
  109244. * When scattering has been enabled, this defines how much of the "scattered light"
  109245. * is addded to the diffuse part of the material.
  109246. */
  109247. scatteringIntensity: number;
  109248. private _thicknessTexture;
  109249. /**
  109250. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  109251. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  109252. * 0 would mean minimumThickness
  109253. * 1 would mean maximumThickness
  109254. * The other channels might be use as a mask to vary the different effects intensity.
  109255. */
  109256. thicknessTexture: Nullable<BaseTexture>;
  109257. private _refractionTexture;
  109258. /**
  109259. * Defines the texture to use for refraction.
  109260. */
  109261. refractionTexture: Nullable<BaseTexture>;
  109262. private _indexOfRefraction;
  109263. /**
  109264. * Defines the index of refraction used in the material.
  109265. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  109266. */
  109267. indexOfRefraction: number;
  109268. private _invertRefractionY;
  109269. /**
  109270. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  109271. */
  109272. invertRefractionY: boolean;
  109273. private _linkRefractionWithTransparency;
  109274. /**
  109275. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  109276. * Materials half opaque for instance using refraction could benefit from this control.
  109277. */
  109278. linkRefractionWithTransparency: boolean;
  109279. /**
  109280. * Defines the minimum thickness stored in the thickness map.
  109281. * If no thickness map is defined, this value will be used to simulate thickness.
  109282. */
  109283. minimumThickness: number;
  109284. /**
  109285. * Defines the maximum thickness stored in the thickness map.
  109286. */
  109287. maximumThickness: number;
  109288. /**
  109289. * Defines the volume tint of the material.
  109290. * This is used for both translucency and scattering.
  109291. */
  109292. tintColor: Color3;
  109293. /**
  109294. * Defines the distance at which the tint color should be found in the media.
  109295. * This is used for refraction only.
  109296. */
  109297. tintColorAtDistance: number;
  109298. /**
  109299. * Defines how far each channel transmit through the media.
  109300. * It is defined as a color to simplify it selection.
  109301. */
  109302. diffusionDistance: Color3;
  109303. private _useMaskFromThicknessTexture;
  109304. /**
  109305. * Stores the intensity of the different subsurface effects in the thickness texture.
  109306. * * the green channel is the translucency intensity.
  109307. * * the blue channel is the scattering intensity.
  109308. * * the alpha channel is the refraction intensity.
  109309. */
  109310. useMaskFromThicknessTexture: boolean;
  109311. /** @hidden */
  109312. private _internalMarkAllSubMeshesAsTexturesDirty;
  109313. /** @hidden */
  109314. _markAllSubMeshesAsTexturesDirty(): void;
  109315. /**
  109316. * Instantiate a new istance of sub surface configuration.
  109317. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109318. */
  109319. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109320. /**
  109321. * Gets wehter the submesh is ready to be used or not.
  109322. * @param defines the list of "defines" to update.
  109323. * @param scene defines the scene the material belongs to.
  109324. * @returns - boolean indicating that the submesh is ready or not.
  109325. */
  109326. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  109327. /**
  109328. * Checks to see if a texture is used in the material.
  109329. * @param defines the list of "defines" to update.
  109330. * @param scene defines the scene to the material belongs to.
  109331. */
  109332. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  109333. /**
  109334. * Binds the material data.
  109335. * @param uniformBuffer defines the Uniform buffer to fill in.
  109336. * @param scene defines the scene the material belongs to.
  109337. * @param engine defines the engine the material belongs to.
  109338. * @param isFrozen defines wether the material is frozen or not.
  109339. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  109340. */
  109341. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  109342. /**
  109343. * Unbinds the material from the mesh.
  109344. * @param activeEffect defines the effect that should be unbound from.
  109345. * @returns true if unbound, otherwise false
  109346. */
  109347. unbind(activeEffect: Effect): boolean;
  109348. /**
  109349. * Returns the texture used for refraction or null if none is used.
  109350. * @param scene defines the scene the material belongs to.
  109351. * @returns - Refraction texture if present. If no refraction texture and refraction
  109352. * is linked with transparency, returns environment texture. Otherwise, returns null.
  109353. */
  109354. private _getRefractionTexture;
  109355. /**
  109356. * Returns true if alpha blending should be disabled.
  109357. */
  109358. readonly disableAlphaBlending: boolean;
  109359. /**
  109360. * Fills the list of render target textures.
  109361. * @param renderTargets the list of render targets to update
  109362. */
  109363. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  109364. /**
  109365. * Checks to see if a texture is used in the material.
  109366. * @param texture - Base texture to use.
  109367. * @returns - Boolean specifying if a texture is used in the material.
  109368. */
  109369. hasTexture(texture: BaseTexture): boolean;
  109370. /**
  109371. * Gets a boolean indicating that current material needs to register RTT
  109372. * @returns true if this uses a render target otherwise false.
  109373. */
  109374. hasRenderTargetTextures(): boolean;
  109375. /**
  109376. * Returns an array of the actively used textures.
  109377. * @param activeTextures Array of BaseTextures
  109378. */
  109379. getActiveTextures(activeTextures: BaseTexture[]): void;
  109380. /**
  109381. * Returns the animatable textures.
  109382. * @param animatables Array of animatable textures.
  109383. */
  109384. getAnimatables(animatables: IAnimatable[]): void;
  109385. /**
  109386. * Disposes the resources of the material.
  109387. * @param forceDisposeTextures - Forces the disposal of all textures.
  109388. */
  109389. dispose(forceDisposeTextures?: boolean): void;
  109390. /**
  109391. * Get the current class name of the texture useful for serialization or dynamic coding.
  109392. * @returns "PBRSubSurfaceConfiguration"
  109393. */
  109394. getClassName(): string;
  109395. /**
  109396. * Add fallbacks to the effect fallbacks list.
  109397. * @param defines defines the Base texture to use.
  109398. * @param fallbacks defines the current fallback list.
  109399. * @param currentRank defines the current fallback rank.
  109400. * @returns the new fallback rank.
  109401. */
  109402. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109403. /**
  109404. * Add the required uniforms to the current list.
  109405. * @param uniforms defines the current uniform list.
  109406. */
  109407. static AddUniforms(uniforms: string[]): void;
  109408. /**
  109409. * Add the required samplers to the current list.
  109410. * @param samplers defines the current sampler list.
  109411. */
  109412. static AddSamplers(samplers: string[]): void;
  109413. /**
  109414. * Add the required uniforms to the current buffer.
  109415. * @param uniformBuffer defines the current uniform buffer.
  109416. */
  109417. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109418. /**
  109419. * Makes a duplicate of the current configuration into another one.
  109420. * @param configuration define the config where to copy the info
  109421. */
  109422. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  109423. /**
  109424. * Serializes this Sub Surface configuration.
  109425. * @returns - An object with the serialized config.
  109426. */
  109427. serialize(): any;
  109428. /**
  109429. * Parses a anisotropy Configuration from a serialized object.
  109430. * @param source - Serialized object.
  109431. * @param scene Defines the scene we are parsing for
  109432. * @param rootUrl Defines the rootUrl to load from
  109433. */
  109434. parse(source: any, scene: Scene, rootUrl: string): void;
  109435. }
  109436. }
  109437. declare module BABYLON {
  109438. /** @hidden */
  109439. export var pbrFragmentDeclaration: {
  109440. name: string;
  109441. shader: string;
  109442. };
  109443. }
  109444. declare module BABYLON {
  109445. /** @hidden */
  109446. export var pbrUboDeclaration: {
  109447. name: string;
  109448. shader: string;
  109449. };
  109450. }
  109451. declare module BABYLON {
  109452. /** @hidden */
  109453. export var pbrFragmentExtraDeclaration: {
  109454. name: string;
  109455. shader: string;
  109456. };
  109457. }
  109458. declare module BABYLON {
  109459. /** @hidden */
  109460. export var pbrFragmentSamplersDeclaration: {
  109461. name: string;
  109462. shader: string;
  109463. };
  109464. }
  109465. declare module BABYLON {
  109466. /** @hidden */
  109467. export var pbrHelperFunctions: {
  109468. name: string;
  109469. shader: string;
  109470. };
  109471. }
  109472. declare module BABYLON {
  109473. /** @hidden */
  109474. export var harmonicsFunctions: {
  109475. name: string;
  109476. shader: string;
  109477. };
  109478. }
  109479. declare module BABYLON {
  109480. /** @hidden */
  109481. export var pbrDirectLightingSetupFunctions: {
  109482. name: string;
  109483. shader: string;
  109484. };
  109485. }
  109486. declare module BABYLON {
  109487. /** @hidden */
  109488. export var pbrDirectLightingFalloffFunctions: {
  109489. name: string;
  109490. shader: string;
  109491. };
  109492. }
  109493. declare module BABYLON {
  109494. /** @hidden */
  109495. export var pbrBRDFFunctions: {
  109496. name: string;
  109497. shader: string;
  109498. };
  109499. }
  109500. declare module BABYLON {
  109501. /** @hidden */
  109502. export var pbrDirectLightingFunctions: {
  109503. name: string;
  109504. shader: string;
  109505. };
  109506. }
  109507. declare module BABYLON {
  109508. /** @hidden */
  109509. export var pbrIBLFunctions: {
  109510. name: string;
  109511. shader: string;
  109512. };
  109513. }
  109514. declare module BABYLON {
  109515. /** @hidden */
  109516. export var pbrDebug: {
  109517. name: string;
  109518. shader: string;
  109519. };
  109520. }
  109521. declare module BABYLON {
  109522. /** @hidden */
  109523. export var pbrPixelShader: {
  109524. name: string;
  109525. shader: string;
  109526. };
  109527. }
  109528. declare module BABYLON {
  109529. /** @hidden */
  109530. export var pbrVertexDeclaration: {
  109531. name: string;
  109532. shader: string;
  109533. };
  109534. }
  109535. declare module BABYLON {
  109536. /** @hidden */
  109537. export var pbrVertexShader: {
  109538. name: string;
  109539. shader: string;
  109540. };
  109541. }
  109542. declare module BABYLON {
  109543. /**
  109544. * Manages the defines for the PBR Material.
  109545. * @hidden
  109546. */
  109547. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  109548. PBR: boolean;
  109549. MAINUV1: boolean;
  109550. MAINUV2: boolean;
  109551. UV1: boolean;
  109552. UV2: boolean;
  109553. ALBEDO: boolean;
  109554. ALBEDODIRECTUV: number;
  109555. VERTEXCOLOR: boolean;
  109556. AMBIENT: boolean;
  109557. AMBIENTDIRECTUV: number;
  109558. AMBIENTINGRAYSCALE: boolean;
  109559. OPACITY: boolean;
  109560. VERTEXALPHA: boolean;
  109561. OPACITYDIRECTUV: number;
  109562. OPACITYRGB: boolean;
  109563. ALPHATEST: boolean;
  109564. DEPTHPREPASS: boolean;
  109565. ALPHABLEND: boolean;
  109566. ALPHAFROMALBEDO: boolean;
  109567. ALPHATESTVALUE: string;
  109568. SPECULAROVERALPHA: boolean;
  109569. RADIANCEOVERALPHA: boolean;
  109570. ALPHAFRESNEL: boolean;
  109571. LINEARALPHAFRESNEL: boolean;
  109572. PREMULTIPLYALPHA: boolean;
  109573. EMISSIVE: boolean;
  109574. EMISSIVEDIRECTUV: number;
  109575. REFLECTIVITY: boolean;
  109576. REFLECTIVITYDIRECTUV: number;
  109577. SPECULARTERM: boolean;
  109578. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  109579. MICROSURFACEAUTOMATIC: boolean;
  109580. LODBASEDMICROSFURACE: boolean;
  109581. MICROSURFACEMAP: boolean;
  109582. MICROSURFACEMAPDIRECTUV: number;
  109583. METALLICWORKFLOW: boolean;
  109584. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  109585. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  109586. METALLNESSSTOREINMETALMAPBLUE: boolean;
  109587. AOSTOREINMETALMAPRED: boolean;
  109588. ENVIRONMENTBRDF: boolean;
  109589. ENVIRONMENTBRDF_RGBD: boolean;
  109590. NORMAL: boolean;
  109591. TANGENT: boolean;
  109592. BUMP: boolean;
  109593. BUMPDIRECTUV: number;
  109594. OBJECTSPACE_NORMALMAP: boolean;
  109595. PARALLAX: boolean;
  109596. PARALLAXOCCLUSION: boolean;
  109597. NORMALXYSCALE: boolean;
  109598. LIGHTMAP: boolean;
  109599. LIGHTMAPDIRECTUV: number;
  109600. USELIGHTMAPASSHADOWMAP: boolean;
  109601. GAMMALIGHTMAP: boolean;
  109602. REFLECTION: boolean;
  109603. REFLECTIONMAP_3D: boolean;
  109604. REFLECTIONMAP_SPHERICAL: boolean;
  109605. REFLECTIONMAP_PLANAR: boolean;
  109606. REFLECTIONMAP_CUBIC: boolean;
  109607. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  109608. REFLECTIONMAP_PROJECTION: boolean;
  109609. REFLECTIONMAP_SKYBOX: boolean;
  109610. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  109611. REFLECTIONMAP_EXPLICIT: boolean;
  109612. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  109613. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  109614. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  109615. INVERTCUBICMAP: boolean;
  109616. USESPHERICALFROMREFLECTIONMAP: boolean;
  109617. USEIRRADIANCEMAP: boolean;
  109618. SPHERICAL_HARMONICS: boolean;
  109619. USESPHERICALINVERTEX: boolean;
  109620. REFLECTIONMAP_OPPOSITEZ: boolean;
  109621. LODINREFLECTIONALPHA: boolean;
  109622. GAMMAREFLECTION: boolean;
  109623. RGBDREFLECTION: boolean;
  109624. LINEARSPECULARREFLECTION: boolean;
  109625. RADIANCEOCCLUSION: boolean;
  109626. HORIZONOCCLUSION: boolean;
  109627. INSTANCES: boolean;
  109628. NUM_BONE_INFLUENCERS: number;
  109629. BonesPerMesh: number;
  109630. BONETEXTURE: boolean;
  109631. NONUNIFORMSCALING: boolean;
  109632. MORPHTARGETS: boolean;
  109633. MORPHTARGETS_NORMAL: boolean;
  109634. MORPHTARGETS_TANGENT: boolean;
  109635. MORPHTARGETS_UV: boolean;
  109636. NUM_MORPH_INFLUENCERS: number;
  109637. IMAGEPROCESSING: boolean;
  109638. VIGNETTE: boolean;
  109639. VIGNETTEBLENDMODEMULTIPLY: boolean;
  109640. VIGNETTEBLENDMODEOPAQUE: boolean;
  109641. TONEMAPPING: boolean;
  109642. TONEMAPPING_ACES: boolean;
  109643. CONTRAST: boolean;
  109644. COLORCURVES: boolean;
  109645. COLORGRADING: boolean;
  109646. COLORGRADING3D: boolean;
  109647. SAMPLER3DGREENDEPTH: boolean;
  109648. SAMPLER3DBGRMAP: boolean;
  109649. IMAGEPROCESSINGPOSTPROCESS: boolean;
  109650. EXPOSURE: boolean;
  109651. MULTIVIEW: boolean;
  109652. USEPHYSICALLIGHTFALLOFF: boolean;
  109653. USEGLTFLIGHTFALLOFF: boolean;
  109654. TWOSIDEDLIGHTING: boolean;
  109655. SHADOWFLOAT: boolean;
  109656. CLIPPLANE: boolean;
  109657. CLIPPLANE2: boolean;
  109658. CLIPPLANE3: boolean;
  109659. CLIPPLANE4: boolean;
  109660. POINTSIZE: boolean;
  109661. FOG: boolean;
  109662. LOGARITHMICDEPTH: boolean;
  109663. FORCENORMALFORWARD: boolean;
  109664. SPECULARAA: boolean;
  109665. CLEARCOAT: boolean;
  109666. CLEARCOAT_DEFAULTIOR: boolean;
  109667. CLEARCOAT_TEXTURE: boolean;
  109668. CLEARCOAT_TEXTUREDIRECTUV: number;
  109669. CLEARCOAT_BUMP: boolean;
  109670. CLEARCOAT_BUMPDIRECTUV: number;
  109671. CLEARCOAT_TINT: boolean;
  109672. CLEARCOAT_TINT_TEXTURE: boolean;
  109673. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  109674. ANISOTROPIC: boolean;
  109675. ANISOTROPIC_TEXTURE: boolean;
  109676. ANISOTROPIC_TEXTUREDIRECTUV: number;
  109677. BRDF_V_HEIGHT_CORRELATED: boolean;
  109678. MS_BRDF_ENERGY_CONSERVATION: boolean;
  109679. SHEEN: boolean;
  109680. SHEEN_TEXTURE: boolean;
  109681. SHEEN_TEXTUREDIRECTUV: number;
  109682. SHEEN_LINKWITHALBEDO: boolean;
  109683. SUBSURFACE: boolean;
  109684. SS_REFRACTION: boolean;
  109685. SS_TRANSLUCENCY: boolean;
  109686. SS_SCATERRING: boolean;
  109687. SS_THICKNESSANDMASK_TEXTURE: boolean;
  109688. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  109689. SS_REFRACTIONMAP_3D: boolean;
  109690. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  109691. SS_LODINREFRACTIONALPHA: boolean;
  109692. SS_GAMMAREFRACTION: boolean;
  109693. SS_RGBDREFRACTION: boolean;
  109694. SS_LINEARSPECULARREFRACTION: boolean;
  109695. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  109696. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  109697. UNLIT: boolean;
  109698. DEBUGMODE: number;
  109699. /**
  109700. * Initializes the PBR Material defines.
  109701. */
  109702. constructor();
  109703. /**
  109704. * Resets the PBR Material defines.
  109705. */
  109706. reset(): void;
  109707. }
  109708. /**
  109709. * The Physically based material base class of BJS.
  109710. *
  109711. * This offers the main features of a standard PBR material.
  109712. * For more information, please refer to the documentation :
  109713. * https://doc.babylonjs.com/how_to/physically_based_rendering
  109714. */
  109715. export abstract class PBRBaseMaterial extends PushMaterial {
  109716. /**
  109717. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  109718. */
  109719. static readonly PBRMATERIAL_OPAQUE: number;
  109720. /**
  109721. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  109722. */
  109723. static readonly PBRMATERIAL_ALPHATEST: number;
  109724. /**
  109725. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  109726. */
  109727. static readonly PBRMATERIAL_ALPHABLEND: number;
  109728. /**
  109729. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  109730. * They are also discarded below the alpha cutoff threshold to improve performances.
  109731. */
  109732. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  109733. /**
  109734. * Defines the default value of how much AO map is occluding the analytical lights
  109735. * (point spot...).
  109736. */
  109737. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  109738. /**
  109739. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  109740. */
  109741. static readonly LIGHTFALLOFF_PHYSICAL: number;
  109742. /**
  109743. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  109744. * to enhance interoperability with other engines.
  109745. */
  109746. static readonly LIGHTFALLOFF_GLTF: number;
  109747. /**
  109748. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  109749. * to enhance interoperability with other materials.
  109750. */
  109751. static readonly LIGHTFALLOFF_STANDARD: number;
  109752. /**
  109753. * Intensity of the direct lights e.g. the four lights available in your scene.
  109754. * This impacts both the direct diffuse and specular highlights.
  109755. */
  109756. protected _directIntensity: number;
  109757. /**
  109758. * Intensity of the emissive part of the material.
  109759. * This helps controlling the emissive effect without modifying the emissive color.
  109760. */
  109761. protected _emissiveIntensity: number;
  109762. /**
  109763. * Intensity of the environment e.g. how much the environment will light the object
  109764. * either through harmonics for rough material or through the refelction for shiny ones.
  109765. */
  109766. protected _environmentIntensity: number;
  109767. /**
  109768. * This is a special control allowing the reduction of the specular highlights coming from the
  109769. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  109770. */
  109771. protected _specularIntensity: number;
  109772. /**
  109773. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  109774. */
  109775. private _lightingInfos;
  109776. /**
  109777. * Debug Control allowing disabling the bump map on this material.
  109778. */
  109779. protected _disableBumpMap: boolean;
  109780. /**
  109781. * AKA Diffuse Texture in standard nomenclature.
  109782. */
  109783. protected _albedoTexture: Nullable<BaseTexture>;
  109784. /**
  109785. * AKA Occlusion Texture in other nomenclature.
  109786. */
  109787. protected _ambientTexture: Nullable<BaseTexture>;
  109788. /**
  109789. * AKA Occlusion Texture Intensity in other nomenclature.
  109790. */
  109791. protected _ambientTextureStrength: number;
  109792. /**
  109793. * Defines how much the AO map is occluding the analytical lights (point spot...).
  109794. * 1 means it completely occludes it
  109795. * 0 mean it has no impact
  109796. */
  109797. protected _ambientTextureImpactOnAnalyticalLights: number;
  109798. /**
  109799. * Stores the alpha values in a texture.
  109800. */
  109801. protected _opacityTexture: Nullable<BaseTexture>;
  109802. /**
  109803. * Stores the reflection values in a texture.
  109804. */
  109805. protected _reflectionTexture: Nullable<BaseTexture>;
  109806. /**
  109807. * Stores the emissive values in a texture.
  109808. */
  109809. protected _emissiveTexture: Nullable<BaseTexture>;
  109810. /**
  109811. * AKA Specular texture in other nomenclature.
  109812. */
  109813. protected _reflectivityTexture: Nullable<BaseTexture>;
  109814. /**
  109815. * Used to switch from specular/glossiness to metallic/roughness workflow.
  109816. */
  109817. protected _metallicTexture: Nullable<BaseTexture>;
  109818. /**
  109819. * Specifies the metallic scalar of the metallic/roughness workflow.
  109820. * Can also be used to scale the metalness values of the metallic texture.
  109821. */
  109822. protected _metallic: Nullable<number>;
  109823. /**
  109824. * Specifies the roughness scalar of the metallic/roughness workflow.
  109825. * Can also be used to scale the roughness values of the metallic texture.
  109826. */
  109827. protected _roughness: Nullable<number>;
  109828. /**
  109829. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  109830. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  109831. */
  109832. protected _microSurfaceTexture: Nullable<BaseTexture>;
  109833. /**
  109834. * Stores surface normal data used to displace a mesh in a texture.
  109835. */
  109836. protected _bumpTexture: Nullable<BaseTexture>;
  109837. /**
  109838. * Stores the pre-calculated light information of a mesh in a texture.
  109839. */
  109840. protected _lightmapTexture: Nullable<BaseTexture>;
  109841. /**
  109842. * The color of a material in ambient lighting.
  109843. */
  109844. protected _ambientColor: Color3;
  109845. /**
  109846. * AKA Diffuse Color in other nomenclature.
  109847. */
  109848. protected _albedoColor: Color3;
  109849. /**
  109850. * AKA Specular Color in other nomenclature.
  109851. */
  109852. protected _reflectivityColor: Color3;
  109853. /**
  109854. * The color applied when light is reflected from a material.
  109855. */
  109856. protected _reflectionColor: Color3;
  109857. /**
  109858. * The color applied when light is emitted from a material.
  109859. */
  109860. protected _emissiveColor: Color3;
  109861. /**
  109862. * AKA Glossiness in other nomenclature.
  109863. */
  109864. protected _microSurface: number;
  109865. /**
  109866. * Specifies that the material will use the light map as a show map.
  109867. */
  109868. protected _useLightmapAsShadowmap: boolean;
  109869. /**
  109870. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  109871. * makes the reflect vector face the model (under horizon).
  109872. */
  109873. protected _useHorizonOcclusion: boolean;
  109874. /**
  109875. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  109876. * too much the area relying on ambient texture to define their ambient occlusion.
  109877. */
  109878. protected _useRadianceOcclusion: boolean;
  109879. /**
  109880. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  109881. */
  109882. protected _useAlphaFromAlbedoTexture: boolean;
  109883. /**
  109884. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  109885. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  109886. */
  109887. protected _useSpecularOverAlpha: boolean;
  109888. /**
  109889. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  109890. */
  109891. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  109892. /**
  109893. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  109894. */
  109895. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  109896. /**
  109897. * Specifies if the metallic texture contains the roughness information in its green channel.
  109898. */
  109899. protected _useRoughnessFromMetallicTextureGreen: boolean;
  109900. /**
  109901. * Specifies if the metallic texture contains the metallness information in its blue channel.
  109902. */
  109903. protected _useMetallnessFromMetallicTextureBlue: boolean;
  109904. /**
  109905. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  109906. */
  109907. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  109908. /**
  109909. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  109910. */
  109911. protected _useAmbientInGrayScale: boolean;
  109912. /**
  109913. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  109914. * The material will try to infer what glossiness each pixel should be.
  109915. */
  109916. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  109917. /**
  109918. * Defines the falloff type used in this material.
  109919. * It by default is Physical.
  109920. */
  109921. protected _lightFalloff: number;
  109922. /**
  109923. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  109924. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  109925. */
  109926. protected _useRadianceOverAlpha: boolean;
  109927. /**
  109928. * Allows using an object space normal map (instead of tangent space).
  109929. */
  109930. protected _useObjectSpaceNormalMap: boolean;
  109931. /**
  109932. * Allows using the bump map in parallax mode.
  109933. */
  109934. protected _useParallax: boolean;
  109935. /**
  109936. * Allows using the bump map in parallax occlusion mode.
  109937. */
  109938. protected _useParallaxOcclusion: boolean;
  109939. /**
  109940. * Controls the scale bias of the parallax mode.
  109941. */
  109942. protected _parallaxScaleBias: number;
  109943. /**
  109944. * If sets to true, disables all the lights affecting the material.
  109945. */
  109946. protected _disableLighting: boolean;
  109947. /**
  109948. * Number of Simultaneous lights allowed on the material.
  109949. */
  109950. protected _maxSimultaneousLights: number;
  109951. /**
  109952. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  109953. */
  109954. protected _invertNormalMapX: boolean;
  109955. /**
  109956. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  109957. */
  109958. protected _invertNormalMapY: boolean;
  109959. /**
  109960. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  109961. */
  109962. protected _twoSidedLighting: boolean;
  109963. /**
  109964. * Defines the alpha limits in alpha test mode.
  109965. */
  109966. protected _alphaCutOff: number;
  109967. /**
  109968. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  109969. */
  109970. protected _forceAlphaTest: boolean;
  109971. /**
  109972. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  109973. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  109974. */
  109975. protected _useAlphaFresnel: boolean;
  109976. /**
  109977. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  109978. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  109979. */
  109980. protected _useLinearAlphaFresnel: boolean;
  109981. /**
  109982. * The transparency mode of the material.
  109983. */
  109984. protected _transparencyMode: Nullable<number>;
  109985. /**
  109986. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  109987. * from cos thetav and roughness:
  109988. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  109989. */
  109990. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  109991. /**
  109992. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  109993. */
  109994. protected _forceIrradianceInFragment: boolean;
  109995. /**
  109996. * Force normal to face away from face.
  109997. */
  109998. protected _forceNormalForward: boolean;
  109999. /**
  110000. * Enables specular anti aliasing in the PBR shader.
  110001. * It will both interacts on the Geometry for analytical and IBL lighting.
  110002. * It also prefilter the roughness map based on the bump values.
  110003. */
  110004. protected _enableSpecularAntiAliasing: boolean;
  110005. /**
  110006. * Default configuration related to image processing available in the PBR Material.
  110007. */
  110008. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  110009. /**
  110010. * Keep track of the image processing observer to allow dispose and replace.
  110011. */
  110012. private _imageProcessingObserver;
  110013. /**
  110014. * Attaches a new image processing configuration to the PBR Material.
  110015. * @param configuration
  110016. */
  110017. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  110018. /**
  110019. * Stores the available render targets.
  110020. */
  110021. private _renderTargets;
  110022. /**
  110023. * Sets the global ambient color for the material used in lighting calculations.
  110024. */
  110025. private _globalAmbientColor;
  110026. /**
  110027. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  110028. */
  110029. private _useLogarithmicDepth;
  110030. /**
  110031. * If set to true, no lighting calculations will be applied.
  110032. */
  110033. private _unlit;
  110034. private _debugMode;
  110035. /**
  110036. * @hidden
  110037. * This is reserved for the inspector.
  110038. * Defines the material debug mode.
  110039. * It helps seeing only some components of the material while troubleshooting.
  110040. */
  110041. debugMode: number;
  110042. /**
  110043. * @hidden
  110044. * This is reserved for the inspector.
  110045. * Specify from where on screen the debug mode should start.
  110046. * The value goes from -1 (full screen) to 1 (not visible)
  110047. * It helps with side by side comparison against the final render
  110048. * This defaults to -1
  110049. */
  110050. private debugLimit;
  110051. /**
  110052. * @hidden
  110053. * This is reserved for the inspector.
  110054. * As the default viewing range might not be enough (if the ambient is really small for instance)
  110055. * You can use the factor to better multiply the final value.
  110056. */
  110057. private debugFactor;
  110058. /**
  110059. * Defines the clear coat layer parameters for the material.
  110060. */
  110061. readonly clearCoat: PBRClearCoatConfiguration;
  110062. /**
  110063. * Defines the anisotropic parameters for the material.
  110064. */
  110065. readonly anisotropy: PBRAnisotropicConfiguration;
  110066. /**
  110067. * Defines the BRDF parameters for the material.
  110068. */
  110069. readonly brdf: PBRBRDFConfiguration;
  110070. /**
  110071. * Defines the Sheen parameters for the material.
  110072. */
  110073. readonly sheen: PBRSheenConfiguration;
  110074. /**
  110075. * Defines the SubSurface parameters for the material.
  110076. */
  110077. readonly subSurface: PBRSubSurfaceConfiguration;
  110078. /**
  110079. * Custom callback helping to override the default shader used in the material.
  110080. */
  110081. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  110082. /**
  110083. * Instantiates a new PBRMaterial instance.
  110084. *
  110085. * @param name The material name
  110086. * @param scene The scene the material will be use in.
  110087. */
  110088. constructor(name: string, scene: Scene);
  110089. /**
  110090. * Gets a boolean indicating that current material needs to register RTT
  110091. */
  110092. readonly hasRenderTargetTextures: boolean;
  110093. /**
  110094. * Gets the name of the material class.
  110095. */
  110096. getClassName(): string;
  110097. /**
  110098. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  110099. */
  110100. /**
  110101. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  110102. */
  110103. useLogarithmicDepth: boolean;
  110104. /**
  110105. * Gets the current transparency mode.
  110106. */
  110107. /**
  110108. * Sets the transparency mode of the material.
  110109. *
  110110. * | Value | Type | Description |
  110111. * | ----- | ----------------------------------- | ----------- |
  110112. * | 0 | OPAQUE | |
  110113. * | 1 | ALPHATEST | |
  110114. * | 2 | ALPHABLEND | |
  110115. * | 3 | ALPHATESTANDBLEND | |
  110116. *
  110117. */
  110118. transparencyMode: Nullable<number>;
  110119. /**
  110120. * Returns true if alpha blending should be disabled.
  110121. */
  110122. private readonly _disableAlphaBlending;
  110123. /**
  110124. * Specifies whether or not this material should be rendered in alpha blend mode.
  110125. */
  110126. needAlphaBlending(): boolean;
  110127. /**
  110128. * Specifies if the mesh will require alpha blending.
  110129. * @param mesh - BJS mesh.
  110130. */
  110131. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  110132. /**
  110133. * Specifies whether or not this material should be rendered in alpha test mode.
  110134. */
  110135. needAlphaTesting(): boolean;
  110136. /**
  110137. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  110138. */
  110139. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  110140. /**
  110141. * Gets the texture used for the alpha test.
  110142. */
  110143. getAlphaTestTexture(): Nullable<BaseTexture>;
  110144. /**
  110145. * Specifies that the submesh is ready to be used.
  110146. * @param mesh - BJS mesh.
  110147. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  110148. * @param useInstances - Specifies that instances should be used.
  110149. * @returns - boolean indicating that the submesh is ready or not.
  110150. */
  110151. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  110152. /**
  110153. * Specifies if the material uses metallic roughness workflow.
  110154. * @returns boolean specifiying if the material uses metallic roughness workflow.
  110155. */
  110156. isMetallicWorkflow(): boolean;
  110157. private _prepareEffect;
  110158. private _prepareDefines;
  110159. /**
  110160. * Force shader compilation
  110161. */
  110162. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  110163. clipPlane: boolean;
  110164. }>): void;
  110165. /**
  110166. * Initializes the uniform buffer layout for the shader.
  110167. */
  110168. buildUniformLayout(): void;
  110169. /**
  110170. * Unbinds the material from the mesh
  110171. */
  110172. unbind(): void;
  110173. /**
  110174. * Binds the submesh data.
  110175. * @param world - The world matrix.
  110176. * @param mesh - The BJS mesh.
  110177. * @param subMesh - A submesh of the BJS mesh.
  110178. */
  110179. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  110180. /**
  110181. * Returns the animatable textures.
  110182. * @returns - Array of animatable textures.
  110183. */
  110184. getAnimatables(): IAnimatable[];
  110185. /**
  110186. * Returns the texture used for reflections.
  110187. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  110188. */
  110189. private _getReflectionTexture;
  110190. /**
  110191. * Returns an array of the actively used textures.
  110192. * @returns - Array of BaseTextures
  110193. */
  110194. getActiveTextures(): BaseTexture[];
  110195. /**
  110196. * Checks to see if a texture is used in the material.
  110197. * @param texture - Base texture to use.
  110198. * @returns - Boolean specifying if a texture is used in the material.
  110199. */
  110200. hasTexture(texture: BaseTexture): boolean;
  110201. /**
  110202. * Disposes the resources of the material.
  110203. * @param forceDisposeEffect - Forces the disposal of effects.
  110204. * @param forceDisposeTextures - Forces the disposal of all textures.
  110205. */
  110206. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  110207. }
  110208. }
  110209. declare module BABYLON {
  110210. /**
  110211. * The Physically based material of BJS.
  110212. *
  110213. * This offers the main features of a standard PBR material.
  110214. * For more information, please refer to the documentation :
  110215. * https://doc.babylonjs.com/how_to/physically_based_rendering
  110216. */
  110217. export class PBRMaterial extends PBRBaseMaterial {
  110218. /**
  110219. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  110220. */
  110221. static readonly PBRMATERIAL_OPAQUE: number;
  110222. /**
  110223. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  110224. */
  110225. static readonly PBRMATERIAL_ALPHATEST: number;
  110226. /**
  110227. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110228. */
  110229. static readonly PBRMATERIAL_ALPHABLEND: number;
  110230. /**
  110231. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110232. * They are also discarded below the alpha cutoff threshold to improve performances.
  110233. */
  110234. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  110235. /**
  110236. * Defines the default value of how much AO map is occluding the analytical lights
  110237. * (point spot...).
  110238. */
  110239. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  110240. /**
  110241. * Intensity of the direct lights e.g. the four lights available in your scene.
  110242. * This impacts both the direct diffuse and specular highlights.
  110243. */
  110244. directIntensity: number;
  110245. /**
  110246. * Intensity of the emissive part of the material.
  110247. * This helps controlling the emissive effect without modifying the emissive color.
  110248. */
  110249. emissiveIntensity: number;
  110250. /**
  110251. * Intensity of the environment e.g. how much the environment will light the object
  110252. * either through harmonics for rough material or through the refelction for shiny ones.
  110253. */
  110254. environmentIntensity: number;
  110255. /**
  110256. * This is a special control allowing the reduction of the specular highlights coming from the
  110257. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  110258. */
  110259. specularIntensity: number;
  110260. /**
  110261. * Debug Control allowing disabling the bump map on this material.
  110262. */
  110263. disableBumpMap: boolean;
  110264. /**
  110265. * AKA Diffuse Texture in standard nomenclature.
  110266. */
  110267. albedoTexture: BaseTexture;
  110268. /**
  110269. * AKA Occlusion Texture in other nomenclature.
  110270. */
  110271. ambientTexture: BaseTexture;
  110272. /**
  110273. * AKA Occlusion Texture Intensity in other nomenclature.
  110274. */
  110275. ambientTextureStrength: number;
  110276. /**
  110277. * Defines how much the AO map is occluding the analytical lights (point spot...).
  110278. * 1 means it completely occludes it
  110279. * 0 mean it has no impact
  110280. */
  110281. ambientTextureImpactOnAnalyticalLights: number;
  110282. /**
  110283. * Stores the alpha values in a texture.
  110284. */
  110285. opacityTexture: BaseTexture;
  110286. /**
  110287. * Stores the reflection values in a texture.
  110288. */
  110289. reflectionTexture: Nullable<BaseTexture>;
  110290. /**
  110291. * Stores the emissive values in a texture.
  110292. */
  110293. emissiveTexture: BaseTexture;
  110294. /**
  110295. * AKA Specular texture in other nomenclature.
  110296. */
  110297. reflectivityTexture: BaseTexture;
  110298. /**
  110299. * Used to switch from specular/glossiness to metallic/roughness workflow.
  110300. */
  110301. metallicTexture: BaseTexture;
  110302. /**
  110303. * Specifies the metallic scalar of the metallic/roughness workflow.
  110304. * Can also be used to scale the metalness values of the metallic texture.
  110305. */
  110306. metallic: Nullable<number>;
  110307. /**
  110308. * Specifies the roughness scalar of the metallic/roughness workflow.
  110309. * Can also be used to scale the roughness values of the metallic texture.
  110310. */
  110311. roughness: Nullable<number>;
  110312. /**
  110313. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  110314. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  110315. */
  110316. microSurfaceTexture: BaseTexture;
  110317. /**
  110318. * Stores surface normal data used to displace a mesh in a texture.
  110319. */
  110320. bumpTexture: BaseTexture;
  110321. /**
  110322. * Stores the pre-calculated light information of a mesh in a texture.
  110323. */
  110324. lightmapTexture: BaseTexture;
  110325. /**
  110326. * Stores the refracted light information in a texture.
  110327. */
  110328. refractionTexture: Nullable<BaseTexture>;
  110329. /**
  110330. * The color of a material in ambient lighting.
  110331. */
  110332. ambientColor: Color3;
  110333. /**
  110334. * AKA Diffuse Color in other nomenclature.
  110335. */
  110336. albedoColor: Color3;
  110337. /**
  110338. * AKA Specular Color in other nomenclature.
  110339. */
  110340. reflectivityColor: Color3;
  110341. /**
  110342. * The color reflected from the material.
  110343. */
  110344. reflectionColor: Color3;
  110345. /**
  110346. * The color emitted from the material.
  110347. */
  110348. emissiveColor: Color3;
  110349. /**
  110350. * AKA Glossiness in other nomenclature.
  110351. */
  110352. microSurface: number;
  110353. /**
  110354. * source material index of refraction (IOR)' / 'destination material IOR.
  110355. */
  110356. indexOfRefraction: number;
  110357. /**
  110358. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  110359. */
  110360. invertRefractionY: boolean;
  110361. /**
  110362. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  110363. * Materials half opaque for instance using refraction could benefit from this control.
  110364. */
  110365. linkRefractionWithTransparency: boolean;
  110366. /**
  110367. * If true, the light map contains occlusion information instead of lighting info.
  110368. */
  110369. useLightmapAsShadowmap: boolean;
  110370. /**
  110371. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  110372. */
  110373. useAlphaFromAlbedoTexture: boolean;
  110374. /**
  110375. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  110376. */
  110377. forceAlphaTest: boolean;
  110378. /**
  110379. * Defines the alpha limits in alpha test mode.
  110380. */
  110381. alphaCutOff: number;
  110382. /**
  110383. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  110384. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  110385. */
  110386. useSpecularOverAlpha: boolean;
  110387. /**
  110388. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  110389. */
  110390. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  110391. /**
  110392. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  110393. */
  110394. useRoughnessFromMetallicTextureAlpha: boolean;
  110395. /**
  110396. * Specifies if the metallic texture contains the roughness information in its green channel.
  110397. */
  110398. useRoughnessFromMetallicTextureGreen: boolean;
  110399. /**
  110400. * Specifies if the metallic texture contains the metallness information in its blue channel.
  110401. */
  110402. useMetallnessFromMetallicTextureBlue: boolean;
  110403. /**
  110404. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  110405. */
  110406. useAmbientOcclusionFromMetallicTextureRed: boolean;
  110407. /**
  110408. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  110409. */
  110410. useAmbientInGrayScale: boolean;
  110411. /**
  110412. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  110413. * The material will try to infer what glossiness each pixel should be.
  110414. */
  110415. useAutoMicroSurfaceFromReflectivityMap: boolean;
  110416. /**
  110417. * BJS is using an harcoded light falloff based on a manually sets up range.
  110418. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  110419. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  110420. */
  110421. /**
  110422. * BJS is using an harcoded light falloff based on a manually sets up range.
  110423. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  110424. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  110425. */
  110426. usePhysicalLightFalloff: boolean;
  110427. /**
  110428. * In order to support the falloff compatibility with gltf, a special mode has been added
  110429. * to reproduce the gltf light falloff.
  110430. */
  110431. /**
  110432. * In order to support the falloff compatibility with gltf, a special mode has been added
  110433. * to reproduce the gltf light falloff.
  110434. */
  110435. useGLTFLightFalloff: boolean;
  110436. /**
  110437. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  110438. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  110439. */
  110440. useRadianceOverAlpha: boolean;
  110441. /**
  110442. * Allows using an object space normal map (instead of tangent space).
  110443. */
  110444. useObjectSpaceNormalMap: boolean;
  110445. /**
  110446. * Allows using the bump map in parallax mode.
  110447. */
  110448. useParallax: boolean;
  110449. /**
  110450. * Allows using the bump map in parallax occlusion mode.
  110451. */
  110452. useParallaxOcclusion: boolean;
  110453. /**
  110454. * Controls the scale bias of the parallax mode.
  110455. */
  110456. parallaxScaleBias: number;
  110457. /**
  110458. * If sets to true, disables all the lights affecting the material.
  110459. */
  110460. disableLighting: boolean;
  110461. /**
  110462. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  110463. */
  110464. forceIrradianceInFragment: boolean;
  110465. /**
  110466. * Number of Simultaneous lights allowed on the material.
  110467. */
  110468. maxSimultaneousLights: number;
  110469. /**
  110470. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  110471. */
  110472. invertNormalMapX: boolean;
  110473. /**
  110474. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  110475. */
  110476. invertNormalMapY: boolean;
  110477. /**
  110478. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  110479. */
  110480. twoSidedLighting: boolean;
  110481. /**
  110482. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110483. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  110484. */
  110485. useAlphaFresnel: boolean;
  110486. /**
  110487. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110488. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  110489. */
  110490. useLinearAlphaFresnel: boolean;
  110491. /**
  110492. * Let user defines the brdf lookup texture used for IBL.
  110493. * A default 8bit version is embedded but you could point at :
  110494. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  110495. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  110496. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  110497. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  110498. */
  110499. environmentBRDFTexture: Nullable<BaseTexture>;
  110500. /**
  110501. * Force normal to face away from face.
  110502. */
  110503. forceNormalForward: boolean;
  110504. /**
  110505. * Enables specular anti aliasing in the PBR shader.
  110506. * It will both interacts on the Geometry for analytical and IBL lighting.
  110507. * It also prefilter the roughness map based on the bump values.
  110508. */
  110509. enableSpecularAntiAliasing: boolean;
  110510. /**
  110511. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  110512. * makes the reflect vector face the model (under horizon).
  110513. */
  110514. useHorizonOcclusion: boolean;
  110515. /**
  110516. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  110517. * too much the area relying on ambient texture to define their ambient occlusion.
  110518. */
  110519. useRadianceOcclusion: boolean;
  110520. /**
  110521. * If set to true, no lighting calculations will be applied.
  110522. */
  110523. unlit: boolean;
  110524. /**
  110525. * Gets the image processing configuration used either in this material.
  110526. */
  110527. /**
  110528. * Sets the Default image processing configuration used either in the this material.
  110529. *
  110530. * If sets to null, the scene one is in use.
  110531. */
  110532. imageProcessingConfiguration: ImageProcessingConfiguration;
  110533. /**
  110534. * Gets wether the color curves effect is enabled.
  110535. */
  110536. /**
  110537. * Sets wether the color curves effect is enabled.
  110538. */
  110539. cameraColorCurvesEnabled: boolean;
  110540. /**
  110541. * Gets wether the color grading effect is enabled.
  110542. */
  110543. /**
  110544. * Gets wether the color grading effect is enabled.
  110545. */
  110546. cameraColorGradingEnabled: boolean;
  110547. /**
  110548. * Gets wether tonemapping is enabled or not.
  110549. */
  110550. /**
  110551. * Sets wether tonemapping is enabled or not
  110552. */
  110553. cameraToneMappingEnabled: boolean;
  110554. /**
  110555. * The camera exposure used on this material.
  110556. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110557. * This corresponds to a photographic exposure.
  110558. */
  110559. /**
  110560. * The camera exposure used on this material.
  110561. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110562. * This corresponds to a photographic exposure.
  110563. */
  110564. cameraExposure: number;
  110565. /**
  110566. * Gets The camera contrast used on this material.
  110567. */
  110568. /**
  110569. * Sets The camera contrast used on this material.
  110570. */
  110571. cameraContrast: number;
  110572. /**
  110573. * Gets the Color Grading 2D Lookup Texture.
  110574. */
  110575. /**
  110576. * Sets the Color Grading 2D Lookup Texture.
  110577. */
  110578. cameraColorGradingTexture: Nullable<BaseTexture>;
  110579. /**
  110580. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110581. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110582. * 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;
  110583. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110584. */
  110585. /**
  110586. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110587. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110588. * 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;
  110589. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110590. */
  110591. cameraColorCurves: Nullable<ColorCurves>;
  110592. /**
  110593. * Instantiates a new PBRMaterial instance.
  110594. *
  110595. * @param name The material name
  110596. * @param scene The scene the material will be use in.
  110597. */
  110598. constructor(name: string, scene: Scene);
  110599. /**
  110600. * Returns the name of this material class.
  110601. */
  110602. getClassName(): string;
  110603. /**
  110604. * Makes a duplicate of the current material.
  110605. * @param name - name to use for the new material.
  110606. */
  110607. clone(name: string): PBRMaterial;
  110608. /**
  110609. * Serializes this PBR Material.
  110610. * @returns - An object with the serialized material.
  110611. */
  110612. serialize(): any;
  110613. /**
  110614. * Parses a PBR Material from a serialized object.
  110615. * @param source - Serialized object.
  110616. * @param scene - BJS scene instance.
  110617. * @param rootUrl - url for the scene object
  110618. * @returns - PBRMaterial
  110619. */
  110620. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  110621. }
  110622. }
  110623. declare module BABYLON {
  110624. /**
  110625. * Direct draw surface info
  110626. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  110627. */
  110628. export interface DDSInfo {
  110629. /**
  110630. * Width of the texture
  110631. */
  110632. width: number;
  110633. /**
  110634. * Width of the texture
  110635. */
  110636. height: number;
  110637. /**
  110638. * Number of Mipmaps for the texture
  110639. * @see https://en.wikipedia.org/wiki/Mipmap
  110640. */
  110641. mipmapCount: number;
  110642. /**
  110643. * If the textures format is a known fourCC format
  110644. * @see https://www.fourcc.org/
  110645. */
  110646. isFourCC: boolean;
  110647. /**
  110648. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  110649. */
  110650. isRGB: boolean;
  110651. /**
  110652. * If the texture is a lumincance format
  110653. */
  110654. isLuminance: boolean;
  110655. /**
  110656. * If this is a cube texture
  110657. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  110658. */
  110659. isCube: boolean;
  110660. /**
  110661. * If the texture is a compressed format eg. FOURCC_DXT1
  110662. */
  110663. isCompressed: boolean;
  110664. /**
  110665. * The dxgiFormat of the texture
  110666. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  110667. */
  110668. dxgiFormat: number;
  110669. /**
  110670. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  110671. */
  110672. textureType: number;
  110673. /**
  110674. * Sphericle polynomial created for the dds texture
  110675. */
  110676. sphericalPolynomial?: SphericalPolynomial;
  110677. }
  110678. /**
  110679. * Class used to provide DDS decompression tools
  110680. */
  110681. export class DDSTools {
  110682. /**
  110683. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  110684. */
  110685. static StoreLODInAlphaChannel: boolean;
  110686. /**
  110687. * Gets DDS information from an array buffer
  110688. * @param arrayBuffer defines the array buffer to read data from
  110689. * @returns the DDS information
  110690. */
  110691. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  110692. private static _FloatView;
  110693. private static _Int32View;
  110694. private static _ToHalfFloat;
  110695. private static _FromHalfFloat;
  110696. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  110697. private static _GetHalfFloatRGBAArrayBuffer;
  110698. private static _GetFloatRGBAArrayBuffer;
  110699. private static _GetFloatAsUIntRGBAArrayBuffer;
  110700. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  110701. private static _GetRGBAArrayBuffer;
  110702. private static _ExtractLongWordOrder;
  110703. private static _GetRGBArrayBuffer;
  110704. private static _GetLuminanceArrayBuffer;
  110705. /**
  110706. * Uploads DDS Levels to a Babylon Texture
  110707. * @hidden
  110708. */
  110709. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  110710. }
  110711. interface Engine {
  110712. /**
  110713. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  110714. * @param rootUrl defines the url where the file to load is located
  110715. * @param scene defines the current scene
  110716. * @param lodScale defines scale to apply to the mip map selection
  110717. * @param lodOffset defines offset to apply to the mip map selection
  110718. * @param onLoad defines an optional callback raised when the texture is loaded
  110719. * @param onError defines an optional callback raised if there is an issue to load the texture
  110720. * @param format defines the format of the data
  110721. * @param forcedExtension defines the extension to use to pick the right loader
  110722. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  110723. * @returns the cube texture as an InternalTexture
  110724. */
  110725. 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;
  110726. }
  110727. }
  110728. declare module BABYLON {
  110729. /**
  110730. * Implementation of the DDS Texture Loader.
  110731. * @hidden
  110732. */
  110733. export class _DDSTextureLoader implements IInternalTextureLoader {
  110734. /**
  110735. * Defines wether the loader supports cascade loading the different faces.
  110736. */
  110737. readonly supportCascades: boolean;
  110738. /**
  110739. * This returns if the loader support the current file information.
  110740. * @param extension defines the file extension of the file being loaded
  110741. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110742. * @param fallback defines the fallback internal texture if any
  110743. * @param isBase64 defines whether the texture is encoded as a base64
  110744. * @param isBuffer defines whether the texture data are stored as a buffer
  110745. * @returns true if the loader can load the specified file
  110746. */
  110747. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  110748. /**
  110749. * Transform the url before loading if required.
  110750. * @param rootUrl the url of the texture
  110751. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110752. * @returns the transformed texture
  110753. */
  110754. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  110755. /**
  110756. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  110757. * @param rootUrl the url of the texture
  110758. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110759. * @returns the fallback texture
  110760. */
  110761. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  110762. /**
  110763. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  110764. * @param data contains the texture data
  110765. * @param texture defines the BabylonJS internal texture
  110766. * @param createPolynomials will be true if polynomials have been requested
  110767. * @param onLoad defines the callback to trigger once the texture is ready
  110768. * @param onError defines the callback to trigger in case of error
  110769. */
  110770. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  110771. /**
  110772. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  110773. * @param data contains the texture data
  110774. * @param texture defines the BabylonJS internal texture
  110775. * @param callback defines the method to call once ready to upload
  110776. */
  110777. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  110778. }
  110779. }
  110780. declare module BABYLON {
  110781. /** @hidden */
  110782. export var rgbdEncodePixelShader: {
  110783. name: string;
  110784. shader: string;
  110785. };
  110786. }
  110787. declare module BABYLON {
  110788. /**
  110789. * Raw texture data and descriptor sufficient for WebGL texture upload
  110790. */
  110791. export interface EnvironmentTextureInfo {
  110792. /**
  110793. * Version of the environment map
  110794. */
  110795. version: number;
  110796. /**
  110797. * Width of image
  110798. */
  110799. width: number;
  110800. /**
  110801. * Irradiance information stored in the file.
  110802. */
  110803. irradiance: any;
  110804. /**
  110805. * Specular information stored in the file.
  110806. */
  110807. specular: any;
  110808. }
  110809. /**
  110810. * Sets of helpers addressing the serialization and deserialization of environment texture
  110811. * stored in a BabylonJS env file.
  110812. * Those files are usually stored as .env files.
  110813. */
  110814. export class EnvironmentTextureTools {
  110815. /**
  110816. * Magic number identifying the env file.
  110817. */
  110818. private static _MagicBytes;
  110819. /**
  110820. * Gets the environment info from an env file.
  110821. * @param data The array buffer containing the .env bytes.
  110822. * @returns the environment file info (the json header) if successfully parsed.
  110823. */
  110824. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  110825. /**
  110826. * Creates an environment texture from a loaded cube texture.
  110827. * @param texture defines the cube texture to convert in env file
  110828. * @return a promise containing the environment data if succesfull.
  110829. */
  110830. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  110831. /**
  110832. * Creates a JSON representation of the spherical data.
  110833. * @param texture defines the texture containing the polynomials
  110834. * @return the JSON representation of the spherical info
  110835. */
  110836. private static _CreateEnvTextureIrradiance;
  110837. /**
  110838. * Uploads the texture info contained in the env file to the GPU.
  110839. * @param texture defines the internal texture to upload to
  110840. * @param arrayBuffer defines the buffer cotaining the data to load
  110841. * @param info defines the texture info retrieved through the GetEnvInfo method
  110842. * @returns a promise
  110843. */
  110844. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  110845. /**
  110846. * Uploads the levels of image data to the GPU.
  110847. * @param texture defines the internal texture to upload to
  110848. * @param imageData defines the array buffer views of image data [mipmap][face]
  110849. * @returns a promise
  110850. */
  110851. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  110852. /**
  110853. * Uploads spherical polynomials information to the texture.
  110854. * @param texture defines the texture we are trying to upload the information to
  110855. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  110856. */
  110857. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  110858. /** @hidden */
  110859. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  110860. }
  110861. }
  110862. declare module BABYLON {
  110863. /**
  110864. * Implementation of the ENV Texture Loader.
  110865. * @hidden
  110866. */
  110867. export class _ENVTextureLoader implements IInternalTextureLoader {
  110868. /**
  110869. * Defines wether the loader supports cascade loading the different faces.
  110870. */
  110871. readonly supportCascades: boolean;
  110872. /**
  110873. * This returns if the loader support the current file information.
  110874. * @param extension defines the file extension of the file being loaded
  110875. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110876. * @param fallback defines the fallback internal texture if any
  110877. * @param isBase64 defines whether the texture is encoded as a base64
  110878. * @param isBuffer defines whether the texture data are stored as a buffer
  110879. * @returns true if the loader can load the specified file
  110880. */
  110881. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  110882. /**
  110883. * Transform the url before loading if required.
  110884. * @param rootUrl the url of the texture
  110885. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110886. * @returns the transformed texture
  110887. */
  110888. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  110889. /**
  110890. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  110891. * @param rootUrl the url of the texture
  110892. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110893. * @returns the fallback texture
  110894. */
  110895. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  110896. /**
  110897. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  110898. * @param data contains the texture data
  110899. * @param texture defines the BabylonJS internal texture
  110900. * @param createPolynomials will be true if polynomials have been requested
  110901. * @param onLoad defines the callback to trigger once the texture is ready
  110902. * @param onError defines the callback to trigger in case of error
  110903. */
  110904. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  110905. /**
  110906. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  110907. * @param data contains the texture data
  110908. * @param texture defines the BabylonJS internal texture
  110909. * @param callback defines the method to call once ready to upload
  110910. */
  110911. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  110912. }
  110913. }
  110914. declare module BABYLON {
  110915. /**
  110916. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  110917. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  110918. */
  110919. export class KhronosTextureContainer {
  110920. /** contents of the KTX container file */
  110921. arrayBuffer: any;
  110922. private static HEADER_LEN;
  110923. private static COMPRESSED_2D;
  110924. private static COMPRESSED_3D;
  110925. private static TEX_2D;
  110926. private static TEX_3D;
  110927. /**
  110928. * Gets the openGL type
  110929. */
  110930. glType: number;
  110931. /**
  110932. * Gets the openGL type size
  110933. */
  110934. glTypeSize: number;
  110935. /**
  110936. * Gets the openGL format
  110937. */
  110938. glFormat: number;
  110939. /**
  110940. * Gets the openGL internal format
  110941. */
  110942. glInternalFormat: number;
  110943. /**
  110944. * Gets the base internal format
  110945. */
  110946. glBaseInternalFormat: number;
  110947. /**
  110948. * Gets image width in pixel
  110949. */
  110950. pixelWidth: number;
  110951. /**
  110952. * Gets image height in pixel
  110953. */
  110954. pixelHeight: number;
  110955. /**
  110956. * Gets image depth in pixels
  110957. */
  110958. pixelDepth: number;
  110959. /**
  110960. * Gets the number of array elements
  110961. */
  110962. numberOfArrayElements: number;
  110963. /**
  110964. * Gets the number of faces
  110965. */
  110966. numberOfFaces: number;
  110967. /**
  110968. * Gets the number of mipmap levels
  110969. */
  110970. numberOfMipmapLevels: number;
  110971. /**
  110972. * Gets the bytes of key value data
  110973. */
  110974. bytesOfKeyValueData: number;
  110975. /**
  110976. * Gets the load type
  110977. */
  110978. loadType: number;
  110979. /**
  110980. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  110981. */
  110982. isInvalid: boolean;
  110983. /**
  110984. * Creates a new KhronosTextureContainer
  110985. * @param arrayBuffer contents of the KTX container file
  110986. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  110987. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  110988. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  110989. */
  110990. constructor(
  110991. /** contents of the KTX container file */
  110992. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  110993. /**
  110994. * Uploads KTX content to a Babylon Texture.
  110995. * It is assumed that the texture has already been created & is currently bound
  110996. * @hidden
  110997. */
  110998. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  110999. private _upload2DCompressedLevels;
  111000. }
  111001. }
  111002. declare module BABYLON {
  111003. /**
  111004. * Implementation of the KTX Texture Loader.
  111005. * @hidden
  111006. */
  111007. export class _KTXTextureLoader implements IInternalTextureLoader {
  111008. /**
  111009. * Defines wether the loader supports cascade loading the different faces.
  111010. */
  111011. readonly supportCascades: boolean;
  111012. /**
  111013. * This returns if the loader support the current file information.
  111014. * @param extension defines the file extension of the file being loaded
  111015. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111016. * @param fallback defines the fallback internal texture if any
  111017. * @param isBase64 defines whether the texture is encoded as a base64
  111018. * @param isBuffer defines whether the texture data are stored as a buffer
  111019. * @returns true if the loader can load the specified file
  111020. */
  111021. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111022. /**
  111023. * Transform the url before loading if required.
  111024. * @param rootUrl the url of the texture
  111025. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111026. * @returns the transformed texture
  111027. */
  111028. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111029. /**
  111030. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111031. * @param rootUrl the url of the texture
  111032. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111033. * @returns the fallback texture
  111034. */
  111035. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111036. /**
  111037. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111038. * @param data contains the texture data
  111039. * @param texture defines the BabylonJS internal texture
  111040. * @param createPolynomials will be true if polynomials have been requested
  111041. * @param onLoad defines the callback to trigger once the texture is ready
  111042. * @param onError defines the callback to trigger in case of error
  111043. */
  111044. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  111045. /**
  111046. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  111047. * @param data contains the texture data
  111048. * @param texture defines the BabylonJS internal texture
  111049. * @param callback defines the method to call once ready to upload
  111050. */
  111051. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  111052. }
  111053. }
  111054. declare module BABYLON {
  111055. /**
  111056. * Options for the default xr helper
  111057. */
  111058. export class WebXRDefaultExperienceOptions {
  111059. /**
  111060. * Floor meshes that should be used for teleporting
  111061. */
  111062. floorMeshes: Array<AbstractMesh>;
  111063. }
  111064. /**
  111065. * Default experience which provides a similar setup to the previous webVRExperience
  111066. */
  111067. export class WebXRDefaultExperience {
  111068. /**
  111069. * Base experience
  111070. */
  111071. baseExperience: WebXRExperienceHelper;
  111072. /**
  111073. * Input experience extension
  111074. */
  111075. input: WebXRInput;
  111076. /**
  111077. * Loads the controller models
  111078. */
  111079. controllerModelLoader: WebXRControllerModelLoader;
  111080. /**
  111081. * Enables laser pointer and selection
  111082. */
  111083. pointerSelection: WebXRControllerPointerSelection;
  111084. /**
  111085. * Enables teleportation
  111086. */
  111087. teleportation: WebXRControllerTeleportation;
  111088. /**
  111089. * Enables ui for enetering/exiting xr
  111090. */
  111091. enterExitUI: WebXREnterExitUI;
  111092. /**
  111093. * Default output canvas xr should render to
  111094. */
  111095. outputCanvas: WebXRManagedOutputCanvas;
  111096. /**
  111097. * Creates the default xr experience
  111098. * @param scene scene
  111099. * @param options options for basic configuration
  111100. * @returns resulting WebXRDefaultExperience
  111101. */
  111102. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111103. private constructor();
  111104. /**
  111105. * DIsposes of the experience helper
  111106. */
  111107. dispose(): void;
  111108. }
  111109. }
  111110. declare module BABYLON {
  111111. /** @hidden */
  111112. export var _forceSceneHelpersToBundle: boolean;
  111113. interface Scene {
  111114. /**
  111115. * Creates a default light for the scene.
  111116. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  111117. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  111118. */
  111119. createDefaultLight(replace?: boolean): void;
  111120. /**
  111121. * Creates a default camera for the scene.
  111122. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  111123. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  111124. * @param replace has default false, when true replaces the active camera in the scene
  111125. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  111126. */
  111127. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  111128. /**
  111129. * Creates a default camera and a default light.
  111130. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  111131. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  111132. * @param replace has the default false, when true replaces the active camera/light in the scene
  111133. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  111134. */
  111135. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  111136. /**
  111137. * Creates a new sky box
  111138. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  111139. * @param environmentTexture defines the texture to use as environment texture
  111140. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  111141. * @param scale defines the overall scale of the skybox
  111142. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  111143. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  111144. * @returns a new mesh holding the sky box
  111145. */
  111146. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  111147. /**
  111148. * Creates a new environment
  111149. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  111150. * @param options defines the options you can use to configure the environment
  111151. * @returns the new EnvironmentHelper
  111152. */
  111153. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  111154. /**
  111155. * Creates a new VREXperienceHelper
  111156. * @see http://doc.babylonjs.com/how_to/webvr_helper
  111157. * @param webVROptions defines the options used to create the new VREXperienceHelper
  111158. * @returns a new VREXperienceHelper
  111159. */
  111160. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  111161. /**
  111162. * Creates a new WebXRDefaultExperience
  111163. * @see http://doc.babylonjs.com/how_to/webxr
  111164. * @param options experience options
  111165. * @returns a promise for a new WebXRDefaultExperience
  111166. */
  111167. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111168. }
  111169. }
  111170. declare module BABYLON {
  111171. /**
  111172. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  111173. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  111174. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  111175. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  111176. */
  111177. export class VideoDome extends TransformNode {
  111178. /**
  111179. * Define the video source as a Monoscopic panoramic 360 video.
  111180. */
  111181. static readonly MODE_MONOSCOPIC: number;
  111182. /**
  111183. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  111184. */
  111185. static readonly MODE_TOPBOTTOM: number;
  111186. /**
  111187. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  111188. */
  111189. static readonly MODE_SIDEBYSIDE: number;
  111190. private _useDirectMapping;
  111191. /**
  111192. * The video texture being displayed on the sphere
  111193. */
  111194. protected _videoTexture: VideoTexture;
  111195. /**
  111196. * Gets the video texture being displayed on the sphere
  111197. */
  111198. readonly videoTexture: VideoTexture;
  111199. /**
  111200. * The skybox material
  111201. */
  111202. protected _material: BackgroundMaterial;
  111203. /**
  111204. * The surface used for the skybox
  111205. */
  111206. protected _mesh: Mesh;
  111207. /**
  111208. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111209. * Also see the options.resolution property.
  111210. */
  111211. fovMultiplier: number;
  111212. private _videoMode;
  111213. /**
  111214. * Gets or set the current video mode for the video. It can be:
  111215. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  111216. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  111217. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  111218. */
  111219. videoMode: number;
  111220. /**
  111221. * Oberserver used in Stereoscopic VR Mode.
  111222. */
  111223. private _onBeforeCameraRenderObserver;
  111224. /**
  111225. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  111226. * @param name Element's name, child elements will append suffixes for their own names.
  111227. * @param urlsOrVideo defines the url(s) or the video element to use
  111228. * @param options An object containing optional or exposed sub element properties
  111229. */
  111230. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  111231. resolution?: number;
  111232. clickToPlay?: boolean;
  111233. autoPlay?: boolean;
  111234. loop?: boolean;
  111235. size?: number;
  111236. poster?: string;
  111237. faceForward?: boolean;
  111238. useDirectMapping?: boolean;
  111239. }, scene: Scene);
  111240. private _changeVideoMode;
  111241. /**
  111242. * Releases resources associated with this node.
  111243. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  111244. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  111245. */
  111246. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  111247. }
  111248. }
  111249. declare module BABYLON {
  111250. /**
  111251. * This class can be used to get instrumentation data from a Babylon engine
  111252. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  111253. */
  111254. export class EngineInstrumentation implements IDisposable {
  111255. /**
  111256. * Define the instrumented engine.
  111257. */
  111258. engine: Engine;
  111259. private _captureGPUFrameTime;
  111260. private _gpuFrameTimeToken;
  111261. private _gpuFrameTime;
  111262. private _captureShaderCompilationTime;
  111263. private _shaderCompilationTime;
  111264. private _onBeginFrameObserver;
  111265. private _onEndFrameObserver;
  111266. private _onBeforeShaderCompilationObserver;
  111267. private _onAfterShaderCompilationObserver;
  111268. /**
  111269. * Gets the perf counter used for GPU frame time
  111270. */
  111271. readonly gpuFrameTimeCounter: PerfCounter;
  111272. /**
  111273. * Gets the GPU frame time capture status
  111274. */
  111275. /**
  111276. * Enable or disable the GPU frame time capture
  111277. */
  111278. captureGPUFrameTime: boolean;
  111279. /**
  111280. * Gets the perf counter used for shader compilation time
  111281. */
  111282. readonly shaderCompilationTimeCounter: PerfCounter;
  111283. /**
  111284. * Gets the shader compilation time capture status
  111285. */
  111286. /**
  111287. * Enable or disable the shader compilation time capture
  111288. */
  111289. captureShaderCompilationTime: boolean;
  111290. /**
  111291. * Instantiates a new engine instrumentation.
  111292. * This class can be used to get instrumentation data from a Babylon engine
  111293. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  111294. * @param engine Defines the engine to instrument
  111295. */
  111296. constructor(
  111297. /**
  111298. * Define the instrumented engine.
  111299. */
  111300. engine: Engine);
  111301. /**
  111302. * Dispose and release associated resources.
  111303. */
  111304. dispose(): void;
  111305. }
  111306. }
  111307. declare module BABYLON {
  111308. /**
  111309. * This class can be used to get instrumentation data from a Babylon engine
  111310. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  111311. */
  111312. export class SceneInstrumentation implements IDisposable {
  111313. /**
  111314. * Defines the scene to instrument
  111315. */
  111316. scene: Scene;
  111317. private _captureActiveMeshesEvaluationTime;
  111318. private _activeMeshesEvaluationTime;
  111319. private _captureRenderTargetsRenderTime;
  111320. private _renderTargetsRenderTime;
  111321. private _captureFrameTime;
  111322. private _frameTime;
  111323. private _captureRenderTime;
  111324. private _renderTime;
  111325. private _captureInterFrameTime;
  111326. private _interFrameTime;
  111327. private _captureParticlesRenderTime;
  111328. private _particlesRenderTime;
  111329. private _captureSpritesRenderTime;
  111330. private _spritesRenderTime;
  111331. private _capturePhysicsTime;
  111332. private _physicsTime;
  111333. private _captureAnimationsTime;
  111334. private _animationsTime;
  111335. private _captureCameraRenderTime;
  111336. private _cameraRenderTime;
  111337. private _onBeforeActiveMeshesEvaluationObserver;
  111338. private _onAfterActiveMeshesEvaluationObserver;
  111339. private _onBeforeRenderTargetsRenderObserver;
  111340. private _onAfterRenderTargetsRenderObserver;
  111341. private _onAfterRenderObserver;
  111342. private _onBeforeDrawPhaseObserver;
  111343. private _onAfterDrawPhaseObserver;
  111344. private _onBeforeAnimationsObserver;
  111345. private _onBeforeParticlesRenderingObserver;
  111346. private _onAfterParticlesRenderingObserver;
  111347. private _onBeforeSpritesRenderingObserver;
  111348. private _onAfterSpritesRenderingObserver;
  111349. private _onBeforePhysicsObserver;
  111350. private _onAfterPhysicsObserver;
  111351. private _onAfterAnimationsObserver;
  111352. private _onBeforeCameraRenderObserver;
  111353. private _onAfterCameraRenderObserver;
  111354. /**
  111355. * Gets the perf counter used for active meshes evaluation time
  111356. */
  111357. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  111358. /**
  111359. * Gets the active meshes evaluation time capture status
  111360. */
  111361. /**
  111362. * Enable or disable the active meshes evaluation time capture
  111363. */
  111364. captureActiveMeshesEvaluationTime: boolean;
  111365. /**
  111366. * Gets the perf counter used for render targets render time
  111367. */
  111368. readonly renderTargetsRenderTimeCounter: PerfCounter;
  111369. /**
  111370. * Gets the render targets render time capture status
  111371. */
  111372. /**
  111373. * Enable or disable the render targets render time capture
  111374. */
  111375. captureRenderTargetsRenderTime: boolean;
  111376. /**
  111377. * Gets the perf counter used for particles render time
  111378. */
  111379. readonly particlesRenderTimeCounter: PerfCounter;
  111380. /**
  111381. * Gets the particles render time capture status
  111382. */
  111383. /**
  111384. * Enable or disable the particles render time capture
  111385. */
  111386. captureParticlesRenderTime: boolean;
  111387. /**
  111388. * Gets the perf counter used for sprites render time
  111389. */
  111390. readonly spritesRenderTimeCounter: PerfCounter;
  111391. /**
  111392. * Gets the sprites render time capture status
  111393. */
  111394. /**
  111395. * Enable or disable the sprites render time capture
  111396. */
  111397. captureSpritesRenderTime: boolean;
  111398. /**
  111399. * Gets the perf counter used for physics time
  111400. */
  111401. readonly physicsTimeCounter: PerfCounter;
  111402. /**
  111403. * Gets the physics time capture status
  111404. */
  111405. /**
  111406. * Enable or disable the physics time capture
  111407. */
  111408. capturePhysicsTime: boolean;
  111409. /**
  111410. * Gets the perf counter used for animations time
  111411. */
  111412. readonly animationsTimeCounter: PerfCounter;
  111413. /**
  111414. * Gets the animations time capture status
  111415. */
  111416. /**
  111417. * Enable or disable the animations time capture
  111418. */
  111419. captureAnimationsTime: boolean;
  111420. /**
  111421. * Gets the perf counter used for frame time capture
  111422. */
  111423. readonly frameTimeCounter: PerfCounter;
  111424. /**
  111425. * Gets the frame time capture status
  111426. */
  111427. /**
  111428. * Enable or disable the frame time capture
  111429. */
  111430. captureFrameTime: boolean;
  111431. /**
  111432. * Gets the perf counter used for inter-frames time capture
  111433. */
  111434. readonly interFrameTimeCounter: PerfCounter;
  111435. /**
  111436. * Gets the inter-frames time capture status
  111437. */
  111438. /**
  111439. * Enable or disable the inter-frames time capture
  111440. */
  111441. captureInterFrameTime: boolean;
  111442. /**
  111443. * Gets the perf counter used for render time capture
  111444. */
  111445. readonly renderTimeCounter: PerfCounter;
  111446. /**
  111447. * Gets the render time capture status
  111448. */
  111449. /**
  111450. * Enable or disable the render time capture
  111451. */
  111452. captureRenderTime: boolean;
  111453. /**
  111454. * Gets the perf counter used for camera render time capture
  111455. */
  111456. readonly cameraRenderTimeCounter: PerfCounter;
  111457. /**
  111458. * Gets the camera render time capture status
  111459. */
  111460. /**
  111461. * Enable or disable the camera render time capture
  111462. */
  111463. captureCameraRenderTime: boolean;
  111464. /**
  111465. * Gets the perf counter used for draw calls
  111466. */
  111467. readonly drawCallsCounter: PerfCounter;
  111468. /**
  111469. * Instantiates a new scene instrumentation.
  111470. * This class can be used to get instrumentation data from a Babylon engine
  111471. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  111472. * @param scene Defines the scene to instrument
  111473. */
  111474. constructor(
  111475. /**
  111476. * Defines the scene to instrument
  111477. */
  111478. scene: Scene);
  111479. /**
  111480. * Dispose and release associated resources.
  111481. */
  111482. dispose(): void;
  111483. }
  111484. }
  111485. declare module BABYLON {
  111486. /** @hidden */
  111487. export var glowMapGenerationPixelShader: {
  111488. name: string;
  111489. shader: string;
  111490. };
  111491. }
  111492. declare module BABYLON {
  111493. /** @hidden */
  111494. export var glowMapGenerationVertexShader: {
  111495. name: string;
  111496. shader: string;
  111497. };
  111498. }
  111499. declare module BABYLON {
  111500. /**
  111501. * Effect layer options. This helps customizing the behaviour
  111502. * of the effect layer.
  111503. */
  111504. export interface IEffectLayerOptions {
  111505. /**
  111506. * Multiplication factor apply to the canvas size to compute the render target size
  111507. * used to generated the objects (the smaller the faster).
  111508. */
  111509. mainTextureRatio: number;
  111510. /**
  111511. * Enforces a fixed size texture to ensure effect stability across devices.
  111512. */
  111513. mainTextureFixedSize?: number;
  111514. /**
  111515. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  111516. */
  111517. alphaBlendingMode: number;
  111518. /**
  111519. * The camera attached to the layer.
  111520. */
  111521. camera: Nullable<Camera>;
  111522. /**
  111523. * The rendering group to draw the layer in.
  111524. */
  111525. renderingGroupId: number;
  111526. }
  111527. /**
  111528. * The effect layer Helps adding post process effect blended with the main pass.
  111529. *
  111530. * This can be for instance use to generate glow or higlight effects on the scene.
  111531. *
  111532. * The effect layer class can not be used directly and is intented to inherited from to be
  111533. * customized per effects.
  111534. */
  111535. export abstract class EffectLayer {
  111536. private _vertexBuffers;
  111537. private _indexBuffer;
  111538. private _cachedDefines;
  111539. private _effectLayerMapGenerationEffect;
  111540. private _effectLayerOptions;
  111541. private _mergeEffect;
  111542. protected _scene: Scene;
  111543. protected _engine: Engine;
  111544. protected _maxSize: number;
  111545. protected _mainTextureDesiredSize: ISize;
  111546. protected _mainTexture: RenderTargetTexture;
  111547. protected _shouldRender: boolean;
  111548. protected _postProcesses: PostProcess[];
  111549. protected _textures: BaseTexture[];
  111550. protected _emissiveTextureAndColor: {
  111551. texture: Nullable<BaseTexture>;
  111552. color: Color4;
  111553. };
  111554. /**
  111555. * The name of the layer
  111556. */
  111557. name: string;
  111558. /**
  111559. * The clear color of the texture used to generate the glow map.
  111560. */
  111561. neutralColor: Color4;
  111562. /**
  111563. * Specifies wether the highlight layer is enabled or not.
  111564. */
  111565. isEnabled: boolean;
  111566. /**
  111567. * Gets the camera attached to the layer.
  111568. */
  111569. readonly camera: Nullable<Camera>;
  111570. /**
  111571. * Gets the rendering group id the layer should render in.
  111572. */
  111573. renderingGroupId: number;
  111574. /**
  111575. * An event triggered when the effect layer has been disposed.
  111576. */
  111577. onDisposeObservable: Observable<EffectLayer>;
  111578. /**
  111579. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  111580. */
  111581. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  111582. /**
  111583. * An event triggered when the generated texture is being merged in the scene.
  111584. */
  111585. onBeforeComposeObservable: Observable<EffectLayer>;
  111586. /**
  111587. * An event triggered when the generated texture has been merged in the scene.
  111588. */
  111589. onAfterComposeObservable: Observable<EffectLayer>;
  111590. /**
  111591. * An event triggered when the efffect layer changes its size.
  111592. */
  111593. onSizeChangedObservable: Observable<EffectLayer>;
  111594. /** @hidden */
  111595. static _SceneComponentInitialization: (scene: Scene) => void;
  111596. /**
  111597. * Instantiates a new effect Layer and references it in the scene.
  111598. * @param name The name of the layer
  111599. * @param scene The scene to use the layer in
  111600. */
  111601. constructor(
  111602. /** The Friendly of the effect in the scene */
  111603. name: string, scene: Scene);
  111604. /**
  111605. * Get the effect name of the layer.
  111606. * @return The effect name
  111607. */
  111608. abstract getEffectName(): string;
  111609. /**
  111610. * Checks for the readiness of the element composing the layer.
  111611. * @param subMesh the mesh to check for
  111612. * @param useInstances specify wether or not to use instances to render the mesh
  111613. * @return true if ready otherwise, false
  111614. */
  111615. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  111616. /**
  111617. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111618. * @returns true if the effect requires stencil during the main canvas render pass.
  111619. */
  111620. abstract needStencil(): boolean;
  111621. /**
  111622. * Create the merge effect. This is the shader use to blit the information back
  111623. * to the main canvas at the end of the scene rendering.
  111624. * @returns The effect containing the shader used to merge the effect on the main canvas
  111625. */
  111626. protected abstract _createMergeEffect(): Effect;
  111627. /**
  111628. * Creates the render target textures and post processes used in the effect layer.
  111629. */
  111630. protected abstract _createTextureAndPostProcesses(): void;
  111631. /**
  111632. * Implementation specific of rendering the generating effect on the main canvas.
  111633. * @param effect The effect used to render through
  111634. */
  111635. protected abstract _internalRender(effect: Effect): void;
  111636. /**
  111637. * Sets the required values for both the emissive texture and and the main color.
  111638. */
  111639. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  111640. /**
  111641. * Free any resources and references associated to a mesh.
  111642. * Internal use
  111643. * @param mesh The mesh to free.
  111644. */
  111645. abstract _disposeMesh(mesh: Mesh): void;
  111646. /**
  111647. * Serializes this layer (Glow or Highlight for example)
  111648. * @returns a serialized layer object
  111649. */
  111650. abstract serialize?(): any;
  111651. /**
  111652. * Initializes the effect layer with the required options.
  111653. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  111654. */
  111655. protected _init(options: Partial<IEffectLayerOptions>): void;
  111656. /**
  111657. * Generates the index buffer of the full screen quad blending to the main canvas.
  111658. */
  111659. private _generateIndexBuffer;
  111660. /**
  111661. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  111662. */
  111663. private _generateVertexBuffer;
  111664. /**
  111665. * Sets the main texture desired size which is the closest power of two
  111666. * of the engine canvas size.
  111667. */
  111668. private _setMainTextureSize;
  111669. /**
  111670. * Creates the main texture for the effect layer.
  111671. */
  111672. protected _createMainTexture(): void;
  111673. /**
  111674. * Adds specific effects defines.
  111675. * @param defines The defines to add specifics to.
  111676. */
  111677. protected _addCustomEffectDefines(defines: string[]): void;
  111678. /**
  111679. * Checks for the readiness of the element composing the layer.
  111680. * @param subMesh the mesh to check for
  111681. * @param useInstances specify wether or not to use instances to render the mesh
  111682. * @param emissiveTexture the associated emissive texture used to generate the glow
  111683. * @return true if ready otherwise, false
  111684. */
  111685. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  111686. /**
  111687. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  111688. */
  111689. render(): void;
  111690. /**
  111691. * Determine if a given mesh will be used in the current effect.
  111692. * @param mesh mesh to test
  111693. * @returns true if the mesh will be used
  111694. */
  111695. hasMesh(mesh: AbstractMesh): boolean;
  111696. /**
  111697. * Returns true if the layer contains information to display, otherwise false.
  111698. * @returns true if the glow layer should be rendered
  111699. */
  111700. shouldRender(): boolean;
  111701. /**
  111702. * Returns true if the mesh should render, otherwise false.
  111703. * @param mesh The mesh to render
  111704. * @returns true if it should render otherwise false
  111705. */
  111706. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  111707. /**
  111708. * Returns true if the mesh can be rendered, otherwise false.
  111709. * @param mesh The mesh to render
  111710. * @param material The material used on the mesh
  111711. * @returns true if it can be rendered otherwise false
  111712. */
  111713. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  111714. /**
  111715. * Returns true if the mesh should render, otherwise false.
  111716. * @param mesh The mesh to render
  111717. * @returns true if it should render otherwise false
  111718. */
  111719. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  111720. /**
  111721. * Renders the submesh passed in parameter to the generation map.
  111722. */
  111723. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  111724. /**
  111725. * Rebuild the required buffers.
  111726. * @hidden Internal use only.
  111727. */
  111728. _rebuild(): void;
  111729. /**
  111730. * Dispose only the render target textures and post process.
  111731. */
  111732. private _disposeTextureAndPostProcesses;
  111733. /**
  111734. * Dispose the highlight layer and free resources.
  111735. */
  111736. dispose(): void;
  111737. /**
  111738. * Gets the class name of the effect layer
  111739. * @returns the string with the class name of the effect layer
  111740. */
  111741. getClassName(): string;
  111742. /**
  111743. * Creates an effect layer from parsed effect layer data
  111744. * @param parsedEffectLayer defines effect layer data
  111745. * @param scene defines the current scene
  111746. * @param rootUrl defines the root URL containing the effect layer information
  111747. * @returns a parsed effect Layer
  111748. */
  111749. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  111750. }
  111751. }
  111752. declare module BABYLON {
  111753. interface AbstractScene {
  111754. /**
  111755. * The list of effect layers (highlights/glow) added to the scene
  111756. * @see http://doc.babylonjs.com/how_to/highlight_layer
  111757. * @see http://doc.babylonjs.com/how_to/glow_layer
  111758. */
  111759. effectLayers: Array<EffectLayer>;
  111760. /**
  111761. * Removes the given effect layer from this scene.
  111762. * @param toRemove defines the effect layer to remove
  111763. * @returns the index of the removed effect layer
  111764. */
  111765. removeEffectLayer(toRemove: EffectLayer): number;
  111766. /**
  111767. * Adds the given effect layer to this scene
  111768. * @param newEffectLayer defines the effect layer to add
  111769. */
  111770. addEffectLayer(newEffectLayer: EffectLayer): void;
  111771. }
  111772. /**
  111773. * Defines the layer scene component responsible to manage any effect layers
  111774. * in a given scene.
  111775. */
  111776. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  111777. /**
  111778. * The component name helpfull to identify the component in the list of scene components.
  111779. */
  111780. readonly name: string;
  111781. /**
  111782. * The scene the component belongs to.
  111783. */
  111784. scene: Scene;
  111785. private _engine;
  111786. private _renderEffects;
  111787. private _needStencil;
  111788. private _previousStencilState;
  111789. /**
  111790. * Creates a new instance of the component for the given scene
  111791. * @param scene Defines the scene to register the component in
  111792. */
  111793. constructor(scene: Scene);
  111794. /**
  111795. * Registers the component in a given scene
  111796. */
  111797. register(): void;
  111798. /**
  111799. * Rebuilds the elements related to this component in case of
  111800. * context lost for instance.
  111801. */
  111802. rebuild(): void;
  111803. /**
  111804. * Serializes the component data to the specified json object
  111805. * @param serializationObject The object to serialize to
  111806. */
  111807. serialize(serializationObject: any): void;
  111808. /**
  111809. * Adds all the elements from the container to the scene
  111810. * @param container the container holding the elements
  111811. */
  111812. addFromContainer(container: AbstractScene): void;
  111813. /**
  111814. * Removes all the elements in the container from the scene
  111815. * @param container contains the elements to remove
  111816. * @param dispose if the removed element should be disposed (default: false)
  111817. */
  111818. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  111819. /**
  111820. * Disposes the component and the associated ressources.
  111821. */
  111822. dispose(): void;
  111823. private _isReadyForMesh;
  111824. private _renderMainTexture;
  111825. private _setStencil;
  111826. private _setStencilBack;
  111827. private _draw;
  111828. private _drawCamera;
  111829. private _drawRenderingGroup;
  111830. }
  111831. }
  111832. declare module BABYLON {
  111833. /** @hidden */
  111834. export var glowMapMergePixelShader: {
  111835. name: string;
  111836. shader: string;
  111837. };
  111838. }
  111839. declare module BABYLON {
  111840. /** @hidden */
  111841. export var glowMapMergeVertexShader: {
  111842. name: string;
  111843. shader: string;
  111844. };
  111845. }
  111846. declare module BABYLON {
  111847. interface AbstractScene {
  111848. /**
  111849. * Return a the first highlight layer of the scene with a given name.
  111850. * @param name The name of the highlight layer to look for.
  111851. * @return The highlight layer if found otherwise null.
  111852. */
  111853. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  111854. }
  111855. /**
  111856. * Glow layer options. This helps customizing the behaviour
  111857. * of the glow layer.
  111858. */
  111859. export interface IGlowLayerOptions {
  111860. /**
  111861. * Multiplication factor apply to the canvas size to compute the render target size
  111862. * used to generated the glowing objects (the smaller the faster).
  111863. */
  111864. mainTextureRatio: number;
  111865. /**
  111866. * Enforces a fixed size texture to ensure resize independant blur.
  111867. */
  111868. mainTextureFixedSize?: number;
  111869. /**
  111870. * How big is the kernel of the blur texture.
  111871. */
  111872. blurKernelSize: number;
  111873. /**
  111874. * The camera attached to the layer.
  111875. */
  111876. camera: Nullable<Camera>;
  111877. /**
  111878. * Enable MSAA by chosing the number of samples.
  111879. */
  111880. mainTextureSamples?: number;
  111881. /**
  111882. * The rendering group to draw the layer in.
  111883. */
  111884. renderingGroupId: number;
  111885. }
  111886. /**
  111887. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  111888. *
  111889. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  111890. * glowy meshes to your scene.
  111891. *
  111892. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  111893. */
  111894. export class GlowLayer extends EffectLayer {
  111895. /**
  111896. * Effect Name of the layer.
  111897. */
  111898. static readonly EffectName: string;
  111899. /**
  111900. * The default blur kernel size used for the glow.
  111901. */
  111902. static DefaultBlurKernelSize: number;
  111903. /**
  111904. * The default texture size ratio used for the glow.
  111905. */
  111906. static DefaultTextureRatio: number;
  111907. /**
  111908. * Sets the kernel size of the blur.
  111909. */
  111910. /**
  111911. * Gets the kernel size of the blur.
  111912. */
  111913. blurKernelSize: number;
  111914. /**
  111915. * Sets the glow intensity.
  111916. */
  111917. /**
  111918. * Gets the glow intensity.
  111919. */
  111920. intensity: number;
  111921. private _options;
  111922. private _intensity;
  111923. private _horizontalBlurPostprocess1;
  111924. private _verticalBlurPostprocess1;
  111925. private _horizontalBlurPostprocess2;
  111926. private _verticalBlurPostprocess2;
  111927. private _blurTexture1;
  111928. private _blurTexture2;
  111929. private _postProcesses1;
  111930. private _postProcesses2;
  111931. private _includedOnlyMeshes;
  111932. private _excludedMeshes;
  111933. /**
  111934. * Callback used to let the user override the color selection on a per mesh basis
  111935. */
  111936. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  111937. /**
  111938. * Callback used to let the user override the texture selection on a per mesh basis
  111939. */
  111940. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  111941. /**
  111942. * Instantiates a new glow Layer and references it to the scene.
  111943. * @param name The name of the layer
  111944. * @param scene The scene to use the layer in
  111945. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  111946. */
  111947. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  111948. /**
  111949. * Get the effect name of the layer.
  111950. * @return The effect name
  111951. */
  111952. getEffectName(): string;
  111953. /**
  111954. * Create the merge effect. This is the shader use to blit the information back
  111955. * to the main canvas at the end of the scene rendering.
  111956. */
  111957. protected _createMergeEffect(): Effect;
  111958. /**
  111959. * Creates the render target textures and post processes used in the glow layer.
  111960. */
  111961. protected _createTextureAndPostProcesses(): void;
  111962. /**
  111963. * Checks for the readiness of the element composing the layer.
  111964. * @param subMesh the mesh to check for
  111965. * @param useInstances specify wether or not to use instances to render the mesh
  111966. * @param emissiveTexture the associated emissive texture used to generate the glow
  111967. * @return true if ready otherwise, false
  111968. */
  111969. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  111970. /**
  111971. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111972. */
  111973. needStencil(): boolean;
  111974. /**
  111975. * Returns true if the mesh can be rendered, otherwise false.
  111976. * @param mesh The mesh to render
  111977. * @param material The material used on the mesh
  111978. * @returns true if it can be rendered otherwise false
  111979. */
  111980. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  111981. /**
  111982. * Implementation specific of rendering the generating effect on the main canvas.
  111983. * @param effect The effect used to render through
  111984. */
  111985. protected _internalRender(effect: Effect): void;
  111986. /**
  111987. * Sets the required values for both the emissive texture and and the main color.
  111988. */
  111989. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  111990. /**
  111991. * Returns true if the mesh should render, otherwise false.
  111992. * @param mesh The mesh to render
  111993. * @returns true if it should render otherwise false
  111994. */
  111995. protected _shouldRenderMesh(mesh: Mesh): boolean;
  111996. /**
  111997. * Adds specific effects defines.
  111998. * @param defines The defines to add specifics to.
  111999. */
  112000. protected _addCustomEffectDefines(defines: string[]): void;
  112001. /**
  112002. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  112003. * @param mesh The mesh to exclude from the glow layer
  112004. */
  112005. addExcludedMesh(mesh: Mesh): void;
  112006. /**
  112007. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  112008. * @param mesh The mesh to remove
  112009. */
  112010. removeExcludedMesh(mesh: Mesh): void;
  112011. /**
  112012. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  112013. * @param mesh The mesh to include in the glow layer
  112014. */
  112015. addIncludedOnlyMesh(mesh: Mesh): void;
  112016. /**
  112017. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  112018. * @param mesh The mesh to remove
  112019. */
  112020. removeIncludedOnlyMesh(mesh: Mesh): void;
  112021. /**
  112022. * Determine if a given mesh will be used in the glow layer
  112023. * @param mesh The mesh to test
  112024. * @returns true if the mesh will be highlighted by the current glow layer
  112025. */
  112026. hasMesh(mesh: AbstractMesh): boolean;
  112027. /**
  112028. * Free any resources and references associated to a mesh.
  112029. * Internal use
  112030. * @param mesh The mesh to free.
  112031. * @hidden
  112032. */
  112033. _disposeMesh(mesh: Mesh): void;
  112034. /**
  112035. * Gets the class name of the effect layer
  112036. * @returns the string with the class name of the effect layer
  112037. */
  112038. getClassName(): string;
  112039. /**
  112040. * Serializes this glow layer
  112041. * @returns a serialized glow layer object
  112042. */
  112043. serialize(): any;
  112044. /**
  112045. * Creates a Glow Layer from parsed glow layer data
  112046. * @param parsedGlowLayer defines glow layer data
  112047. * @param scene defines the current scene
  112048. * @param rootUrl defines the root URL containing the glow layer information
  112049. * @returns a parsed Glow Layer
  112050. */
  112051. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  112052. }
  112053. }
  112054. declare module BABYLON {
  112055. /** @hidden */
  112056. export var glowBlurPostProcessPixelShader: {
  112057. name: string;
  112058. shader: string;
  112059. };
  112060. }
  112061. declare module BABYLON {
  112062. interface AbstractScene {
  112063. /**
  112064. * Return a the first highlight layer of the scene with a given name.
  112065. * @param name The name of the highlight layer to look for.
  112066. * @return The highlight layer if found otherwise null.
  112067. */
  112068. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  112069. }
  112070. /**
  112071. * Highlight layer options. This helps customizing the behaviour
  112072. * of the highlight layer.
  112073. */
  112074. export interface IHighlightLayerOptions {
  112075. /**
  112076. * Multiplication factor apply to the canvas size to compute the render target size
  112077. * used to generated the glowing objects (the smaller the faster).
  112078. */
  112079. mainTextureRatio: number;
  112080. /**
  112081. * Enforces a fixed size texture to ensure resize independant blur.
  112082. */
  112083. mainTextureFixedSize?: number;
  112084. /**
  112085. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  112086. * of the picture to blur (the smaller the faster).
  112087. */
  112088. blurTextureSizeRatio: number;
  112089. /**
  112090. * How big in texel of the blur texture is the vertical blur.
  112091. */
  112092. blurVerticalSize: number;
  112093. /**
  112094. * How big in texel of the blur texture is the horizontal blur.
  112095. */
  112096. blurHorizontalSize: number;
  112097. /**
  112098. * Alpha blending mode used to apply the blur. Default is combine.
  112099. */
  112100. alphaBlendingMode: number;
  112101. /**
  112102. * The camera attached to the layer.
  112103. */
  112104. camera: Nullable<Camera>;
  112105. /**
  112106. * Should we display highlight as a solid stroke?
  112107. */
  112108. isStroke?: boolean;
  112109. /**
  112110. * The rendering group to draw the layer in.
  112111. */
  112112. renderingGroupId: number;
  112113. }
  112114. /**
  112115. * The highlight layer Helps adding a glow effect around a mesh.
  112116. *
  112117. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112118. * glowy meshes to your scene.
  112119. *
  112120. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  112121. */
  112122. export class HighlightLayer extends EffectLayer {
  112123. name: string;
  112124. /**
  112125. * Effect Name of the highlight layer.
  112126. */
  112127. static readonly EffectName: string;
  112128. /**
  112129. * The neutral color used during the preparation of the glow effect.
  112130. * This is black by default as the blend operation is a blend operation.
  112131. */
  112132. static NeutralColor: Color4;
  112133. /**
  112134. * Stencil value used for glowing meshes.
  112135. */
  112136. static GlowingMeshStencilReference: number;
  112137. /**
  112138. * Stencil value used for the other meshes in the scene.
  112139. */
  112140. static NormalMeshStencilReference: number;
  112141. /**
  112142. * Specifies whether or not the inner glow is ACTIVE in the layer.
  112143. */
  112144. innerGlow: boolean;
  112145. /**
  112146. * Specifies whether or not the outer glow is ACTIVE in the layer.
  112147. */
  112148. outerGlow: boolean;
  112149. /**
  112150. * Specifies the horizontal size of the blur.
  112151. */
  112152. /**
  112153. * Gets the horizontal size of the blur.
  112154. */
  112155. blurHorizontalSize: number;
  112156. /**
  112157. * Specifies the vertical size of the blur.
  112158. */
  112159. /**
  112160. * Gets the vertical size of the blur.
  112161. */
  112162. blurVerticalSize: number;
  112163. /**
  112164. * An event triggered when the highlight layer is being blurred.
  112165. */
  112166. onBeforeBlurObservable: Observable<HighlightLayer>;
  112167. /**
  112168. * An event triggered when the highlight layer has been blurred.
  112169. */
  112170. onAfterBlurObservable: Observable<HighlightLayer>;
  112171. private _instanceGlowingMeshStencilReference;
  112172. private _options;
  112173. private _downSamplePostprocess;
  112174. private _horizontalBlurPostprocess;
  112175. private _verticalBlurPostprocess;
  112176. private _blurTexture;
  112177. private _meshes;
  112178. private _excludedMeshes;
  112179. /**
  112180. * Instantiates a new highlight Layer and references it to the scene..
  112181. * @param name The name of the layer
  112182. * @param scene The scene to use the layer in
  112183. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  112184. */
  112185. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  112186. /**
  112187. * Get the effect name of the layer.
  112188. * @return The effect name
  112189. */
  112190. getEffectName(): string;
  112191. /**
  112192. * Create the merge effect. This is the shader use to blit the information back
  112193. * to the main canvas at the end of the scene rendering.
  112194. */
  112195. protected _createMergeEffect(): Effect;
  112196. /**
  112197. * Creates the render target textures and post processes used in the highlight layer.
  112198. */
  112199. protected _createTextureAndPostProcesses(): void;
  112200. /**
  112201. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112202. */
  112203. needStencil(): boolean;
  112204. /**
  112205. * Checks for the readiness of the element composing the layer.
  112206. * @param subMesh the mesh to check for
  112207. * @param useInstances specify wether or not to use instances to render the mesh
  112208. * @param emissiveTexture the associated emissive texture used to generate the glow
  112209. * @return true if ready otherwise, false
  112210. */
  112211. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  112212. /**
  112213. * Implementation specific of rendering the generating effect on the main canvas.
  112214. * @param effect The effect used to render through
  112215. */
  112216. protected _internalRender(effect: Effect): void;
  112217. /**
  112218. * Returns true if the layer contains information to display, otherwise false.
  112219. */
  112220. shouldRender(): boolean;
  112221. /**
  112222. * Returns true if the mesh should render, otherwise false.
  112223. * @param mesh The mesh to render
  112224. * @returns true if it should render otherwise false
  112225. */
  112226. protected _shouldRenderMesh(mesh: Mesh): boolean;
  112227. /**
  112228. * Sets the required values for both the emissive texture and and the main color.
  112229. */
  112230. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  112231. /**
  112232. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  112233. * @param mesh The mesh to exclude from the highlight layer
  112234. */
  112235. addExcludedMesh(mesh: Mesh): void;
  112236. /**
  112237. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  112238. * @param mesh The mesh to highlight
  112239. */
  112240. removeExcludedMesh(mesh: Mesh): void;
  112241. /**
  112242. * Determine if a given mesh will be highlighted by the current HighlightLayer
  112243. * @param mesh mesh to test
  112244. * @returns true if the mesh will be highlighted by the current HighlightLayer
  112245. */
  112246. hasMesh(mesh: AbstractMesh): boolean;
  112247. /**
  112248. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  112249. * @param mesh The mesh to highlight
  112250. * @param color The color of the highlight
  112251. * @param glowEmissiveOnly Extract the glow from the emissive texture
  112252. */
  112253. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  112254. /**
  112255. * Remove a mesh from the highlight layer in order to make it stop glowing.
  112256. * @param mesh The mesh to highlight
  112257. */
  112258. removeMesh(mesh: Mesh): void;
  112259. /**
  112260. * Force the stencil to the normal expected value for none glowing parts
  112261. */
  112262. private _defaultStencilReference;
  112263. /**
  112264. * Free any resources and references associated to a mesh.
  112265. * Internal use
  112266. * @param mesh The mesh to free.
  112267. * @hidden
  112268. */
  112269. _disposeMesh(mesh: Mesh): void;
  112270. /**
  112271. * Dispose the highlight layer and free resources.
  112272. */
  112273. dispose(): void;
  112274. /**
  112275. * Gets the class name of the effect layer
  112276. * @returns the string with the class name of the effect layer
  112277. */
  112278. getClassName(): string;
  112279. /**
  112280. * Serializes this Highlight layer
  112281. * @returns a serialized Highlight layer object
  112282. */
  112283. serialize(): any;
  112284. /**
  112285. * Creates a Highlight layer from parsed Highlight layer data
  112286. * @param parsedHightlightLayer defines the Highlight layer data
  112287. * @param scene defines the current scene
  112288. * @param rootUrl defines the root URL containing the Highlight layer information
  112289. * @returns a parsed Highlight layer
  112290. */
  112291. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  112292. }
  112293. }
  112294. declare module BABYLON {
  112295. interface AbstractScene {
  112296. /**
  112297. * The list of layers (background and foreground) of the scene
  112298. */
  112299. layers: Array<Layer>;
  112300. }
  112301. /**
  112302. * Defines the layer scene component responsible to manage any layers
  112303. * in a given scene.
  112304. */
  112305. export class LayerSceneComponent implements ISceneComponent {
  112306. /**
  112307. * The component name helpfull to identify the component in the list of scene components.
  112308. */
  112309. readonly name: string;
  112310. /**
  112311. * The scene the component belongs to.
  112312. */
  112313. scene: Scene;
  112314. private _engine;
  112315. /**
  112316. * Creates a new instance of the component for the given scene
  112317. * @param scene Defines the scene to register the component in
  112318. */
  112319. constructor(scene: Scene);
  112320. /**
  112321. * Registers the component in a given scene
  112322. */
  112323. register(): void;
  112324. /**
  112325. * Rebuilds the elements related to this component in case of
  112326. * context lost for instance.
  112327. */
  112328. rebuild(): void;
  112329. /**
  112330. * Disposes the component and the associated ressources.
  112331. */
  112332. dispose(): void;
  112333. private _draw;
  112334. private _drawCameraPredicate;
  112335. private _drawCameraBackground;
  112336. private _drawCameraForeground;
  112337. private _drawRenderTargetPredicate;
  112338. private _drawRenderTargetBackground;
  112339. private _drawRenderTargetForeground;
  112340. /**
  112341. * Adds all the elements from the container to the scene
  112342. * @param container the container holding the elements
  112343. */
  112344. addFromContainer(container: AbstractScene): void;
  112345. /**
  112346. * Removes all the elements in the container from the scene
  112347. * @param container contains the elements to remove
  112348. * @param dispose if the removed element should be disposed (default: false)
  112349. */
  112350. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112351. }
  112352. }
  112353. declare module BABYLON {
  112354. /** @hidden */
  112355. export var layerPixelShader: {
  112356. name: string;
  112357. shader: string;
  112358. };
  112359. }
  112360. declare module BABYLON {
  112361. /** @hidden */
  112362. export var layerVertexShader: {
  112363. name: string;
  112364. shader: string;
  112365. };
  112366. }
  112367. declare module BABYLON {
  112368. /**
  112369. * This represents a full screen 2d layer.
  112370. * This can be useful to display a picture in the background of your scene for instance.
  112371. * @see https://www.babylonjs-playground.com/#08A2BS#1
  112372. */
  112373. export class Layer {
  112374. /**
  112375. * Define the name of the layer.
  112376. */
  112377. name: string;
  112378. /**
  112379. * Define the texture the layer should display.
  112380. */
  112381. texture: Nullable<Texture>;
  112382. /**
  112383. * Is the layer in background or foreground.
  112384. */
  112385. isBackground: boolean;
  112386. /**
  112387. * Define the color of the layer (instead of texture).
  112388. */
  112389. color: Color4;
  112390. /**
  112391. * Define the scale of the layer in order to zoom in out of the texture.
  112392. */
  112393. scale: Vector2;
  112394. /**
  112395. * Define an offset for the layer in order to shift the texture.
  112396. */
  112397. offset: Vector2;
  112398. /**
  112399. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  112400. */
  112401. alphaBlendingMode: number;
  112402. /**
  112403. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  112404. * Alpha test will not mix with the background color in case of transparency.
  112405. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  112406. */
  112407. alphaTest: boolean;
  112408. /**
  112409. * Define a mask to restrict the layer to only some of the scene cameras.
  112410. */
  112411. layerMask: number;
  112412. /**
  112413. * Define the list of render target the layer is visible into.
  112414. */
  112415. renderTargetTextures: RenderTargetTexture[];
  112416. /**
  112417. * Define if the layer is only used in renderTarget or if it also
  112418. * renders in the main frame buffer of the canvas.
  112419. */
  112420. renderOnlyInRenderTargetTextures: boolean;
  112421. private _scene;
  112422. private _vertexBuffers;
  112423. private _indexBuffer;
  112424. private _effect;
  112425. private _alphaTestEffect;
  112426. /**
  112427. * An event triggered when the layer is disposed.
  112428. */
  112429. onDisposeObservable: Observable<Layer>;
  112430. private _onDisposeObserver;
  112431. /**
  112432. * Back compatibility with callback before the onDisposeObservable existed.
  112433. * The set callback will be triggered when the layer has been disposed.
  112434. */
  112435. onDispose: () => void;
  112436. /**
  112437. * An event triggered before rendering the scene
  112438. */
  112439. onBeforeRenderObservable: Observable<Layer>;
  112440. private _onBeforeRenderObserver;
  112441. /**
  112442. * Back compatibility with callback before the onBeforeRenderObservable existed.
  112443. * The set callback will be triggered just before rendering the layer.
  112444. */
  112445. onBeforeRender: () => void;
  112446. /**
  112447. * An event triggered after rendering the scene
  112448. */
  112449. onAfterRenderObservable: Observable<Layer>;
  112450. private _onAfterRenderObserver;
  112451. /**
  112452. * Back compatibility with callback before the onAfterRenderObservable existed.
  112453. * The set callback will be triggered just after rendering the layer.
  112454. */
  112455. onAfterRender: () => void;
  112456. /**
  112457. * Instantiates a new layer.
  112458. * This represents a full screen 2d layer.
  112459. * This can be useful to display a picture in the background of your scene for instance.
  112460. * @see https://www.babylonjs-playground.com/#08A2BS#1
  112461. * @param name Define the name of the layer in the scene
  112462. * @param imgUrl Define the url of the texture to display in the layer
  112463. * @param scene Define the scene the layer belongs to
  112464. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  112465. * @param color Defines a color for the layer
  112466. */
  112467. constructor(
  112468. /**
  112469. * Define the name of the layer.
  112470. */
  112471. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  112472. private _createIndexBuffer;
  112473. /** @hidden */
  112474. _rebuild(): void;
  112475. /**
  112476. * Renders the layer in the scene.
  112477. */
  112478. render(): void;
  112479. /**
  112480. * Disposes and releases the associated ressources.
  112481. */
  112482. dispose(): void;
  112483. }
  112484. }
  112485. declare module BABYLON {
  112486. /** @hidden */
  112487. export var lensFlarePixelShader: {
  112488. name: string;
  112489. shader: string;
  112490. };
  112491. }
  112492. declare module BABYLON {
  112493. /** @hidden */
  112494. export var lensFlareVertexShader: {
  112495. name: string;
  112496. shader: string;
  112497. };
  112498. }
  112499. declare module BABYLON {
  112500. /**
  112501. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  112502. * It is usually composed of several `lensFlare`.
  112503. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112504. */
  112505. export class LensFlareSystem {
  112506. /**
  112507. * Define the name of the lens flare system
  112508. */
  112509. name: string;
  112510. /**
  112511. * List of lens flares used in this system.
  112512. */
  112513. lensFlares: LensFlare[];
  112514. /**
  112515. * Define a limit from the border the lens flare can be visible.
  112516. */
  112517. borderLimit: number;
  112518. /**
  112519. * Define a viewport border we do not want to see the lens flare in.
  112520. */
  112521. viewportBorder: number;
  112522. /**
  112523. * Define a predicate which could limit the list of meshes able to occlude the effect.
  112524. */
  112525. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  112526. /**
  112527. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  112528. */
  112529. layerMask: number;
  112530. /**
  112531. * Define the id of the lens flare system in the scene.
  112532. * (equal to name by default)
  112533. */
  112534. id: string;
  112535. private _scene;
  112536. private _emitter;
  112537. private _vertexBuffers;
  112538. private _indexBuffer;
  112539. private _effect;
  112540. private _positionX;
  112541. private _positionY;
  112542. private _isEnabled;
  112543. /** @hidden */
  112544. static _SceneComponentInitialization: (scene: Scene) => void;
  112545. /**
  112546. * Instantiates a lens flare system.
  112547. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  112548. * It is usually composed of several `lensFlare`.
  112549. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112550. * @param name Define the name of the lens flare system in the scene
  112551. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  112552. * @param scene Define the scene the lens flare system belongs to
  112553. */
  112554. constructor(
  112555. /**
  112556. * Define the name of the lens flare system
  112557. */
  112558. name: string, emitter: any, scene: Scene);
  112559. /**
  112560. * Define if the lens flare system is enabled.
  112561. */
  112562. isEnabled: boolean;
  112563. /**
  112564. * Get the scene the effects belongs to.
  112565. * @returns the scene holding the lens flare system
  112566. */
  112567. getScene(): Scene;
  112568. /**
  112569. * Get the emitter of the lens flare system.
  112570. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  112571. * @returns the emitter of the lens flare system
  112572. */
  112573. getEmitter(): any;
  112574. /**
  112575. * Set the emitter of the lens flare system.
  112576. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  112577. * @param newEmitter Define the new emitter of the system
  112578. */
  112579. setEmitter(newEmitter: any): void;
  112580. /**
  112581. * Get the lens flare system emitter position.
  112582. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  112583. * @returns the position
  112584. */
  112585. getEmitterPosition(): Vector3;
  112586. /**
  112587. * @hidden
  112588. */
  112589. computeEffectivePosition(globalViewport: Viewport): boolean;
  112590. /** @hidden */
  112591. _isVisible(): boolean;
  112592. /**
  112593. * @hidden
  112594. */
  112595. render(): boolean;
  112596. /**
  112597. * Dispose and release the lens flare with its associated resources.
  112598. */
  112599. dispose(): void;
  112600. /**
  112601. * Parse a lens flare system from a JSON repressentation
  112602. * @param parsedLensFlareSystem Define the JSON to parse
  112603. * @param scene Define the scene the parsed system should be instantiated in
  112604. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  112605. * @returns the parsed system
  112606. */
  112607. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  112608. /**
  112609. * Serialize the current Lens Flare System into a JSON representation.
  112610. * @returns the serialized JSON
  112611. */
  112612. serialize(): any;
  112613. }
  112614. }
  112615. declare module BABYLON {
  112616. /**
  112617. * This represents one of the lens effect in a `lensFlareSystem`.
  112618. * It controls one of the indiviual texture used in the effect.
  112619. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112620. */
  112621. export class LensFlare {
  112622. /**
  112623. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  112624. */
  112625. size: number;
  112626. /**
  112627. * 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.
  112628. */
  112629. position: number;
  112630. /**
  112631. * Define the lens color.
  112632. */
  112633. color: Color3;
  112634. /**
  112635. * Define the lens texture.
  112636. */
  112637. texture: Nullable<Texture>;
  112638. /**
  112639. * Define the alpha mode to render this particular lens.
  112640. */
  112641. alphaMode: number;
  112642. private _system;
  112643. /**
  112644. * Creates a new Lens Flare.
  112645. * This represents one of the lens effect in a `lensFlareSystem`.
  112646. * It controls one of the indiviual texture used in the effect.
  112647. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112648. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  112649. * @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.
  112650. * @param color Define the lens color
  112651. * @param imgUrl Define the lens texture url
  112652. * @param system Define the `lensFlareSystem` this flare is part of
  112653. * @returns The newly created Lens Flare
  112654. */
  112655. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  112656. /**
  112657. * Instantiates a new Lens Flare.
  112658. * This represents one of the lens effect in a `lensFlareSystem`.
  112659. * It controls one of the indiviual texture used in the effect.
  112660. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112661. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  112662. * @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.
  112663. * @param color Define the lens color
  112664. * @param imgUrl Define the lens texture url
  112665. * @param system Define the `lensFlareSystem` this flare is part of
  112666. */
  112667. constructor(
  112668. /**
  112669. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  112670. */
  112671. size: number,
  112672. /**
  112673. * 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.
  112674. */
  112675. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  112676. /**
  112677. * Dispose and release the lens flare with its associated resources.
  112678. */
  112679. dispose(): void;
  112680. }
  112681. }
  112682. declare module BABYLON {
  112683. interface AbstractScene {
  112684. /**
  112685. * The list of lens flare system added to the scene
  112686. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112687. */
  112688. lensFlareSystems: Array<LensFlareSystem>;
  112689. /**
  112690. * Removes the given lens flare system from this scene.
  112691. * @param toRemove The lens flare system to remove
  112692. * @returns The index of the removed lens flare system
  112693. */
  112694. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  112695. /**
  112696. * Adds the given lens flare system to this scene
  112697. * @param newLensFlareSystem The lens flare system to add
  112698. */
  112699. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  112700. /**
  112701. * Gets a lens flare system using its name
  112702. * @param name defines the name to look for
  112703. * @returns the lens flare system or null if not found
  112704. */
  112705. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  112706. /**
  112707. * Gets a lens flare system using its id
  112708. * @param id defines the id to look for
  112709. * @returns the lens flare system or null if not found
  112710. */
  112711. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  112712. }
  112713. /**
  112714. * Defines the lens flare scene component responsible to manage any lens flares
  112715. * in a given scene.
  112716. */
  112717. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  112718. /**
  112719. * The component name helpfull to identify the component in the list of scene components.
  112720. */
  112721. readonly name: string;
  112722. /**
  112723. * The scene the component belongs to.
  112724. */
  112725. scene: Scene;
  112726. /**
  112727. * Creates a new instance of the component for the given scene
  112728. * @param scene Defines the scene to register the component in
  112729. */
  112730. constructor(scene: Scene);
  112731. /**
  112732. * Registers the component in a given scene
  112733. */
  112734. register(): void;
  112735. /**
  112736. * Rebuilds the elements related to this component in case of
  112737. * context lost for instance.
  112738. */
  112739. rebuild(): void;
  112740. /**
  112741. * Adds all the elements from the container to the scene
  112742. * @param container the container holding the elements
  112743. */
  112744. addFromContainer(container: AbstractScene): void;
  112745. /**
  112746. * Removes all the elements in the container from the scene
  112747. * @param container contains the elements to remove
  112748. * @param dispose if the removed element should be disposed (default: false)
  112749. */
  112750. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112751. /**
  112752. * Serializes the component data to the specified json object
  112753. * @param serializationObject The object to serialize to
  112754. */
  112755. serialize(serializationObject: any): void;
  112756. /**
  112757. * Disposes the component and the associated ressources.
  112758. */
  112759. dispose(): void;
  112760. private _draw;
  112761. }
  112762. }
  112763. declare module BABYLON {
  112764. /**
  112765. * Defines the shadow generator component responsible to manage any shadow generators
  112766. * in a given scene.
  112767. */
  112768. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  112769. /**
  112770. * The component name helpfull to identify the component in the list of scene components.
  112771. */
  112772. readonly name: string;
  112773. /**
  112774. * The scene the component belongs to.
  112775. */
  112776. scene: Scene;
  112777. /**
  112778. * Creates a new instance of the component for the given scene
  112779. * @param scene Defines the scene to register the component in
  112780. */
  112781. constructor(scene: Scene);
  112782. /**
  112783. * Registers the component in a given scene
  112784. */
  112785. register(): void;
  112786. /**
  112787. * Rebuilds the elements related to this component in case of
  112788. * context lost for instance.
  112789. */
  112790. rebuild(): void;
  112791. /**
  112792. * Serializes the component data to the specified json object
  112793. * @param serializationObject The object to serialize to
  112794. */
  112795. serialize(serializationObject: any): void;
  112796. /**
  112797. * Adds all the elements from the container to the scene
  112798. * @param container the container holding the elements
  112799. */
  112800. addFromContainer(container: AbstractScene): void;
  112801. /**
  112802. * Removes all the elements in the container from the scene
  112803. * @param container contains the elements to remove
  112804. * @param dispose if the removed element should be disposed (default: false)
  112805. */
  112806. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112807. /**
  112808. * Rebuilds the elements related to this component in case of
  112809. * context lost for instance.
  112810. */
  112811. dispose(): void;
  112812. private _gatherRenderTargets;
  112813. }
  112814. }
  112815. declare module BABYLON {
  112816. /**
  112817. * A point light is a light defined by an unique point in world space.
  112818. * The light is emitted in every direction from this point.
  112819. * A good example of a point light is a standard light bulb.
  112820. * Documentation: https://doc.babylonjs.com/babylon101/lights
  112821. */
  112822. export class PointLight extends ShadowLight {
  112823. private _shadowAngle;
  112824. /**
  112825. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  112826. * This specifies what angle the shadow will use to be created.
  112827. *
  112828. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  112829. */
  112830. /**
  112831. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  112832. * This specifies what angle the shadow will use to be created.
  112833. *
  112834. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  112835. */
  112836. shadowAngle: number;
  112837. /**
  112838. * Gets the direction if it has been set.
  112839. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  112840. */
  112841. /**
  112842. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  112843. */
  112844. direction: Vector3;
  112845. /**
  112846. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  112847. * A PointLight emits the light in every direction.
  112848. * It can cast shadows.
  112849. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  112850. * ```javascript
  112851. * var pointLight = new PointLight("pl", camera.position, scene);
  112852. * ```
  112853. * Documentation : https://doc.babylonjs.com/babylon101/lights
  112854. * @param name The light friendly name
  112855. * @param position The position of the point light in the scene
  112856. * @param scene The scene the lights belongs to
  112857. */
  112858. constructor(name: string, position: Vector3, scene: Scene);
  112859. /**
  112860. * Returns the string "PointLight"
  112861. * @returns the class name
  112862. */
  112863. getClassName(): string;
  112864. /**
  112865. * Returns the integer 0.
  112866. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  112867. */
  112868. getTypeID(): number;
  112869. /**
  112870. * Specifies wether or not the shadowmap should be a cube texture.
  112871. * @returns true if the shadowmap needs to be a cube texture.
  112872. */
  112873. needCube(): boolean;
  112874. /**
  112875. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  112876. * @param faceIndex The index of the face we are computed the direction to generate shadow
  112877. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  112878. */
  112879. getShadowDirection(faceIndex?: number): Vector3;
  112880. /**
  112881. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  112882. * - fov = PI / 2
  112883. * - aspect ratio : 1.0
  112884. * - z-near and far equal to the active camera minZ and maxZ.
  112885. * Returns the PointLight.
  112886. */
  112887. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  112888. protected _buildUniformLayout(): void;
  112889. /**
  112890. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  112891. * @param effect The effect to update
  112892. * @param lightIndex The index of the light in the effect to update
  112893. * @returns The point light
  112894. */
  112895. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  112896. /**
  112897. * Prepares the list of defines specific to the light type.
  112898. * @param defines the list of defines
  112899. * @param lightIndex defines the index of the light for the effect
  112900. */
  112901. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  112902. }
  112903. }
  112904. declare module BABYLON {
  112905. /**
  112906. * Header information of HDR texture files.
  112907. */
  112908. export interface HDRInfo {
  112909. /**
  112910. * The height of the texture in pixels.
  112911. */
  112912. height: number;
  112913. /**
  112914. * The width of the texture in pixels.
  112915. */
  112916. width: number;
  112917. /**
  112918. * The index of the beginning of the data in the binary file.
  112919. */
  112920. dataPosition: number;
  112921. }
  112922. /**
  112923. * This groups tools to convert HDR texture to native colors array.
  112924. */
  112925. export class HDRTools {
  112926. private static Ldexp;
  112927. private static Rgbe2float;
  112928. private static readStringLine;
  112929. /**
  112930. * Reads header information from an RGBE texture stored in a native array.
  112931. * More information on this format are available here:
  112932. * https://en.wikipedia.org/wiki/RGBE_image_format
  112933. *
  112934. * @param uint8array The binary file stored in native array.
  112935. * @return The header information.
  112936. */
  112937. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  112938. /**
  112939. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  112940. * This RGBE texture needs to store the information as a panorama.
  112941. *
  112942. * More information on this format are available here:
  112943. * https://en.wikipedia.org/wiki/RGBE_image_format
  112944. *
  112945. * @param buffer The binary file stored in an array buffer.
  112946. * @param size The expected size of the extracted cubemap.
  112947. * @return The Cube Map information.
  112948. */
  112949. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  112950. /**
  112951. * Returns the pixels data extracted from an RGBE texture.
  112952. * This pixels will be stored left to right up to down in the R G B order in one array.
  112953. *
  112954. * More information on this format are available here:
  112955. * https://en.wikipedia.org/wiki/RGBE_image_format
  112956. *
  112957. * @param uint8array The binary file stored in an array buffer.
  112958. * @param hdrInfo The header information of the file.
  112959. * @return The pixels data in RGB right to left up to down order.
  112960. */
  112961. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  112962. private static RGBE_ReadPixels_RLE;
  112963. }
  112964. }
  112965. declare module BABYLON {
  112966. /**
  112967. * This represents a texture coming from an HDR input.
  112968. *
  112969. * The only supported format is currently panorama picture stored in RGBE format.
  112970. * Example of such files can be found on HDRLib: http://hdrlib.com/
  112971. */
  112972. export class HDRCubeTexture extends BaseTexture {
  112973. private static _facesMapping;
  112974. private _generateHarmonics;
  112975. private _noMipmap;
  112976. private _textureMatrix;
  112977. private _size;
  112978. private _onLoad;
  112979. private _onError;
  112980. /**
  112981. * The texture URL.
  112982. */
  112983. url: string;
  112984. /**
  112985. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  112986. */
  112987. coordinatesMode: number;
  112988. protected _isBlocking: boolean;
  112989. /**
  112990. * Sets wether or not the texture is blocking during loading.
  112991. */
  112992. /**
  112993. * Gets wether or not the texture is blocking during loading.
  112994. */
  112995. isBlocking: boolean;
  112996. protected _rotationY: number;
  112997. /**
  112998. * Sets texture matrix rotation angle around Y axis in radians.
  112999. */
  113000. /**
  113001. * Gets texture matrix rotation angle around Y axis radians.
  113002. */
  113003. rotationY: number;
  113004. /**
  113005. * Gets or sets the center of the bounding box associated with the cube texture
  113006. * It must define where the camera used to render the texture was set
  113007. */
  113008. boundingBoxPosition: Vector3;
  113009. private _boundingBoxSize;
  113010. /**
  113011. * Gets or sets the size of the bounding box associated with the cube texture
  113012. * When defined, the cubemap will switch to local mode
  113013. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  113014. * @example https://www.babylonjs-playground.com/#RNASML
  113015. */
  113016. boundingBoxSize: Vector3;
  113017. /**
  113018. * Instantiates an HDRTexture from the following parameters.
  113019. *
  113020. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  113021. * @param scene The scene the texture will be used in
  113022. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  113023. * @param noMipmap Forces to not generate the mipmap if true
  113024. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  113025. * @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)
  113026. * @param reserved Reserved flag for internal use.
  113027. */
  113028. 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>);
  113029. /**
  113030. * Get the current class name of the texture useful for serialization or dynamic coding.
  113031. * @returns "HDRCubeTexture"
  113032. */
  113033. getClassName(): string;
  113034. /**
  113035. * Occurs when the file is raw .hdr file.
  113036. */
  113037. private loadTexture;
  113038. clone(): HDRCubeTexture;
  113039. delayLoad(): void;
  113040. /**
  113041. * Get the texture reflection matrix used to rotate/transform the reflection.
  113042. * @returns the reflection matrix
  113043. */
  113044. getReflectionTextureMatrix(): Matrix;
  113045. /**
  113046. * Set the texture reflection matrix used to rotate/transform the reflection.
  113047. * @param value Define the reflection matrix to set
  113048. */
  113049. setReflectionTextureMatrix(value: Matrix): void;
  113050. /**
  113051. * Parses a JSON representation of an HDR Texture in order to create the texture
  113052. * @param parsedTexture Define the JSON representation
  113053. * @param scene Define the scene the texture should be created in
  113054. * @param rootUrl Define the root url in case we need to load relative dependencies
  113055. * @returns the newly created texture after parsing
  113056. */
  113057. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  113058. serialize(): any;
  113059. }
  113060. }
  113061. declare module BABYLON {
  113062. /**
  113063. * Class used to control physics engine
  113064. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  113065. */
  113066. export class PhysicsEngine implements IPhysicsEngine {
  113067. private _physicsPlugin;
  113068. /**
  113069. * Global value used to control the smallest number supported by the simulation
  113070. */
  113071. static Epsilon: number;
  113072. private _impostors;
  113073. private _joints;
  113074. /**
  113075. * Gets the gravity vector used by the simulation
  113076. */
  113077. gravity: Vector3;
  113078. /**
  113079. * Factory used to create the default physics plugin.
  113080. * @returns The default physics plugin
  113081. */
  113082. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  113083. /**
  113084. * Creates a new Physics Engine
  113085. * @param gravity defines the gravity vector used by the simulation
  113086. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  113087. */
  113088. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  113089. /**
  113090. * Sets the gravity vector used by the simulation
  113091. * @param gravity defines the gravity vector to use
  113092. */
  113093. setGravity(gravity: Vector3): void;
  113094. /**
  113095. * Set the time step of the physics engine.
  113096. * Default is 1/60.
  113097. * To slow it down, enter 1/600 for example.
  113098. * To speed it up, 1/30
  113099. * @param newTimeStep defines the new timestep to apply to this world.
  113100. */
  113101. setTimeStep(newTimeStep?: number): void;
  113102. /**
  113103. * Get the time step of the physics engine.
  113104. * @returns the current time step
  113105. */
  113106. getTimeStep(): number;
  113107. /**
  113108. * Release all resources
  113109. */
  113110. dispose(): void;
  113111. /**
  113112. * Gets the name of the current physics plugin
  113113. * @returns the name of the plugin
  113114. */
  113115. getPhysicsPluginName(): string;
  113116. /**
  113117. * Adding a new impostor for the impostor tracking.
  113118. * This will be done by the impostor itself.
  113119. * @param impostor the impostor to add
  113120. */
  113121. addImpostor(impostor: PhysicsImpostor): void;
  113122. /**
  113123. * Remove an impostor from the engine.
  113124. * This impostor and its mesh will not longer be updated by the physics engine.
  113125. * @param impostor the impostor to remove
  113126. */
  113127. removeImpostor(impostor: PhysicsImpostor): void;
  113128. /**
  113129. * Add a joint to the physics engine
  113130. * @param mainImpostor defines the main impostor to which the joint is added.
  113131. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  113132. * @param joint defines the joint that will connect both impostors.
  113133. */
  113134. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  113135. /**
  113136. * Removes a joint from the simulation
  113137. * @param mainImpostor defines the impostor used with the joint
  113138. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  113139. * @param joint defines the joint to remove
  113140. */
  113141. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  113142. /**
  113143. * Called by the scene. No need to call it.
  113144. * @param delta defines the timespam between frames
  113145. */
  113146. _step(delta: number): void;
  113147. /**
  113148. * Gets the current plugin used to run the simulation
  113149. * @returns current plugin
  113150. */
  113151. getPhysicsPlugin(): IPhysicsEnginePlugin;
  113152. /**
  113153. * Gets the list of physic impostors
  113154. * @returns an array of PhysicsImpostor
  113155. */
  113156. getImpostors(): Array<PhysicsImpostor>;
  113157. /**
  113158. * Gets the impostor for a physics enabled object
  113159. * @param object defines the object impersonated by the impostor
  113160. * @returns the PhysicsImpostor or null if not found
  113161. */
  113162. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  113163. /**
  113164. * Gets the impostor for a physics body object
  113165. * @param body defines physics body used by the impostor
  113166. * @returns the PhysicsImpostor or null if not found
  113167. */
  113168. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  113169. /**
  113170. * Does a raycast in the physics world
  113171. * @param from when should the ray start?
  113172. * @param to when should the ray end?
  113173. * @returns PhysicsRaycastResult
  113174. */
  113175. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113176. }
  113177. }
  113178. declare module BABYLON {
  113179. /** @hidden */
  113180. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  113181. private _useDeltaForWorldStep;
  113182. world: any;
  113183. name: string;
  113184. private _physicsMaterials;
  113185. private _fixedTimeStep;
  113186. private _cannonRaycastResult;
  113187. private _raycastResult;
  113188. private _physicsBodysToRemoveAfterStep;
  113189. BJSCANNON: any;
  113190. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  113191. setGravity(gravity: Vector3): void;
  113192. setTimeStep(timeStep: number): void;
  113193. getTimeStep(): number;
  113194. executeStep(delta: number): void;
  113195. private _removeMarkedPhysicsBodiesFromWorld;
  113196. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113197. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113198. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113199. private _processChildMeshes;
  113200. removePhysicsBody(impostor: PhysicsImpostor): void;
  113201. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113202. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113203. private _addMaterial;
  113204. private _checkWithEpsilon;
  113205. private _createShape;
  113206. private _createHeightmap;
  113207. private _minus90X;
  113208. private _plus90X;
  113209. private _tmpPosition;
  113210. private _tmpDeltaPosition;
  113211. private _tmpUnityRotation;
  113212. private _updatePhysicsBodyTransformation;
  113213. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113214. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113215. isSupported(): boolean;
  113216. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113217. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113218. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113219. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113220. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113221. getBodyMass(impostor: PhysicsImpostor): number;
  113222. getBodyFriction(impostor: PhysicsImpostor): number;
  113223. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113224. getBodyRestitution(impostor: PhysicsImpostor): number;
  113225. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113226. sleepBody(impostor: PhysicsImpostor): void;
  113227. wakeUpBody(impostor: PhysicsImpostor): void;
  113228. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  113229. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  113230. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  113231. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113232. getRadius(impostor: PhysicsImpostor): number;
  113233. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113234. dispose(): void;
  113235. private _extendNamespace;
  113236. /**
  113237. * Does a raycast in the physics world
  113238. * @param from when should the ray start?
  113239. * @param to when should the ray end?
  113240. * @returns PhysicsRaycastResult
  113241. */
  113242. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113243. }
  113244. }
  113245. declare module BABYLON {
  113246. /** @hidden */
  113247. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  113248. world: any;
  113249. name: string;
  113250. BJSOIMO: any;
  113251. private _raycastResult;
  113252. constructor(iterations?: number, oimoInjection?: any);
  113253. setGravity(gravity: Vector3): void;
  113254. setTimeStep(timeStep: number): void;
  113255. getTimeStep(): number;
  113256. private _tmpImpostorsArray;
  113257. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  113258. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113259. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113260. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113261. private _tmpPositionVector;
  113262. removePhysicsBody(impostor: PhysicsImpostor): void;
  113263. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113264. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113265. isSupported(): boolean;
  113266. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113267. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113268. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113269. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113270. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113271. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113272. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113273. getBodyMass(impostor: PhysicsImpostor): number;
  113274. getBodyFriction(impostor: PhysicsImpostor): number;
  113275. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113276. getBodyRestitution(impostor: PhysicsImpostor): number;
  113277. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113278. sleepBody(impostor: PhysicsImpostor): void;
  113279. wakeUpBody(impostor: PhysicsImpostor): void;
  113280. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  113281. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  113282. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  113283. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113284. getRadius(impostor: PhysicsImpostor): number;
  113285. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113286. dispose(): void;
  113287. /**
  113288. * Does a raycast in the physics world
  113289. * @param from when should the ray start?
  113290. * @param to when should the ray end?
  113291. * @returns PhysicsRaycastResult
  113292. */
  113293. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113294. }
  113295. }
  113296. declare module BABYLON {
  113297. /**
  113298. * Class containing static functions to help procedurally build meshes
  113299. */
  113300. export class RibbonBuilder {
  113301. /**
  113302. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  113303. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  113304. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  113305. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  113306. * * 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
  113307. * * 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
  113308. * * 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
  113309. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113310. * * If you create a double-sided mesh, you can choose what parts of 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
  113311. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  113312. * * 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
  113313. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  113314. * * 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
  113315. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  113316. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113317. * @param name defines the name of the mesh
  113318. * @param options defines the options used to create the mesh
  113319. * @param scene defines the hosting scene
  113320. * @returns the ribbon mesh
  113321. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  113322. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113323. */
  113324. static CreateRibbon(name: string, options: {
  113325. pathArray: Vector3[][];
  113326. closeArray?: boolean;
  113327. closePath?: boolean;
  113328. offset?: number;
  113329. updatable?: boolean;
  113330. sideOrientation?: number;
  113331. frontUVs?: Vector4;
  113332. backUVs?: Vector4;
  113333. instance?: Mesh;
  113334. invertUV?: boolean;
  113335. uvs?: Vector2[];
  113336. colors?: Color4[];
  113337. }, scene?: Nullable<Scene>): Mesh;
  113338. }
  113339. }
  113340. declare module BABYLON {
  113341. /**
  113342. * Class containing static functions to help procedurally build meshes
  113343. */
  113344. export class ShapeBuilder {
  113345. /**
  113346. * 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.
  113347. * * 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.
  113348. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  113349. * * 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.
  113350. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  113351. * * 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
  113352. * * 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
  113353. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  113354. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113355. * * If you create a double-sided mesh, you can choose what parts of 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
  113356. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  113357. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  113358. * @param name defines the name of the mesh
  113359. * @param options defines the options used to create the mesh
  113360. * @param scene defines the hosting scene
  113361. * @returns the extruded shape mesh
  113362. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113363. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  113364. */
  113365. static ExtrudeShape(name: string, options: {
  113366. shape: Vector3[];
  113367. path: Vector3[];
  113368. scale?: number;
  113369. rotation?: number;
  113370. cap?: number;
  113371. updatable?: boolean;
  113372. sideOrientation?: number;
  113373. frontUVs?: Vector4;
  113374. backUVs?: Vector4;
  113375. instance?: Mesh;
  113376. invertUV?: boolean;
  113377. }, scene?: Nullable<Scene>): Mesh;
  113378. /**
  113379. * Creates an custom extruded shape mesh.
  113380. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  113381. * * 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.
  113382. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  113383. * * 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
  113384. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  113385. * * 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
  113386. * * It must returns a float value that will be the scale value applied to the shape on each path point
  113387. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  113388. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  113389. * * 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
  113390. * * 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
  113391. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  113392. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113393. * * If you create a double-sided mesh, you can choose what parts of 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
  113394. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  113395. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113396. * @param name defines the name of the mesh
  113397. * @param options defines the options used to create the mesh
  113398. * @param scene defines the hosting scene
  113399. * @returns the custom extruded shape mesh
  113400. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  113401. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113402. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  113403. */
  113404. static ExtrudeShapeCustom(name: string, options: {
  113405. shape: Vector3[];
  113406. path: Vector3[];
  113407. scaleFunction?: any;
  113408. rotationFunction?: any;
  113409. ribbonCloseArray?: boolean;
  113410. ribbonClosePath?: boolean;
  113411. cap?: number;
  113412. updatable?: boolean;
  113413. sideOrientation?: number;
  113414. frontUVs?: Vector4;
  113415. backUVs?: Vector4;
  113416. instance?: Mesh;
  113417. invertUV?: boolean;
  113418. }, scene?: Nullable<Scene>): Mesh;
  113419. private static _ExtrudeShapeGeneric;
  113420. }
  113421. }
  113422. declare module BABYLON {
  113423. /**
  113424. * AmmoJS Physics plugin
  113425. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  113426. * @see https://github.com/kripken/ammo.js/
  113427. */
  113428. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  113429. private _useDeltaForWorldStep;
  113430. /**
  113431. * Reference to the Ammo library
  113432. */
  113433. bjsAMMO: any;
  113434. /**
  113435. * Created ammoJS world which physics bodies are added to
  113436. */
  113437. world: any;
  113438. /**
  113439. * Name of the plugin
  113440. */
  113441. name: string;
  113442. private _timeStep;
  113443. private _fixedTimeStep;
  113444. private _maxSteps;
  113445. private _tmpQuaternion;
  113446. private _tmpAmmoTransform;
  113447. private _tmpAmmoQuaternion;
  113448. private _tmpAmmoConcreteContactResultCallback;
  113449. private _collisionConfiguration;
  113450. private _dispatcher;
  113451. private _overlappingPairCache;
  113452. private _solver;
  113453. private _softBodySolver;
  113454. private _tmpAmmoVectorA;
  113455. private _tmpAmmoVectorB;
  113456. private _tmpAmmoVectorC;
  113457. private _tmpAmmoVectorD;
  113458. private _tmpContactCallbackResult;
  113459. private _tmpAmmoVectorRCA;
  113460. private _tmpAmmoVectorRCB;
  113461. private _raycastResult;
  113462. private static readonly DISABLE_COLLISION_FLAG;
  113463. private static readonly KINEMATIC_FLAG;
  113464. private static readonly DISABLE_DEACTIVATION_FLAG;
  113465. /**
  113466. * Initializes the ammoJS plugin
  113467. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  113468. * @param ammoInjection can be used to inject your own ammo reference
  113469. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  113470. */
  113471. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  113472. /**
  113473. * Sets the gravity of the physics world (m/(s^2))
  113474. * @param gravity Gravity to set
  113475. */
  113476. setGravity(gravity: Vector3): void;
  113477. /**
  113478. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  113479. * @param timeStep timestep to use in seconds
  113480. */
  113481. setTimeStep(timeStep: number): void;
  113482. /**
  113483. * 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)
  113484. * @param fixedTimeStep fixedTimeStep to use in seconds
  113485. */
  113486. setFixedTimeStep(fixedTimeStep: number): void;
  113487. /**
  113488. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  113489. * @param maxSteps the maximum number of steps by the physics engine per frame
  113490. */
  113491. setMaxSteps(maxSteps: number): void;
  113492. /**
  113493. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  113494. * @returns the current timestep in seconds
  113495. */
  113496. getTimeStep(): number;
  113497. private _isImpostorInContact;
  113498. private _isImpostorPairInContact;
  113499. private _stepSimulation;
  113500. /**
  113501. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  113502. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  113503. * After the step the babylon meshes are set to the position of the physics imposters
  113504. * @param delta amount of time to step forward
  113505. * @param impostors array of imposters to update before/after the step
  113506. */
  113507. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  113508. /**
  113509. * Update babylon mesh to match physics world object
  113510. * @param impostor imposter to match
  113511. */
  113512. private _afterSoftStep;
  113513. /**
  113514. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  113515. * @param impostor imposter to match
  113516. */
  113517. private _ropeStep;
  113518. /**
  113519. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  113520. * @param impostor imposter to match
  113521. */
  113522. private _softbodyOrClothStep;
  113523. private _tmpVector;
  113524. private _tmpMatrix;
  113525. /**
  113526. * Applies an impulse on the imposter
  113527. * @param impostor imposter to apply impulse to
  113528. * @param force amount of force to be applied to the imposter
  113529. * @param contactPoint the location to apply the impulse on the imposter
  113530. */
  113531. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113532. /**
  113533. * Applies a force on the imposter
  113534. * @param impostor imposter to apply force
  113535. * @param force amount of force to be applied to the imposter
  113536. * @param contactPoint the location to apply the force on the imposter
  113537. */
  113538. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113539. /**
  113540. * Creates a physics body using the plugin
  113541. * @param impostor the imposter to create the physics body on
  113542. */
  113543. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113544. /**
  113545. * Removes the physics body from the imposter and disposes of the body's memory
  113546. * @param impostor imposter to remove the physics body from
  113547. */
  113548. removePhysicsBody(impostor: PhysicsImpostor): void;
  113549. /**
  113550. * Generates a joint
  113551. * @param impostorJoint the imposter joint to create the joint with
  113552. */
  113553. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113554. /**
  113555. * Removes a joint
  113556. * @param impostorJoint the imposter joint to remove the joint from
  113557. */
  113558. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113559. private _addMeshVerts;
  113560. /**
  113561. * Initialise the soft body vertices to match its object's (mesh) vertices
  113562. * Softbody vertices (nodes) are in world space and to match this
  113563. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  113564. * @param impostor to create the softbody for
  113565. */
  113566. private _softVertexData;
  113567. /**
  113568. * Create an impostor's soft body
  113569. * @param impostor to create the softbody for
  113570. */
  113571. private _createSoftbody;
  113572. /**
  113573. * Create cloth for an impostor
  113574. * @param impostor to create the softbody for
  113575. */
  113576. private _createCloth;
  113577. /**
  113578. * Create rope for an impostor
  113579. * @param impostor to create the softbody for
  113580. */
  113581. private _createRope;
  113582. private _addHullVerts;
  113583. private _createShape;
  113584. /**
  113585. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  113586. * @param impostor imposter containing the physics body and babylon object
  113587. */
  113588. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113589. /**
  113590. * Sets the babylon object's position/rotation from the physics body's position/rotation
  113591. * @param impostor imposter containing the physics body and babylon object
  113592. * @param newPosition new position
  113593. * @param newRotation new rotation
  113594. */
  113595. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113596. /**
  113597. * If this plugin is supported
  113598. * @returns true if its supported
  113599. */
  113600. isSupported(): boolean;
  113601. /**
  113602. * Sets the linear velocity of the physics body
  113603. * @param impostor imposter to set the velocity on
  113604. * @param velocity velocity to set
  113605. */
  113606. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113607. /**
  113608. * Sets the angular velocity of the physics body
  113609. * @param impostor imposter to set the velocity on
  113610. * @param velocity velocity to set
  113611. */
  113612. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113613. /**
  113614. * gets the linear velocity
  113615. * @param impostor imposter to get linear velocity from
  113616. * @returns linear velocity
  113617. */
  113618. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113619. /**
  113620. * gets the angular velocity
  113621. * @param impostor imposter to get angular velocity from
  113622. * @returns angular velocity
  113623. */
  113624. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113625. /**
  113626. * Sets the mass of physics body
  113627. * @param impostor imposter to set the mass on
  113628. * @param mass mass to set
  113629. */
  113630. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113631. /**
  113632. * Gets the mass of the physics body
  113633. * @param impostor imposter to get the mass from
  113634. * @returns mass
  113635. */
  113636. getBodyMass(impostor: PhysicsImpostor): number;
  113637. /**
  113638. * Gets friction of the impostor
  113639. * @param impostor impostor to get friction from
  113640. * @returns friction value
  113641. */
  113642. getBodyFriction(impostor: PhysicsImpostor): number;
  113643. /**
  113644. * Sets friction of the impostor
  113645. * @param impostor impostor to set friction on
  113646. * @param friction friction value
  113647. */
  113648. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113649. /**
  113650. * Gets restitution of the impostor
  113651. * @param impostor impostor to get restitution from
  113652. * @returns restitution value
  113653. */
  113654. getBodyRestitution(impostor: PhysicsImpostor): number;
  113655. /**
  113656. * Sets resitution of the impostor
  113657. * @param impostor impostor to set resitution on
  113658. * @param restitution resitution value
  113659. */
  113660. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113661. /**
  113662. * Gets pressure inside the impostor
  113663. * @param impostor impostor to get pressure from
  113664. * @returns pressure value
  113665. */
  113666. getBodyPressure(impostor: PhysicsImpostor): number;
  113667. /**
  113668. * Sets pressure inside a soft body impostor
  113669. * Cloth and rope must remain 0 pressure
  113670. * @param impostor impostor to set pressure on
  113671. * @param pressure pressure value
  113672. */
  113673. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  113674. /**
  113675. * Gets stiffness of the impostor
  113676. * @param impostor impostor to get stiffness from
  113677. * @returns pressure value
  113678. */
  113679. getBodyStiffness(impostor: PhysicsImpostor): number;
  113680. /**
  113681. * Sets stiffness of the impostor
  113682. * @param impostor impostor to set stiffness on
  113683. * @param stiffness stiffness value from 0 to 1
  113684. */
  113685. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  113686. /**
  113687. * Gets velocityIterations of the impostor
  113688. * @param impostor impostor to get velocity iterations from
  113689. * @returns velocityIterations value
  113690. */
  113691. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  113692. /**
  113693. * Sets velocityIterations of the impostor
  113694. * @param impostor impostor to set velocity iterations on
  113695. * @param velocityIterations velocityIterations value
  113696. */
  113697. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  113698. /**
  113699. * Gets positionIterations of the impostor
  113700. * @param impostor impostor to get position iterations from
  113701. * @returns positionIterations value
  113702. */
  113703. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  113704. /**
  113705. * Sets positionIterations of the impostor
  113706. * @param impostor impostor to set position on
  113707. * @param positionIterations positionIterations value
  113708. */
  113709. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  113710. /**
  113711. * Append an anchor to a cloth object
  113712. * @param impostor is the cloth impostor to add anchor to
  113713. * @param otherImpostor is the rigid impostor to anchor to
  113714. * @param width ratio across width from 0 to 1
  113715. * @param height ratio up height from 0 to 1
  113716. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  113717. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  113718. */
  113719. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  113720. /**
  113721. * Append an hook to a rope object
  113722. * @param impostor is the rope impostor to add hook to
  113723. * @param otherImpostor is the rigid impostor to hook to
  113724. * @param length ratio along the rope from 0 to 1
  113725. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  113726. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  113727. */
  113728. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  113729. /**
  113730. * Sleeps the physics body and stops it from being active
  113731. * @param impostor impostor to sleep
  113732. */
  113733. sleepBody(impostor: PhysicsImpostor): void;
  113734. /**
  113735. * Activates the physics body
  113736. * @param impostor impostor to activate
  113737. */
  113738. wakeUpBody(impostor: PhysicsImpostor): void;
  113739. /**
  113740. * Updates the distance parameters of the joint
  113741. * @param joint joint to update
  113742. * @param maxDistance maximum distance of the joint
  113743. * @param minDistance minimum distance of the joint
  113744. */
  113745. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  113746. /**
  113747. * Sets a motor on the joint
  113748. * @param joint joint to set motor on
  113749. * @param speed speed of the motor
  113750. * @param maxForce maximum force of the motor
  113751. * @param motorIndex index of the motor
  113752. */
  113753. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  113754. /**
  113755. * Sets the motors limit
  113756. * @param joint joint to set limit on
  113757. * @param upperLimit upper limit
  113758. * @param lowerLimit lower limit
  113759. */
  113760. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  113761. /**
  113762. * Syncs the position and rotation of a mesh with the impostor
  113763. * @param mesh mesh to sync
  113764. * @param impostor impostor to update the mesh with
  113765. */
  113766. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113767. /**
  113768. * Gets the radius of the impostor
  113769. * @param impostor impostor to get radius from
  113770. * @returns the radius
  113771. */
  113772. getRadius(impostor: PhysicsImpostor): number;
  113773. /**
  113774. * Gets the box size of the impostor
  113775. * @param impostor impostor to get box size from
  113776. * @param result the resulting box size
  113777. */
  113778. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113779. /**
  113780. * Disposes of the impostor
  113781. */
  113782. dispose(): void;
  113783. /**
  113784. * Does a raycast in the physics world
  113785. * @param from when should the ray start?
  113786. * @param to when should the ray end?
  113787. * @returns PhysicsRaycastResult
  113788. */
  113789. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113790. }
  113791. }
  113792. declare module BABYLON {
  113793. interface AbstractScene {
  113794. /**
  113795. * The list of reflection probes added to the scene
  113796. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  113797. */
  113798. reflectionProbes: Array<ReflectionProbe>;
  113799. /**
  113800. * Removes the given reflection probe from this scene.
  113801. * @param toRemove The reflection probe to remove
  113802. * @returns The index of the removed reflection probe
  113803. */
  113804. removeReflectionProbe(toRemove: ReflectionProbe): number;
  113805. /**
  113806. * Adds the given reflection probe to this scene.
  113807. * @param newReflectionProbe The reflection probe to add
  113808. */
  113809. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  113810. }
  113811. /**
  113812. * Class used to generate realtime reflection / refraction cube textures
  113813. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  113814. */
  113815. export class ReflectionProbe {
  113816. /** defines the name of the probe */
  113817. name: string;
  113818. private _scene;
  113819. private _renderTargetTexture;
  113820. private _projectionMatrix;
  113821. private _viewMatrix;
  113822. private _target;
  113823. private _add;
  113824. private _attachedMesh;
  113825. private _invertYAxis;
  113826. /** Gets or sets probe position (center of the cube map) */
  113827. position: Vector3;
  113828. /**
  113829. * Creates a new reflection probe
  113830. * @param name defines the name of the probe
  113831. * @param size defines the texture resolution (for each face)
  113832. * @param scene defines the hosting scene
  113833. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  113834. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  113835. */
  113836. constructor(
  113837. /** defines the name of the probe */
  113838. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  113839. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  113840. samples: number;
  113841. /** Gets or sets the refresh rate to use (on every frame by default) */
  113842. refreshRate: number;
  113843. /**
  113844. * Gets the hosting scene
  113845. * @returns a Scene
  113846. */
  113847. getScene(): Scene;
  113848. /** Gets the internal CubeTexture used to render to */
  113849. readonly cubeTexture: RenderTargetTexture;
  113850. /** Gets the list of meshes to render */
  113851. readonly renderList: Nullable<AbstractMesh[]>;
  113852. /**
  113853. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  113854. * @param mesh defines the mesh to attach to
  113855. */
  113856. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  113857. /**
  113858. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  113859. * @param renderingGroupId The rendering group id corresponding to its index
  113860. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  113861. */
  113862. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  113863. /**
  113864. * Clean all associated resources
  113865. */
  113866. dispose(): void;
  113867. /**
  113868. * Converts the reflection probe information to a readable string for debug purpose.
  113869. * @param fullDetails Supports for multiple levels of logging within scene loading
  113870. * @returns the human readable reflection probe info
  113871. */
  113872. toString(fullDetails?: boolean): string;
  113873. /**
  113874. * Get the class name of the relfection probe.
  113875. * @returns "ReflectionProbe"
  113876. */
  113877. getClassName(): string;
  113878. /**
  113879. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  113880. * @returns The JSON representation of the texture
  113881. */
  113882. serialize(): any;
  113883. /**
  113884. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  113885. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  113886. * @param scene Define the scene the parsed reflection probe should be instantiated in
  113887. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  113888. * @returns The parsed reflection probe if successful
  113889. */
  113890. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  113891. }
  113892. }
  113893. declare module BABYLON {
  113894. /** @hidden */
  113895. export var _BabylonLoaderRegistered: boolean;
  113896. }
  113897. declare module BABYLON {
  113898. /**
  113899. * The Physically based simple base material of BJS.
  113900. *
  113901. * This enables better naming and convention enforcements on top of the pbrMaterial.
  113902. * It is used as the base class for both the specGloss and metalRough conventions.
  113903. */
  113904. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  113905. /**
  113906. * Number of Simultaneous lights allowed on the material.
  113907. */
  113908. maxSimultaneousLights: number;
  113909. /**
  113910. * If sets to true, disables all the lights affecting the material.
  113911. */
  113912. disableLighting: boolean;
  113913. /**
  113914. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  113915. */
  113916. environmentTexture: BaseTexture;
  113917. /**
  113918. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  113919. */
  113920. invertNormalMapX: boolean;
  113921. /**
  113922. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  113923. */
  113924. invertNormalMapY: boolean;
  113925. /**
  113926. * Normal map used in the model.
  113927. */
  113928. normalTexture: BaseTexture;
  113929. /**
  113930. * Emissivie color used to self-illuminate the model.
  113931. */
  113932. emissiveColor: Color3;
  113933. /**
  113934. * Emissivie texture used to self-illuminate the model.
  113935. */
  113936. emissiveTexture: BaseTexture;
  113937. /**
  113938. * Occlusion Channel Strenght.
  113939. */
  113940. occlusionStrength: number;
  113941. /**
  113942. * Occlusion Texture of the material (adding extra occlusion effects).
  113943. */
  113944. occlusionTexture: BaseTexture;
  113945. /**
  113946. * Defines the alpha limits in alpha test mode.
  113947. */
  113948. alphaCutOff: number;
  113949. /**
  113950. * Gets the current double sided mode.
  113951. */
  113952. /**
  113953. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  113954. */
  113955. doubleSided: boolean;
  113956. /**
  113957. * Stores the pre-calculated light information of a mesh in a texture.
  113958. */
  113959. lightmapTexture: BaseTexture;
  113960. /**
  113961. * If true, the light map contains occlusion information instead of lighting info.
  113962. */
  113963. useLightmapAsShadowmap: boolean;
  113964. /**
  113965. * Instantiates a new PBRMaterial instance.
  113966. *
  113967. * @param name The material name
  113968. * @param scene The scene the material will be use in.
  113969. */
  113970. constructor(name: string, scene: Scene);
  113971. getClassName(): string;
  113972. }
  113973. }
  113974. declare module BABYLON {
  113975. /**
  113976. * The PBR material of BJS following the metal roughness convention.
  113977. *
  113978. * This fits to the PBR convention in the GLTF definition:
  113979. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  113980. */
  113981. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  113982. /**
  113983. * The base color has two different interpretations depending on the value of metalness.
  113984. * When the material is a metal, the base color is the specific measured reflectance value
  113985. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  113986. * of the material.
  113987. */
  113988. baseColor: Color3;
  113989. /**
  113990. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  113991. * well as opacity information in the alpha channel.
  113992. */
  113993. baseTexture: BaseTexture;
  113994. /**
  113995. * Specifies the metallic scalar value of the material.
  113996. * Can also be used to scale the metalness values of the metallic texture.
  113997. */
  113998. metallic: number;
  113999. /**
  114000. * Specifies the roughness scalar value of the material.
  114001. * Can also be used to scale the roughness values of the metallic texture.
  114002. */
  114003. roughness: number;
  114004. /**
  114005. * Texture containing both the metallic value in the B channel and the
  114006. * roughness value in the G channel to keep better precision.
  114007. */
  114008. metallicRoughnessTexture: BaseTexture;
  114009. /**
  114010. * Instantiates a new PBRMetalRoughnessMaterial instance.
  114011. *
  114012. * @param name The material name
  114013. * @param scene The scene the material will be use in.
  114014. */
  114015. constructor(name: string, scene: Scene);
  114016. /**
  114017. * Return the currrent class name of the material.
  114018. */
  114019. getClassName(): string;
  114020. /**
  114021. * Makes a duplicate of the current material.
  114022. * @param name - name to use for the new material.
  114023. */
  114024. clone(name: string): PBRMetallicRoughnessMaterial;
  114025. /**
  114026. * Serialize the material to a parsable JSON object.
  114027. */
  114028. serialize(): any;
  114029. /**
  114030. * Parses a JSON object correponding to the serialize function.
  114031. */
  114032. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  114033. }
  114034. }
  114035. declare module BABYLON {
  114036. /**
  114037. * The PBR material of BJS following the specular glossiness convention.
  114038. *
  114039. * This fits to the PBR convention in the GLTF definition:
  114040. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  114041. */
  114042. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  114043. /**
  114044. * Specifies the diffuse color of the material.
  114045. */
  114046. diffuseColor: Color3;
  114047. /**
  114048. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  114049. * channel.
  114050. */
  114051. diffuseTexture: BaseTexture;
  114052. /**
  114053. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  114054. */
  114055. specularColor: Color3;
  114056. /**
  114057. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  114058. */
  114059. glossiness: number;
  114060. /**
  114061. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  114062. */
  114063. specularGlossinessTexture: BaseTexture;
  114064. /**
  114065. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  114066. *
  114067. * @param name The material name
  114068. * @param scene The scene the material will be use in.
  114069. */
  114070. constructor(name: string, scene: Scene);
  114071. /**
  114072. * Return the currrent class name of the material.
  114073. */
  114074. getClassName(): string;
  114075. /**
  114076. * Makes a duplicate of the current material.
  114077. * @param name - name to use for the new material.
  114078. */
  114079. clone(name: string): PBRSpecularGlossinessMaterial;
  114080. /**
  114081. * Serialize the material to a parsable JSON object.
  114082. */
  114083. serialize(): any;
  114084. /**
  114085. * Parses a JSON object correponding to the serialize function.
  114086. */
  114087. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  114088. }
  114089. }
  114090. declare module BABYLON {
  114091. /**
  114092. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  114093. * It can help converting any input color in a desired output one. This can then be used to create effects
  114094. * from sepia, black and white to sixties or futuristic rendering...
  114095. *
  114096. * The only supported format is currently 3dl.
  114097. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  114098. */
  114099. export class ColorGradingTexture extends BaseTexture {
  114100. /**
  114101. * The current texture matrix. (will always be identity in color grading texture)
  114102. */
  114103. private _textureMatrix;
  114104. /**
  114105. * The texture URL.
  114106. */
  114107. url: string;
  114108. /**
  114109. * Empty line regex stored for GC.
  114110. */
  114111. private static _noneEmptyLineRegex;
  114112. private _engine;
  114113. /**
  114114. * Instantiates a ColorGradingTexture from the following parameters.
  114115. *
  114116. * @param url The location of the color gradind data (currently only supporting 3dl)
  114117. * @param scene The scene the texture will be used in
  114118. */
  114119. constructor(url: string, scene: Scene);
  114120. /**
  114121. * Returns the texture matrix used in most of the material.
  114122. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  114123. */
  114124. getTextureMatrix(): Matrix;
  114125. /**
  114126. * Occurs when the file being loaded is a .3dl LUT file.
  114127. */
  114128. private load3dlTexture;
  114129. /**
  114130. * Starts the loading process of the texture.
  114131. */
  114132. private loadTexture;
  114133. /**
  114134. * Clones the color gradind texture.
  114135. */
  114136. clone(): ColorGradingTexture;
  114137. /**
  114138. * Called during delayed load for textures.
  114139. */
  114140. delayLoad(): void;
  114141. /**
  114142. * Parses a color grading texture serialized by Babylon.
  114143. * @param parsedTexture The texture information being parsedTexture
  114144. * @param scene The scene to load the texture in
  114145. * @param rootUrl The root url of the data assets to load
  114146. * @return A color gradind texture
  114147. */
  114148. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  114149. /**
  114150. * Serializes the LUT texture to json format.
  114151. */
  114152. serialize(): any;
  114153. }
  114154. }
  114155. declare module BABYLON {
  114156. /**
  114157. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  114158. */
  114159. export class EquiRectangularCubeTexture extends BaseTexture {
  114160. /** The six faces of the cube. */
  114161. private static _FacesMapping;
  114162. private _noMipmap;
  114163. private _onLoad;
  114164. private _onError;
  114165. /** The size of the cubemap. */
  114166. private _size;
  114167. /** The buffer of the image. */
  114168. private _buffer;
  114169. /** The width of the input image. */
  114170. private _width;
  114171. /** The height of the input image. */
  114172. private _height;
  114173. /** The URL to the image. */
  114174. url: string;
  114175. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  114176. coordinatesMode: number;
  114177. /**
  114178. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  114179. * @param url The location of the image
  114180. * @param scene The scene the texture will be used in
  114181. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  114182. * @param noMipmap Forces to not generate the mipmap if true
  114183. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  114184. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  114185. * @param onLoad — defines a callback called when texture is loaded
  114186. * @param onError — defines a callback called if there is an error
  114187. */
  114188. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  114189. /**
  114190. * Load the image data, by putting the image on a canvas and extracting its buffer.
  114191. */
  114192. private loadImage;
  114193. /**
  114194. * Convert the image buffer into a cubemap and create a CubeTexture.
  114195. */
  114196. private loadTexture;
  114197. /**
  114198. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  114199. * @param buffer The ArrayBuffer that should be converted.
  114200. * @returns The buffer as Float32Array.
  114201. */
  114202. private getFloat32ArrayFromArrayBuffer;
  114203. /**
  114204. * Get the current class name of the texture useful for serialization or dynamic coding.
  114205. * @returns "EquiRectangularCubeTexture"
  114206. */
  114207. getClassName(): string;
  114208. /**
  114209. * Create a clone of the current EquiRectangularCubeTexture and return it.
  114210. * @returns A clone of the current EquiRectangularCubeTexture.
  114211. */
  114212. clone(): EquiRectangularCubeTexture;
  114213. }
  114214. }
  114215. declare module BABYLON {
  114216. /**
  114217. * Based on jsTGALoader - Javascript loader for TGA file
  114218. * By Vincent Thibault
  114219. * @see http://blog.robrowser.com/javascript-tga-loader.html
  114220. */
  114221. export class TGATools {
  114222. private static _TYPE_INDEXED;
  114223. private static _TYPE_RGB;
  114224. private static _TYPE_GREY;
  114225. private static _TYPE_RLE_INDEXED;
  114226. private static _TYPE_RLE_RGB;
  114227. private static _TYPE_RLE_GREY;
  114228. private static _ORIGIN_MASK;
  114229. private static _ORIGIN_SHIFT;
  114230. private static _ORIGIN_BL;
  114231. private static _ORIGIN_BR;
  114232. private static _ORIGIN_UL;
  114233. private static _ORIGIN_UR;
  114234. /**
  114235. * Gets the header of a TGA file
  114236. * @param data defines the TGA data
  114237. * @returns the header
  114238. */
  114239. static GetTGAHeader(data: Uint8Array): any;
  114240. /**
  114241. * Uploads TGA content to a Babylon Texture
  114242. * @hidden
  114243. */
  114244. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  114245. /** @hidden */
  114246. 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;
  114247. /** @hidden */
  114248. 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;
  114249. /** @hidden */
  114250. 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;
  114251. /** @hidden */
  114252. 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;
  114253. /** @hidden */
  114254. 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;
  114255. /** @hidden */
  114256. 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;
  114257. }
  114258. }
  114259. declare module BABYLON {
  114260. /**
  114261. * Implementation of the TGA Texture Loader.
  114262. * @hidden
  114263. */
  114264. export class _TGATextureLoader implements IInternalTextureLoader {
  114265. /**
  114266. * Defines wether the loader supports cascade loading the different faces.
  114267. */
  114268. readonly supportCascades: boolean;
  114269. /**
  114270. * This returns if the loader support the current file information.
  114271. * @param extension defines the file extension of the file being loaded
  114272. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114273. * @param fallback defines the fallback internal texture if any
  114274. * @param isBase64 defines whether the texture is encoded as a base64
  114275. * @param isBuffer defines whether the texture data are stored as a buffer
  114276. * @returns true if the loader can load the specified file
  114277. */
  114278. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  114279. /**
  114280. * Transform the url before loading if required.
  114281. * @param rootUrl the url of the texture
  114282. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114283. * @returns the transformed texture
  114284. */
  114285. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  114286. /**
  114287. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  114288. * @param rootUrl the url of the texture
  114289. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114290. * @returns the fallback texture
  114291. */
  114292. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  114293. /**
  114294. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  114295. * @param data contains the texture data
  114296. * @param texture defines the BabylonJS internal texture
  114297. * @param createPolynomials will be true if polynomials have been requested
  114298. * @param onLoad defines the callback to trigger once the texture is ready
  114299. * @param onError defines the callback to trigger in case of error
  114300. */
  114301. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  114302. /**
  114303. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  114304. * @param data contains the texture data
  114305. * @param texture defines the BabylonJS internal texture
  114306. * @param callback defines the method to call once ready to upload
  114307. */
  114308. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  114309. }
  114310. }
  114311. declare module BABYLON {
  114312. /**
  114313. * Info about the .basis files
  114314. */
  114315. class BasisFileInfo {
  114316. /**
  114317. * If the file has alpha
  114318. */
  114319. hasAlpha: boolean;
  114320. /**
  114321. * Info about each image of the basis file
  114322. */
  114323. images: Array<{
  114324. levels: Array<{
  114325. width: number;
  114326. height: number;
  114327. transcodedPixels: ArrayBufferView;
  114328. }>;
  114329. }>;
  114330. }
  114331. /**
  114332. * Result of transcoding a basis file
  114333. */
  114334. class TranscodeResult {
  114335. /**
  114336. * Info about the .basis file
  114337. */
  114338. fileInfo: BasisFileInfo;
  114339. /**
  114340. * Format to use when loading the file
  114341. */
  114342. format: number;
  114343. }
  114344. /**
  114345. * Configuration options for the Basis transcoder
  114346. */
  114347. export class BasisTranscodeConfiguration {
  114348. /**
  114349. * Supported compression formats used to determine the supported output format of the transcoder
  114350. */
  114351. supportedCompressionFormats?: {
  114352. /**
  114353. * etc1 compression format
  114354. */
  114355. etc1?: boolean;
  114356. /**
  114357. * s3tc compression format
  114358. */
  114359. s3tc?: boolean;
  114360. /**
  114361. * pvrtc compression format
  114362. */
  114363. pvrtc?: boolean;
  114364. /**
  114365. * etc2 compression format
  114366. */
  114367. etc2?: boolean;
  114368. };
  114369. /**
  114370. * If mipmap levels should be loaded for transcoded images (Default: true)
  114371. */
  114372. loadMipmapLevels?: boolean;
  114373. /**
  114374. * Index of a single image to load (Default: all images)
  114375. */
  114376. loadSingleImage?: number;
  114377. }
  114378. /**
  114379. * Used to load .Basis files
  114380. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  114381. */
  114382. export class BasisTools {
  114383. private static _IgnoreSupportedFormats;
  114384. /**
  114385. * URL to use when loading the basis transcoder
  114386. */
  114387. static JSModuleURL: string;
  114388. /**
  114389. * URL to use when loading the wasm module for the transcoder
  114390. */
  114391. static WasmModuleURL: string;
  114392. /**
  114393. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  114394. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  114395. * @returns internal format corresponding to the Basis format
  114396. */
  114397. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  114398. private static _WorkerPromise;
  114399. private static _Worker;
  114400. private static _actionId;
  114401. private static _CreateWorkerAsync;
  114402. /**
  114403. * Transcodes a loaded image file to compressed pixel data
  114404. * @param imageData image data to transcode
  114405. * @param config configuration options for the transcoding
  114406. * @returns a promise resulting in the transcoded image
  114407. */
  114408. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  114409. /**
  114410. * Loads a texture from the transcode result
  114411. * @param texture texture load to
  114412. * @param transcodeResult the result of transcoding the basis file to load from
  114413. */
  114414. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  114415. }
  114416. }
  114417. declare module BABYLON {
  114418. /**
  114419. * Loader for .basis file format
  114420. */
  114421. export class _BasisTextureLoader implements IInternalTextureLoader {
  114422. /**
  114423. * Defines whether the loader supports cascade loading the different faces.
  114424. */
  114425. readonly supportCascades: boolean;
  114426. /**
  114427. * This returns if the loader support the current file information.
  114428. * @param extension defines the file extension of the file being loaded
  114429. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114430. * @param fallback defines the fallback internal texture if any
  114431. * @param isBase64 defines whether the texture is encoded as a base64
  114432. * @param isBuffer defines whether the texture data are stored as a buffer
  114433. * @returns true if the loader can load the specified file
  114434. */
  114435. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  114436. /**
  114437. * Transform the url before loading if required.
  114438. * @param rootUrl the url of the texture
  114439. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114440. * @returns the transformed texture
  114441. */
  114442. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  114443. /**
  114444. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  114445. * @param rootUrl the url of the texture
  114446. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114447. * @returns the fallback texture
  114448. */
  114449. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  114450. /**
  114451. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  114452. * @param data contains the texture data
  114453. * @param texture defines the BabylonJS internal texture
  114454. * @param createPolynomials will be true if polynomials have been requested
  114455. * @param onLoad defines the callback to trigger once the texture is ready
  114456. * @param onError defines the callback to trigger in case of error
  114457. */
  114458. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  114459. /**
  114460. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  114461. * @param data contains the texture data
  114462. * @param texture defines the BabylonJS internal texture
  114463. * @param callback defines the method to call once ready to upload
  114464. */
  114465. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  114466. }
  114467. }
  114468. declare module BABYLON {
  114469. /**
  114470. * 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.
  114471. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  114472. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  114473. */
  114474. export class CustomProceduralTexture extends ProceduralTexture {
  114475. private _animate;
  114476. private _time;
  114477. private _config;
  114478. private _texturePath;
  114479. /**
  114480. * Instantiates a new Custom Procedural Texture.
  114481. * 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.
  114482. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  114483. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  114484. * @param name Define the name of the texture
  114485. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  114486. * @param size Define the size of the texture to create
  114487. * @param scene Define the scene the texture belongs to
  114488. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  114489. * @param generateMipMaps Define if the texture should creates mip maps or not
  114490. */
  114491. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  114492. private _loadJson;
  114493. /**
  114494. * Is the texture ready to be used ? (rendered at least once)
  114495. * @returns true if ready, otherwise, false.
  114496. */
  114497. isReady(): boolean;
  114498. /**
  114499. * Render the texture to its associated render target.
  114500. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  114501. */
  114502. render(useCameraPostProcess?: boolean): void;
  114503. /**
  114504. * Update the list of dependant textures samplers in the shader.
  114505. */
  114506. updateTextures(): void;
  114507. /**
  114508. * Update the uniform values of the procedural texture in the shader.
  114509. */
  114510. updateShaderUniforms(): void;
  114511. /**
  114512. * Define if the texture animates or not.
  114513. */
  114514. animate: boolean;
  114515. }
  114516. }
  114517. declare module BABYLON {
  114518. /** @hidden */
  114519. export var noisePixelShader: {
  114520. name: string;
  114521. shader: string;
  114522. };
  114523. }
  114524. declare module BABYLON {
  114525. /**
  114526. * Class used to generate noise procedural textures
  114527. */
  114528. export class NoiseProceduralTexture extends ProceduralTexture {
  114529. private _time;
  114530. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  114531. brightness: number;
  114532. /** Defines the number of octaves to process */
  114533. octaves: number;
  114534. /** Defines the level of persistence (0.8 by default) */
  114535. persistence: number;
  114536. /** Gets or sets animation speed factor (default is 1) */
  114537. animationSpeedFactor: number;
  114538. /**
  114539. * Creates a new NoiseProceduralTexture
  114540. * @param name defines the name fo the texture
  114541. * @param size defines the size of the texture (default is 256)
  114542. * @param scene defines the hosting scene
  114543. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  114544. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  114545. */
  114546. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  114547. private _updateShaderUniforms;
  114548. protected _getDefines(): string;
  114549. /** Generate the current state of the procedural texture */
  114550. render(useCameraPostProcess?: boolean): void;
  114551. /**
  114552. * Serializes this noise procedural texture
  114553. * @returns a serialized noise procedural texture object
  114554. */
  114555. serialize(): any;
  114556. /**
  114557. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  114558. * @param parsedTexture defines parsed texture data
  114559. * @param scene defines the current scene
  114560. * @param rootUrl defines the root URL containing noise procedural texture information
  114561. * @returns a parsed NoiseProceduralTexture
  114562. */
  114563. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  114564. }
  114565. }
  114566. declare module BABYLON {
  114567. /**
  114568. * Raw cube texture where the raw buffers are passed in
  114569. */
  114570. export class RawCubeTexture extends CubeTexture {
  114571. /**
  114572. * Creates a cube texture where the raw buffers are passed in.
  114573. * @param scene defines the scene the texture is attached to
  114574. * @param data defines the array of data to use to create each face
  114575. * @param size defines the size of the textures
  114576. * @param format defines the format of the data
  114577. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  114578. * @param generateMipMaps defines if the engine should generate the mip levels
  114579. * @param invertY defines if data must be stored with Y axis inverted
  114580. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  114581. * @param compression defines the compression used (null by default)
  114582. */
  114583. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  114584. /**
  114585. * Updates the raw cube texture.
  114586. * @param data defines the data to store
  114587. * @param format defines the data format
  114588. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  114589. * @param invertY defines if data must be stored with Y axis inverted
  114590. * @param compression defines the compression used (null by default)
  114591. * @param level defines which level of the texture to update
  114592. */
  114593. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  114594. /**
  114595. * Updates a raw cube texture with RGBD encoded data.
  114596. * @param data defines the array of data [mipmap][face] to use to create each face
  114597. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  114598. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  114599. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  114600. * @returns a promsie that resolves when the operation is complete
  114601. */
  114602. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  114603. /**
  114604. * Clones the raw cube texture.
  114605. * @return a new cube texture
  114606. */
  114607. clone(): CubeTexture;
  114608. /** @hidden */
  114609. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  114610. }
  114611. }
  114612. declare module BABYLON {
  114613. /**
  114614. * Class used to store 3D textures containing user data
  114615. */
  114616. export class RawTexture3D extends Texture {
  114617. /** Gets or sets the texture format to use */
  114618. format: number;
  114619. private _engine;
  114620. /**
  114621. * Create a new RawTexture3D
  114622. * @param data defines the data of the texture
  114623. * @param width defines the width of the texture
  114624. * @param height defines the height of the texture
  114625. * @param depth defines the depth of the texture
  114626. * @param format defines the texture format to use
  114627. * @param scene defines the hosting scene
  114628. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  114629. * @param invertY defines if texture must be stored with Y axis inverted
  114630. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  114631. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  114632. */
  114633. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  114634. /** Gets or sets the texture format to use */
  114635. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  114636. /**
  114637. * Update the texture with new data
  114638. * @param data defines the data to store in the texture
  114639. */
  114640. update(data: ArrayBufferView): void;
  114641. }
  114642. }
  114643. declare module BABYLON {
  114644. /**
  114645. * Creates a refraction texture used by refraction channel of the standard material.
  114646. * It is like a mirror but to see through a material.
  114647. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114648. */
  114649. export class RefractionTexture extends RenderTargetTexture {
  114650. /**
  114651. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  114652. * 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.
  114653. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114654. */
  114655. refractionPlane: Plane;
  114656. /**
  114657. * Define how deep under the surface we should see.
  114658. */
  114659. depth: number;
  114660. /**
  114661. * Creates a refraction texture used by refraction channel of the standard material.
  114662. * It is like a mirror but to see through a material.
  114663. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114664. * @param name Define the texture name
  114665. * @param size Define the size of the underlying texture
  114666. * @param scene Define the scene the refraction belongs to
  114667. * @param generateMipMaps Define if we need to generate mips level for the refraction
  114668. */
  114669. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  114670. /**
  114671. * Clone the refraction texture.
  114672. * @returns the cloned texture
  114673. */
  114674. clone(): RefractionTexture;
  114675. /**
  114676. * Serialize the texture to a JSON representation you could use in Parse later on
  114677. * @returns the serialized JSON representation
  114678. */
  114679. serialize(): any;
  114680. }
  114681. }
  114682. declare module BABYLON {
  114683. /**
  114684. * Defines the options related to the creation of an HtmlElementTexture
  114685. */
  114686. export interface IHtmlElementTextureOptions {
  114687. /**
  114688. * Defines wether mip maps should be created or not.
  114689. */
  114690. generateMipMaps?: boolean;
  114691. /**
  114692. * Defines the sampling mode of the texture.
  114693. */
  114694. samplingMode?: number;
  114695. /**
  114696. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  114697. */
  114698. engine: Nullable<Engine>;
  114699. /**
  114700. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  114701. */
  114702. scene: Nullable<Scene>;
  114703. }
  114704. /**
  114705. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  114706. * To be as efficient as possible depending on your constraints nothing aside the first upload
  114707. * is automatically managed.
  114708. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  114709. * in your application.
  114710. *
  114711. * As the update is not automatic, you need to call them manually.
  114712. */
  114713. export class HtmlElementTexture extends BaseTexture {
  114714. /**
  114715. * The texture URL.
  114716. */
  114717. element: HTMLVideoElement | HTMLCanvasElement;
  114718. private static readonly DefaultOptions;
  114719. private _textureMatrix;
  114720. private _engine;
  114721. private _isVideo;
  114722. private _generateMipMaps;
  114723. private _samplingMode;
  114724. /**
  114725. * Instantiates a HtmlElementTexture from the following parameters.
  114726. *
  114727. * @param name Defines the name of the texture
  114728. * @param element Defines the video or canvas the texture is filled with
  114729. * @param options Defines the other none mandatory texture creation options
  114730. */
  114731. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  114732. private _createInternalTexture;
  114733. /**
  114734. * Returns the texture matrix used in most of the material.
  114735. */
  114736. getTextureMatrix(): Matrix;
  114737. /**
  114738. * Updates the content of the texture.
  114739. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  114740. */
  114741. update(invertY?: Nullable<boolean>): void;
  114742. }
  114743. }
  114744. declare module BABYLON {
  114745. /**
  114746. * Enum used to define the target of a block
  114747. */
  114748. export enum NodeMaterialBlockTargets {
  114749. /** Vertex shader */
  114750. Vertex = 1,
  114751. /** Fragment shader */
  114752. Fragment = 2,
  114753. /** Neutral */
  114754. Neutral = 4,
  114755. /** Vertex and Fragment */
  114756. VertexAndFragment = 3
  114757. }
  114758. }
  114759. declare module BABYLON {
  114760. /**
  114761. * Defines the kind of connection point for node based material
  114762. */
  114763. export enum NodeMaterialBlockConnectionPointTypes {
  114764. /** Float */
  114765. Float = 1,
  114766. /** Int */
  114767. Int = 2,
  114768. /** Vector2 */
  114769. Vector2 = 4,
  114770. /** Vector3 */
  114771. Vector3 = 8,
  114772. /** Vector4 */
  114773. Vector4 = 16,
  114774. /** Color3 */
  114775. Color3 = 32,
  114776. /** Color4 */
  114777. Color4 = 64,
  114778. /** Matrix */
  114779. Matrix = 128,
  114780. /** Vector3 or Color3 */
  114781. Vector3OrColor3 = 40,
  114782. /** Vector3 or Vector4 */
  114783. Vector3OrVector4 = 24,
  114784. /** Vector4 or Color4 */
  114785. Vector4OrColor4 = 80,
  114786. /** Color3 or Color4 */
  114787. Color3OrColor4 = 96,
  114788. /** Vector2 or Color3 or Color4 */
  114789. Vector2OrColor3OrColor4 = 100,
  114790. /** Vector3 or Color3 or Color4 or Vector4 */
  114791. Vector3OrColor3OrVector4OrColor4 = 120,
  114792. /** Vector2 or Vector3 or Color3 or Color4 or Vector4 */
  114793. Vector2OrVector3OrColor3OrVector4OrColor4 = 124,
  114794. /** Detect type based on connection */
  114795. AutoDetect = 1024,
  114796. /** Output type that will be defined by input type */
  114797. BasedOnInput = 2048
  114798. }
  114799. }
  114800. declare module BABYLON {
  114801. /**
  114802. * Root class for all node material optimizers
  114803. */
  114804. export class NodeMaterialOptimizer {
  114805. /**
  114806. * Function used to optimize a NodeMaterial graph
  114807. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  114808. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  114809. */
  114810. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  114811. }
  114812. }
  114813. declare module BABYLON {
  114814. /**
  114815. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  114816. */
  114817. export class VectorTransformBlock extends NodeMaterialBlock {
  114818. /**
  114819. * Defines the value to use to complement W value to transform it to a Vector4
  114820. */
  114821. complementW: number;
  114822. /**
  114823. * Defines the value to use to complement z value to transform it to a Vector4
  114824. */
  114825. complementZ: number;
  114826. /**
  114827. * Creates a new VectorTransformBlock
  114828. * @param name defines the block name
  114829. */
  114830. constructor(name: string);
  114831. /**
  114832. * Gets the current class name
  114833. * @returns the class name
  114834. */
  114835. getClassName(): string;
  114836. /**
  114837. * Gets the vector input
  114838. */
  114839. readonly vector: NodeMaterialConnectionPoint;
  114840. /**
  114841. * Gets the output component
  114842. */
  114843. readonly output: NodeMaterialConnectionPoint;
  114844. /**
  114845. * Gets the matrix transform input
  114846. */
  114847. readonly transform: NodeMaterialConnectionPoint;
  114848. protected _buildBlock(state: NodeMaterialBuildState): this;
  114849. }
  114850. }
  114851. declare module BABYLON {
  114852. /**
  114853. * Block used to output the vertex position
  114854. */
  114855. export class VertexOutputBlock extends NodeMaterialBlock {
  114856. /**
  114857. * Creates a new VertexOutputBlock
  114858. * @param name defines the block name
  114859. */
  114860. constructor(name: string);
  114861. /**
  114862. * Gets the current class name
  114863. * @returns the class name
  114864. */
  114865. getClassName(): string;
  114866. /**
  114867. * Gets the vector input component
  114868. */
  114869. readonly vector: NodeMaterialConnectionPoint;
  114870. protected _buildBlock(state: NodeMaterialBuildState): this;
  114871. }
  114872. }
  114873. declare module BABYLON {
  114874. /**
  114875. * Block used to output the final color
  114876. */
  114877. export class FragmentOutputBlock extends NodeMaterialBlock {
  114878. /**
  114879. * Gets or sets a boolean indicating if this block will output an alpha value
  114880. */
  114881. alphaBlendingEnabled: boolean;
  114882. /**
  114883. * Create a new FragmentOutputBlock
  114884. * @param name defines the block name
  114885. */
  114886. constructor(name: string);
  114887. /**
  114888. * Gets the current class name
  114889. * @returns the class name
  114890. */
  114891. getClassName(): string;
  114892. /**
  114893. * Gets the color input component
  114894. */
  114895. readonly color: NodeMaterialConnectionPoint;
  114896. protected _buildBlock(state: NodeMaterialBuildState): this;
  114897. }
  114898. }
  114899. declare module BABYLON {
  114900. /**
  114901. * Interface used to configure the node material editor
  114902. */
  114903. export interface INodeMaterialEditorOptions {
  114904. /** Define the URl to load node editor script */
  114905. editorURL?: string;
  114906. }
  114907. /** @hidden */
  114908. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  114909. /** BONES */
  114910. NUM_BONE_INFLUENCERS: number;
  114911. BonesPerMesh: number;
  114912. BONETEXTURE: boolean;
  114913. /** MORPH TARGETS */
  114914. MORPHTARGETS: boolean;
  114915. MORPHTARGETS_NORMAL: boolean;
  114916. MORPHTARGETS_TANGENT: boolean;
  114917. MORPHTARGETS_UV: boolean;
  114918. NUM_MORPH_INFLUENCERS: number;
  114919. /** IMAGE PROCESSING */
  114920. IMAGEPROCESSING: boolean;
  114921. VIGNETTE: boolean;
  114922. VIGNETTEBLENDMODEMULTIPLY: boolean;
  114923. VIGNETTEBLENDMODEOPAQUE: boolean;
  114924. TONEMAPPING: boolean;
  114925. TONEMAPPING_ACES: boolean;
  114926. CONTRAST: boolean;
  114927. EXPOSURE: boolean;
  114928. COLORCURVES: boolean;
  114929. COLORGRADING: boolean;
  114930. COLORGRADING3D: boolean;
  114931. SAMPLER3DGREENDEPTH: boolean;
  114932. SAMPLER3DBGRMAP: boolean;
  114933. IMAGEPROCESSINGPOSTPROCESS: boolean;
  114934. constructor();
  114935. setValue(name: string, value: boolean): void;
  114936. }
  114937. /**
  114938. * Class used to configure NodeMaterial
  114939. */
  114940. export interface INodeMaterialOptions {
  114941. /**
  114942. * Defines if blocks should emit comments
  114943. */
  114944. emitComments: boolean;
  114945. }
  114946. /**
  114947. * Class used to create a node based material built by assembling shader blocks
  114948. */
  114949. export class NodeMaterial extends PushMaterial {
  114950. private _options;
  114951. private _vertexCompilationState;
  114952. private _fragmentCompilationState;
  114953. private _sharedData;
  114954. private _buildId;
  114955. private _buildWasSuccessful;
  114956. private _cachedWorldViewMatrix;
  114957. private _cachedWorldViewProjectionMatrix;
  114958. private _optimizers;
  114959. /** Define the URl to load node editor script */
  114960. static EditorURL: string;
  114961. private BJSNODEMATERIALEDITOR;
  114962. /** Get the inspector from bundle or global */
  114963. private _getGlobalNodeMaterialEditor;
  114964. /**
  114965. * Defines the maximum number of lights that can be used in the material
  114966. */
  114967. maxSimultaneousLights: number;
  114968. /**
  114969. * Observable raised when the material is built
  114970. */
  114971. onBuildObservable: Observable<NodeMaterial>;
  114972. /**
  114973. * Gets or sets the root nodes of the material vertex shader
  114974. */
  114975. _vertexOutputNodes: NodeMaterialBlock[];
  114976. /**
  114977. * Gets or sets the root nodes of the material fragment (pixel) shader
  114978. */
  114979. _fragmentOutputNodes: NodeMaterialBlock[];
  114980. /** Gets or sets options to control the node material overall behavior */
  114981. options: INodeMaterialOptions;
  114982. /**
  114983. * Default configuration related to image processing available in the standard Material.
  114984. */
  114985. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  114986. /**
  114987. * Gets the image processing configuration used either in this material.
  114988. */
  114989. /**
  114990. * Sets the Default image processing configuration used either in the this material.
  114991. *
  114992. * If sets to null, the scene one is in use.
  114993. */
  114994. imageProcessingConfiguration: ImageProcessingConfiguration;
  114995. /**
  114996. * Create a new node based material
  114997. * @param name defines the material name
  114998. * @param scene defines the hosting scene
  114999. * @param options defines creation option
  115000. */
  115001. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  115002. /**
  115003. * Gets the current class name of the material e.g. "NodeMaterial"
  115004. * @returns the class name
  115005. */
  115006. getClassName(): string;
  115007. /**
  115008. * Keep track of the image processing observer to allow dispose and replace.
  115009. */
  115010. private _imageProcessingObserver;
  115011. /**
  115012. * Attaches a new image processing configuration to the Standard Material.
  115013. * @param configuration
  115014. */
  115015. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  115016. /**
  115017. * Adds a new optimizer to the list of optimizers
  115018. * @param optimizer defines the optimizers to add
  115019. * @returns the current material
  115020. */
  115021. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  115022. /**
  115023. * Remove an optimizer from the list of optimizers
  115024. * @param optimizer defines the optimizers to remove
  115025. * @returns the current material
  115026. */
  115027. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  115028. /**
  115029. * Add a new block to the list of output nodes
  115030. * @param node defines the node to add
  115031. * @returns the current material
  115032. */
  115033. addOutputNode(node: NodeMaterialBlock): this;
  115034. /**
  115035. * Remove a block from the list of root nodes
  115036. * @param node defines the node to remove
  115037. * @returns the current material
  115038. */
  115039. removeOutputNode(node: NodeMaterialBlock): this;
  115040. private _addVertexOutputNode;
  115041. private _removeVertexOutputNode;
  115042. private _addFragmentOutputNode;
  115043. private _removeFragmentOutputNode;
  115044. /**
  115045. * Specifies if the material will require alpha blending
  115046. * @returns a boolean specifying if alpha blending is needed
  115047. */
  115048. needAlphaBlending(): boolean;
  115049. /**
  115050. * Specifies if this material should be rendered in alpha test mode
  115051. * @returns a boolean specifying if an alpha test is needed.
  115052. */
  115053. needAlphaTesting(): boolean;
  115054. private _initializeBlock;
  115055. private _resetDualBlocks;
  115056. /**
  115057. * Build the material and generates the inner effect
  115058. * @param verbose defines if the build should log activity
  115059. */
  115060. build(verbose?: boolean): void;
  115061. /**
  115062. * Runs an otpimization phase to try to improve the shader code
  115063. */
  115064. optimize(): void;
  115065. private _prepareDefinesForAttributes;
  115066. /**
  115067. * Get if the submesh is ready to be used and all its information available.
  115068. * Child classes can use it to update shaders
  115069. * @param mesh defines the mesh to check
  115070. * @param subMesh defines which submesh to check
  115071. * @param useInstances specifies that instances should be used
  115072. * @returns a boolean indicating that the submesh is ready or not
  115073. */
  115074. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  115075. /**
  115076. * Get a string representing the shaders built by the current node graph
  115077. */
  115078. readonly compiledShaders: string;
  115079. /**
  115080. * Binds the world matrix to the material
  115081. * @param world defines the world transformation matrix
  115082. */
  115083. bindOnlyWorldMatrix(world: Matrix): void;
  115084. /**
  115085. * Binds the submesh to this material by preparing the effect and shader to draw
  115086. * @param world defines the world transformation matrix
  115087. * @param mesh defines the mesh containing the submesh
  115088. * @param subMesh defines the submesh to bind the material to
  115089. */
  115090. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  115091. /**
  115092. * Gets the active textures from the material
  115093. * @returns an array of textures
  115094. */
  115095. getActiveTextures(): BaseTexture[];
  115096. /**
  115097. * Specifies if the material uses a texture
  115098. * @param texture defines the texture to check against the material
  115099. * @returns a boolean specifying if the material uses the texture
  115100. */
  115101. hasTexture(texture: BaseTexture): boolean;
  115102. /**
  115103. * Disposes the material
  115104. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  115105. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  115106. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  115107. */
  115108. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  115109. /** Creates the node editor window. */
  115110. private _createNodeEditor;
  115111. /**
  115112. * Launch the node material editor
  115113. * @param config Define the configuration of the editor
  115114. * @return a promise fulfilled when the node editor is visible
  115115. */
  115116. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  115117. /**
  115118. * Clear the current material
  115119. */
  115120. clear(): void;
  115121. /**
  115122. * Clear the current material and set it to a default state
  115123. */
  115124. setToDefault(): void;
  115125. private _gatherBlocks;
  115126. /**
  115127. * Serializes this material in a JSON representation
  115128. * @returns the serialized material object
  115129. */
  115130. serialize(): any;
  115131. /**
  115132. * Creates a node material from parsed material data
  115133. * @param source defines the JSON representation of the material
  115134. * @param scene defines the hosting scene
  115135. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  115136. * @returns a new node material
  115137. */
  115138. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  115139. }
  115140. }
  115141. declare module BABYLON {
  115142. /**
  115143. * Block used to read a texture from a sampler
  115144. */
  115145. export class TextureBlock extends NodeMaterialBlock {
  115146. private _defineName;
  115147. private _samplerName;
  115148. private _transformedUVName;
  115149. private _textureTransformName;
  115150. private _textureInfoName;
  115151. private _mainUVName;
  115152. private _mainUVDefineName;
  115153. /**
  115154. * Gets or sets the texture associated with the node
  115155. */
  115156. texture: Nullable<BaseTexture>;
  115157. /**
  115158. * Create a new TextureBlock
  115159. * @param name defines the block name
  115160. */
  115161. constructor(name: string);
  115162. /**
  115163. * Gets the current class name
  115164. * @returns the class name
  115165. */
  115166. getClassName(): string;
  115167. /**
  115168. * Gets the uv input component
  115169. */
  115170. readonly uv: NodeMaterialConnectionPoint;
  115171. /**
  115172. * Gets the output component
  115173. */
  115174. readonly output: NodeMaterialConnectionPoint;
  115175. autoConfigure(): void;
  115176. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115177. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115178. isReady(): boolean;
  115179. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115180. private _injectVertexCode;
  115181. private _writeOutput;
  115182. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  115183. serialize(): any;
  115184. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115185. }
  115186. }
  115187. declare module BABYLON {
  115188. /**
  115189. * Class used to store shared data between 2 NodeMaterialBuildState
  115190. */
  115191. export class NodeMaterialBuildStateSharedData {
  115192. /**
  115193. * Gets the list of emitted varyings
  115194. */
  115195. varyings: string[];
  115196. /**
  115197. * Gets the varying declaration string
  115198. */
  115199. varyingDeclaration: string;
  115200. /**
  115201. * Input blocks
  115202. */
  115203. inputBlocks: InputBlock[];
  115204. /**
  115205. * Input blocks
  115206. */
  115207. textureBlocks: TextureBlock[];
  115208. /**
  115209. * Bindable blocks (Blocks that need to set data to the effect)
  115210. */
  115211. bindableBlocks: NodeMaterialBlock[];
  115212. /**
  115213. * List of blocks that can provide a compilation fallback
  115214. */
  115215. blocksWithFallbacks: NodeMaterialBlock[];
  115216. /**
  115217. * List of blocks that can provide a define update
  115218. */
  115219. blocksWithDefines: NodeMaterialBlock[];
  115220. /**
  115221. * List of blocks that can provide a repeatable content
  115222. */
  115223. repeatableContentBlocks: NodeMaterialBlock[];
  115224. /**
  115225. * List of blocks that can provide a dynamic list of uniforms
  115226. */
  115227. dynamicUniformBlocks: NodeMaterialBlock[];
  115228. /**
  115229. * List of blocks that can block the isReady function for the material
  115230. */
  115231. blockingBlocks: NodeMaterialBlock[];
  115232. /**
  115233. * Build Id used to avoid multiple recompilations
  115234. */
  115235. buildId: number;
  115236. /** List of emitted variables */
  115237. variableNames: {
  115238. [key: string]: number;
  115239. };
  115240. /** List of emitted defines */
  115241. defineNames: {
  115242. [key: string]: number;
  115243. };
  115244. /** Should emit comments? */
  115245. emitComments: boolean;
  115246. /** Emit build activity */
  115247. verbose: boolean;
  115248. /**
  115249. * Gets the compilation hints emitted at compilation time
  115250. */
  115251. hints: {
  115252. needWorldViewMatrix: boolean;
  115253. needWorldViewProjectionMatrix: boolean;
  115254. needAlphaBlending: boolean;
  115255. needAlphaTesting: boolean;
  115256. };
  115257. /**
  115258. * List of compilation checks
  115259. */
  115260. checks: {
  115261. emitVertex: boolean;
  115262. emitFragment: boolean;
  115263. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  115264. };
  115265. /** Creates a new shared data */
  115266. constructor();
  115267. /**
  115268. * Emits console errors and exceptions if there is a failing check
  115269. */
  115270. emitErrors(): void;
  115271. }
  115272. }
  115273. declare module BABYLON {
  115274. /**
  115275. * Class used to store node based material build state
  115276. */
  115277. export class NodeMaterialBuildState {
  115278. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  115279. supportUniformBuffers: boolean;
  115280. /**
  115281. * Gets the list of emitted attributes
  115282. */
  115283. attributes: string[];
  115284. /**
  115285. * Gets the list of emitted uniforms
  115286. */
  115287. uniforms: string[];
  115288. /**
  115289. * Gets the list of emitted uniform buffers
  115290. */
  115291. uniformBuffers: string[];
  115292. /**
  115293. * Gets the list of emitted samplers
  115294. */
  115295. samplers: string[];
  115296. /**
  115297. * Gets the list of emitted functions
  115298. */
  115299. functions: {
  115300. [key: string]: string;
  115301. };
  115302. /**
  115303. * Gets the target of the compilation state
  115304. */
  115305. target: NodeMaterialBlockTargets;
  115306. /**
  115307. * Gets the list of emitted counters
  115308. */
  115309. counters: {
  115310. [key: string]: number;
  115311. };
  115312. /**
  115313. * Shared data between multiple NodeMaterialBuildState instances
  115314. */
  115315. sharedData: NodeMaterialBuildStateSharedData;
  115316. /** @hidden */
  115317. _vertexState: NodeMaterialBuildState;
  115318. /** @hidden */
  115319. _attributeDeclaration: string;
  115320. /** @hidden */
  115321. _uniformDeclaration: string;
  115322. /** @hidden */
  115323. _samplerDeclaration: string;
  115324. /** @hidden */
  115325. _varyingTransfer: string;
  115326. private _repeatableContentAnchorIndex;
  115327. /** @hidden */
  115328. _builtCompilationString: string;
  115329. /**
  115330. * Gets the emitted compilation strings
  115331. */
  115332. compilationString: string;
  115333. /**
  115334. * Finalize the compilation strings
  115335. * @param state defines the current compilation state
  115336. */
  115337. finalize(state: NodeMaterialBuildState): void;
  115338. /** @hidden */
  115339. readonly _repeatableContentAnchor: string;
  115340. /** @hidden */
  115341. _getFreeVariableName(prefix: string): string;
  115342. /** @hidden */
  115343. _getFreeDefineName(prefix: string): string;
  115344. /** @hidden */
  115345. _excludeVariableName(name: string): void;
  115346. /** @hidden */
  115347. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  115348. /** @hidden */
  115349. _emitFunction(name: string, code: string, comments: string): void;
  115350. /** @hidden */
  115351. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  115352. replaceStrings?: {
  115353. search: RegExp;
  115354. replace: string;
  115355. }[];
  115356. repeatKey?: string;
  115357. }): string;
  115358. /** @hidden */
  115359. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  115360. repeatKey?: string;
  115361. removeAttributes?: boolean;
  115362. removeUniforms?: boolean;
  115363. removeVaryings?: boolean;
  115364. removeIfDef?: boolean;
  115365. replaceStrings?: {
  115366. search: RegExp;
  115367. replace: string;
  115368. }[];
  115369. }, storeKey?: string): void;
  115370. /** @hidden */
  115371. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  115372. /** @hidden */
  115373. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  115374. }
  115375. }
  115376. declare module BABYLON {
  115377. /**
  115378. * Defines a block that can be used inside a node based material
  115379. */
  115380. export class NodeMaterialBlock {
  115381. private _buildId;
  115382. private _buildTarget;
  115383. private _target;
  115384. private _isFinalMerger;
  115385. private _isInput;
  115386. /** @hidden */
  115387. _inputs: NodeMaterialConnectionPoint[];
  115388. /** @hidden */
  115389. _outputs: NodeMaterialConnectionPoint[];
  115390. /**
  115391. * Gets or sets the name of the block
  115392. */
  115393. name: string;
  115394. /**
  115395. * Gets or sets the unique id of the node
  115396. */
  115397. uniqueId: number;
  115398. /**
  115399. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  115400. */
  115401. readonly isFinalMerger: boolean;
  115402. /**
  115403. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  115404. */
  115405. readonly isInput: boolean;
  115406. /**
  115407. * Gets or sets the build Id
  115408. */
  115409. buildId: number;
  115410. /**
  115411. * Gets or sets the target of the block
  115412. */
  115413. target: NodeMaterialBlockTargets;
  115414. /**
  115415. * Gets the list of input points
  115416. */
  115417. readonly inputs: NodeMaterialConnectionPoint[];
  115418. /** Gets the list of output points */
  115419. readonly outputs: NodeMaterialConnectionPoint[];
  115420. /**
  115421. * Find an input by its name
  115422. * @param name defines the name of the input to look for
  115423. * @returns the input or null if not found
  115424. */
  115425. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  115426. /**
  115427. * Find an output by its name
  115428. * @param name defines the name of the outputto look for
  115429. * @returns the output or null if not found
  115430. */
  115431. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  115432. /**
  115433. * Creates a new NodeMaterialBlock
  115434. * @param name defines the block name
  115435. * @param target defines the target of that block (Vertex by default)
  115436. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  115437. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  115438. */
  115439. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  115440. /**
  115441. * Initialize the block and prepare the context for build
  115442. * @param state defines the state that will be used for the build
  115443. */
  115444. initialize(state: NodeMaterialBuildState): void;
  115445. /**
  115446. * Bind data to effect. Will only be called for blocks with isBindable === true
  115447. * @param effect defines the effect to bind data to
  115448. * @param nodeMaterial defines the hosting NodeMaterial
  115449. * @param mesh defines the mesh that will be rendered
  115450. */
  115451. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115452. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  115453. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  115454. protected _writeFloat(value: number): string;
  115455. /**
  115456. * Gets the current class name e.g. "NodeMaterialBlock"
  115457. * @returns the class name
  115458. */
  115459. getClassName(): string;
  115460. /**
  115461. * Register a new input. Must be called inside a block constructor
  115462. * @param name defines the connection point name
  115463. * @param type defines the connection point type
  115464. * @param isOptional defines a boolean indicating that this input can be omitted
  115465. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  115466. * @returns the current block
  115467. */
  115468. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  115469. /**
  115470. * Register a new output. Must be called inside a block constructor
  115471. * @param name defines the connection point name
  115472. * @param type defines the connection point type
  115473. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  115474. * @returns the current block
  115475. */
  115476. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  115477. /**
  115478. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  115479. * @param forOutput defines an optional connection point to check compatibility with
  115480. * @returns the first available input or null
  115481. */
  115482. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  115483. /**
  115484. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  115485. * @param forBlock defines an optional block to check compatibility with
  115486. * @returns the first available input or null
  115487. */
  115488. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  115489. /**
  115490. * Connect current block with another block
  115491. * @param other defines the block to connect with
  115492. * @param options define the various options to help pick the right connections
  115493. * @returns the current block
  115494. */
  115495. connectTo(other: NodeMaterialBlock, options?: {
  115496. input?: string;
  115497. output?: string;
  115498. outputSwizzle?: string;
  115499. }): this | undefined;
  115500. protected _buildBlock(state: NodeMaterialBuildState): void;
  115501. /**
  115502. * Add uniforms, samplers and uniform buffers at compilation time
  115503. * @param state defines the state to update
  115504. * @param nodeMaterial defines the node material requesting the update
  115505. * @param defines defines the material defines to update
  115506. */
  115507. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115508. /**
  115509. * Add potential fallbacks if shader compilation fails
  115510. * @param mesh defines the mesh to be rendered
  115511. * @param fallbacks defines the current prioritized list of fallbacks
  115512. */
  115513. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  115514. /**
  115515. * Update defines for shader compilation
  115516. * @param mesh defines the mesh to be rendered
  115517. * @param nodeMaterial defines the node material requesting the update
  115518. * @param defines defines the material defines to update
  115519. * @param useInstances specifies that instances should be used
  115520. */
  115521. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115522. /**
  115523. * Initialize defines for shader compilation
  115524. * @param mesh defines the mesh to be rendered
  115525. * @param nodeMaterial defines the node material requesting the update
  115526. * @param defines defines the material defines to be prepared
  115527. * @param useInstances specifies that instances should be used
  115528. */
  115529. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115530. /**
  115531. * Lets the block try to connect some inputs automatically
  115532. */
  115533. autoConfigure(): void;
  115534. /**
  115535. * Function called when a block is declared as repeatable content generator
  115536. * @param vertexShaderState defines the current compilation state for the vertex shader
  115537. * @param fragmentShaderState defines the current compilation state for the fragment shader
  115538. * @param mesh defines the mesh to be rendered
  115539. * @param defines defines the material defines to update
  115540. */
  115541. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  115542. /**
  115543. * Checks if the block is ready
  115544. * @param mesh defines the mesh to be rendered
  115545. * @param nodeMaterial defines the node material requesting the update
  115546. * @param defines defines the material defines to update
  115547. * @param useInstances specifies that instances should be used
  115548. * @returns true if the block is ready
  115549. */
  115550. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  115551. private _processBuild;
  115552. /**
  115553. * Compile the current node and generate the shader code
  115554. * @param state defines the current compilation state (uniforms, samplers, current string)
  115555. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  115556. * @returns true if already built
  115557. */
  115558. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  115559. /**
  115560. * Serializes this block in a JSON representation
  115561. * @returns the serialized block object
  115562. */
  115563. serialize(): any;
  115564. /** @hidden */
  115565. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115566. }
  115567. }
  115568. declare module BABYLON {
  115569. /**
  115570. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  115571. */
  115572. export enum NodeMaterialBlockConnectionPointMode {
  115573. /** Value is an uniform */
  115574. Uniform = 0,
  115575. /** Value is a mesh attribute */
  115576. Attribute = 1,
  115577. /** Value is a varying between vertex and fragment shaders */
  115578. Varying = 2,
  115579. /** Mode is undefined */
  115580. Undefined = 3
  115581. }
  115582. }
  115583. declare module BABYLON {
  115584. /**
  115585. * Enum used to define well known values e.g. values automatically provided by the system
  115586. */
  115587. export enum NodeMaterialWellKnownValues {
  115588. /** World */
  115589. World = 1,
  115590. /** View */
  115591. View = 2,
  115592. /** Projection */
  115593. Projection = 3,
  115594. /** ViewProjection */
  115595. ViewProjection = 4,
  115596. /** WorldView */
  115597. WorldView = 5,
  115598. /** WorldViewProjection */
  115599. WorldViewProjection = 6,
  115600. /** CameraPosition */
  115601. CameraPosition = 7,
  115602. /** Fog Color */
  115603. FogColor = 8
  115604. }
  115605. }
  115606. declare module BABYLON {
  115607. /**
  115608. * Block used to expose an input value
  115609. */
  115610. export class InputBlock extends NodeMaterialBlock {
  115611. private _mode;
  115612. private _associatedVariableName;
  115613. private _storedValue;
  115614. private _valueCallback;
  115615. private _type;
  115616. /** @hidden */
  115617. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  115618. /**
  115619. * Gets or sets the connection point type (default is float)
  115620. */
  115621. readonly type: NodeMaterialBlockConnectionPointTypes;
  115622. /**
  115623. * Creates a new InputBlock
  115624. * @param name defines the block name
  115625. * @param target defines the target of that block (Vertex by default)
  115626. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  115627. */
  115628. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  115629. /**
  115630. * Gets the output component
  115631. */
  115632. readonly output: NodeMaterialConnectionPoint;
  115633. /**
  115634. * Set the source of this connection point to a vertex attribute
  115635. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  115636. * @returns the current connection point
  115637. */
  115638. setAsAttribute(attributeName?: string): InputBlock;
  115639. /**
  115640. * Set the source of this connection point to a well known value
  115641. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  115642. * @returns the current connection point
  115643. */
  115644. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  115645. /**
  115646. * Gets or sets the value of that point.
  115647. * Please note that this value will be ignored if valueCallback is defined
  115648. */
  115649. value: any;
  115650. /**
  115651. * Gets or sets a callback used to get the value of that point.
  115652. * Please note that setting this value will force the connection point to ignore the value property
  115653. */
  115654. valueCallback: () => any;
  115655. /**
  115656. * Gets or sets the associated variable name in the shader
  115657. */
  115658. associatedVariableName: string;
  115659. /**
  115660. * Gets a boolean indicating that this connection point not defined yet
  115661. */
  115662. readonly isUndefined: boolean;
  115663. /**
  115664. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  115665. * In this case the connection point name must be the name of the uniform to use.
  115666. * Can only be set on inputs
  115667. */
  115668. isUniform: boolean;
  115669. /**
  115670. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  115671. * In this case the connection point name must be the name of the attribute to use
  115672. * Can only be set on inputs
  115673. */
  115674. isAttribute: boolean;
  115675. /**
  115676. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  115677. * Can only be set on exit points
  115678. */
  115679. isVarying: boolean;
  115680. /**
  115681. * Gets a boolean indicating that the current connection point is a well known value
  115682. */
  115683. readonly isWellKnownValue: boolean;
  115684. /**
  115685. * Gets or sets the current well known value or null if not defined as well know value
  115686. */
  115687. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  115688. /**
  115689. * Gets the current class name
  115690. * @returns the class name
  115691. */
  115692. getClassName(): string;
  115693. private _emitDefine;
  115694. /**
  115695. * Set the input block to its default value (based on its type)
  115696. */
  115697. setDefaultValue(): void;
  115698. private _emit;
  115699. /** @hidden */
  115700. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  115701. /** @hidden */
  115702. _transmit(effect: Effect, scene: Scene): void;
  115703. protected _buildBlock(state: NodeMaterialBuildState): void;
  115704. serialize(): any;
  115705. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115706. }
  115707. }
  115708. declare module BABYLON {
  115709. /**
  115710. * Defines a connection point for a block
  115711. */
  115712. export class NodeMaterialConnectionPoint {
  115713. /** @hidden */
  115714. _ownerBlock: NodeMaterialBlock;
  115715. /** @hidden */
  115716. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  115717. private _endpoints;
  115718. private _associatedVariableName;
  115719. /** @hidden */
  115720. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  115721. private _type;
  115722. /** @hidden */
  115723. _enforceAssociatedVariableName: boolean;
  115724. /**
  115725. * Gets or sets the associated variable name in the shader
  115726. */
  115727. associatedVariableName: string;
  115728. /**
  115729. * Gets or sets the connection point type (default is float)
  115730. */
  115731. type: NodeMaterialBlockConnectionPointTypes;
  115732. /**
  115733. * Gets or sets the connection point name
  115734. */
  115735. name: string;
  115736. /**
  115737. * Gets or sets the swizzle to apply to this connection point when reading or writing
  115738. */
  115739. swizzle: string;
  115740. /**
  115741. * Gets or sets a boolean indicating that this connection point can be omitted
  115742. */
  115743. isOptional: boolean;
  115744. /**
  115745. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  115746. */
  115747. define: string;
  115748. /** Gets or sets the target of that connection point */
  115749. target: NodeMaterialBlockTargets;
  115750. /**
  115751. * Gets a boolean indicating that the current point is connected
  115752. */
  115753. readonly isConnected: boolean;
  115754. /**
  115755. * Gets a boolean indicating that the current point is connected to an input block
  115756. */
  115757. readonly isConnectedToInput: boolean;
  115758. /**
  115759. * Gets a the connected input block (if any)
  115760. */
  115761. readonly connectInputBlock: Nullable<InputBlock>;
  115762. /** Get the other side of the connection (if any) */
  115763. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  115764. /** Get the block that owns this connection point */
  115765. readonly ownerBlock: NodeMaterialBlock;
  115766. /** Get the block connected on the other side of this connection (if any) */
  115767. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  115768. /** Get the block connected on the endpoints of this connection (if any) */
  115769. readonly connectedBlocks: Array<NodeMaterialBlock>;
  115770. /** Gets the list of connected endpoints */
  115771. readonly endpoints: NodeMaterialConnectionPoint[];
  115772. /**
  115773. * Creates a new connection point
  115774. * @param name defines the connection point name
  115775. * @param ownerBlock defines the block hosting this connection point
  115776. */
  115777. constructor(name: string, ownerBlock: NodeMaterialBlock);
  115778. /**
  115779. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  115780. * @returns the class name
  115781. */
  115782. getClassName(): string;
  115783. /**
  115784. * Gets an boolean indicating if the current point can be connected to another point
  115785. * @param connectionPoint defines the other connection point
  115786. * @returns true if the connection is possible
  115787. */
  115788. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  115789. /**
  115790. * Connect this point to another connection point
  115791. * @param connectionPoint defines the other connection point
  115792. * @returns the current connection point
  115793. */
  115794. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  115795. /**
  115796. * Disconnect this point from one of his endpoint
  115797. * @param endpoint defines the other connection point
  115798. * @returns the current connection point
  115799. */
  115800. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  115801. /**
  115802. * Serializes this point in a JSON representation
  115803. * @returns the serialized point object
  115804. */
  115805. serialize(): any;
  115806. private static _GetTypeLength;
  115807. }
  115808. }
  115809. declare module BABYLON {
  115810. /**
  115811. * Block used to add support for vertex skinning (bones)
  115812. */
  115813. export class BonesBlock extends NodeMaterialBlock {
  115814. /**
  115815. * Creates a new BonesBlock
  115816. * @param name defines the block name
  115817. */
  115818. constructor(name: string);
  115819. /**
  115820. * Initialize the block and prepare the context for build
  115821. * @param state defines the state that will be used for the build
  115822. */
  115823. initialize(state: NodeMaterialBuildState): void;
  115824. /**
  115825. * Gets the current class name
  115826. * @returns the class name
  115827. */
  115828. getClassName(): string;
  115829. /**
  115830. * Gets the matrix indices input component
  115831. */
  115832. readonly matricesIndices: NodeMaterialConnectionPoint;
  115833. /**
  115834. * Gets the matrix weights input component
  115835. */
  115836. readonly matricesWeights: NodeMaterialConnectionPoint;
  115837. /**
  115838. * Gets the extra matrix indices input component
  115839. */
  115840. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  115841. /**
  115842. * Gets the extra matrix weights input component
  115843. */
  115844. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  115845. /**
  115846. * Gets the world input component
  115847. */
  115848. readonly world: NodeMaterialConnectionPoint;
  115849. /**
  115850. * Gets the output component
  115851. */
  115852. readonly output: NodeMaterialConnectionPoint;
  115853. autoConfigure(): void;
  115854. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  115855. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115856. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115857. protected _buildBlock(state: NodeMaterialBuildState): this;
  115858. }
  115859. }
  115860. declare module BABYLON {
  115861. /**
  115862. * Block used to add support for instances
  115863. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  115864. */
  115865. export class InstancesBlock extends NodeMaterialBlock {
  115866. /**
  115867. * Creates a new InstancesBlock
  115868. * @param name defines the block name
  115869. */
  115870. constructor(name: string);
  115871. /**
  115872. * Gets the current class name
  115873. * @returns the class name
  115874. */
  115875. getClassName(): string;
  115876. /**
  115877. * Gets the first world row input component
  115878. */
  115879. readonly world0: NodeMaterialConnectionPoint;
  115880. /**
  115881. * Gets the second world row input component
  115882. */
  115883. readonly world1: NodeMaterialConnectionPoint;
  115884. /**
  115885. * Gets the third world row input component
  115886. */
  115887. readonly world2: NodeMaterialConnectionPoint;
  115888. /**
  115889. * Gets the forth world row input component
  115890. */
  115891. readonly world3: NodeMaterialConnectionPoint;
  115892. /**
  115893. * Gets the world input component
  115894. */
  115895. readonly world: NodeMaterialConnectionPoint;
  115896. /**
  115897. * Gets the output component
  115898. */
  115899. readonly output: NodeMaterialConnectionPoint;
  115900. autoConfigure(): void;
  115901. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115902. protected _buildBlock(state: NodeMaterialBuildState): this;
  115903. }
  115904. }
  115905. declare module BABYLON {
  115906. /**
  115907. * Block used to add morph targets support to vertex shader
  115908. */
  115909. export class MorphTargetsBlock extends NodeMaterialBlock {
  115910. private _repeatableContentAnchor;
  115911. private _repeatebleContentGenerated;
  115912. /**
  115913. * Create a new MorphTargetsBlock
  115914. * @param name defines the block name
  115915. */
  115916. constructor(name: string);
  115917. /**
  115918. * Gets the current class name
  115919. * @returns the class name
  115920. */
  115921. getClassName(): string;
  115922. /**
  115923. * Gets the position input component
  115924. */
  115925. readonly position: NodeMaterialConnectionPoint;
  115926. /**
  115927. * Gets the normal input component
  115928. */
  115929. readonly normal: NodeMaterialConnectionPoint;
  115930. /**
  115931. * Gets the tangent input component
  115932. */
  115933. readonly tangent: NodeMaterialConnectionPoint;
  115934. /**
  115935. * Gets the tangent input component
  115936. */
  115937. readonly uv: NodeMaterialConnectionPoint;
  115938. /**
  115939. * Gets the position output component
  115940. */
  115941. readonly positionOutput: NodeMaterialConnectionPoint;
  115942. /**
  115943. * Gets the normal output component
  115944. */
  115945. readonly normalOutput: NodeMaterialConnectionPoint;
  115946. /**
  115947. * Gets the tangent output component
  115948. */
  115949. readonly tangentOutput: NodeMaterialConnectionPoint;
  115950. /**
  115951. * Gets the tangent output component
  115952. */
  115953. readonly uvOutput: NodeMaterialConnectionPoint;
  115954. initialize(state: NodeMaterialBuildState): void;
  115955. autoConfigure(): void;
  115956. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115957. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115958. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  115959. protected _buildBlock(state: NodeMaterialBuildState): this;
  115960. }
  115961. }
  115962. declare module BABYLON {
  115963. /**
  115964. * Block used to add an alpha test in the fragment shader
  115965. */
  115966. export class AlphaTestBlock extends NodeMaterialBlock {
  115967. /**
  115968. * Gets or sets the alpha value where alpha testing happens
  115969. */
  115970. alphaCutOff: number;
  115971. /**
  115972. * Create a new AlphaTestBlock
  115973. * @param name defines the block name
  115974. */
  115975. constructor(name: string);
  115976. /**
  115977. * Gets the current class name
  115978. * @returns the class name
  115979. */
  115980. getClassName(): string;
  115981. /**
  115982. * Gets the color input component
  115983. */
  115984. readonly color: NodeMaterialConnectionPoint;
  115985. protected _buildBlock(state: NodeMaterialBuildState): this;
  115986. }
  115987. }
  115988. declare module BABYLON {
  115989. /**
  115990. * Block used to create a Color4 out of 4 inputs (one for each component)
  115991. */
  115992. export class RGBAMergerBlock extends NodeMaterialBlock {
  115993. /**
  115994. * Create a new RGBAMergerBlock
  115995. * @param name defines the block name
  115996. */
  115997. constructor(name: string);
  115998. /**
  115999. * Gets the current class name
  116000. * @returns the class name
  116001. */
  116002. getClassName(): string;
  116003. /**
  116004. * Gets the R input component
  116005. */
  116006. readonly r: NodeMaterialConnectionPoint;
  116007. /**
  116008. * Gets the G input component
  116009. */
  116010. readonly g: NodeMaterialConnectionPoint;
  116011. /**
  116012. * Gets the B input component
  116013. */
  116014. readonly b: NodeMaterialConnectionPoint;
  116015. /**
  116016. * Gets the RGB input component
  116017. */
  116018. readonly rgb: NodeMaterialConnectionPoint;
  116019. /**
  116020. * Gets the R input component
  116021. */
  116022. readonly a: NodeMaterialConnectionPoint;
  116023. /**
  116024. * Gets the output component
  116025. */
  116026. readonly output: NodeMaterialConnectionPoint;
  116027. protected _buildBlock(state: NodeMaterialBuildState): this;
  116028. }
  116029. }
  116030. declare module BABYLON {
  116031. /**
  116032. * Block used to create a Color3 out of 3 inputs (one for each component)
  116033. */
  116034. export class RGBMergerBlock extends NodeMaterialBlock {
  116035. /**
  116036. * Create a new RGBMergerBlock
  116037. * @param name defines the block name
  116038. */
  116039. constructor(name: string);
  116040. /**
  116041. * Gets the current class name
  116042. * @returns the class name
  116043. */
  116044. getClassName(): string;
  116045. /**
  116046. * Gets the R component input
  116047. */
  116048. readonly r: NodeMaterialConnectionPoint;
  116049. /**
  116050. * Gets the G component input
  116051. */
  116052. readonly g: NodeMaterialConnectionPoint;
  116053. /**
  116054. * Gets the B component input
  116055. */
  116056. readonly b: NodeMaterialConnectionPoint;
  116057. /**
  116058. * Gets the output component
  116059. */
  116060. readonly output: NodeMaterialConnectionPoint;
  116061. protected _buildBlock(state: NodeMaterialBuildState): this;
  116062. }
  116063. }
  116064. declare module BABYLON {
  116065. /**
  116066. * Block used to expand a Color4 or a Vector4 into 4 outputs (one for each component)
  116067. */
  116068. export class RGBASplitterBlock extends NodeMaterialBlock {
  116069. /**
  116070. * Create a new RGBASplitterBlock
  116071. * @param name defines the block name
  116072. */
  116073. constructor(name: string);
  116074. /**
  116075. * Gets the current class name
  116076. * @returns the class name
  116077. */
  116078. getClassName(): string;
  116079. /**
  116080. * Gets the input component
  116081. */
  116082. readonly input: NodeMaterialConnectionPoint;
  116083. protected _buildBlock(state: NodeMaterialBuildState): this;
  116084. }
  116085. }
  116086. declare module BABYLON {
  116087. /**
  116088. * Block used to expand a Color3 or a Vector3 into 3 outputs (one for each component)
  116089. */
  116090. export class RGBSplitterBlock extends NodeMaterialBlock {
  116091. /**
  116092. * Create a new RGBSplitterBlock
  116093. * @param name defines the block name
  116094. */
  116095. constructor(name: string);
  116096. /**
  116097. * Gets the current class name
  116098. * @returns the class name
  116099. */
  116100. getClassName(): string;
  116101. /**
  116102. * Gets the input component
  116103. */
  116104. readonly input: NodeMaterialConnectionPoint;
  116105. protected _buildBlock(state: NodeMaterialBuildState): this;
  116106. }
  116107. }
  116108. declare module BABYLON {
  116109. /**
  116110. * Block used to add image processing support to fragment shader
  116111. */
  116112. export class ImageProcessingBlock extends NodeMaterialBlock {
  116113. /**
  116114. * Create a new ImageProcessingBlock
  116115. * @param name defines the block name
  116116. */
  116117. constructor(name: string);
  116118. /**
  116119. * Gets the current class name
  116120. * @returns the class name
  116121. */
  116122. getClassName(): string;
  116123. /**
  116124. * Gets the color input component
  116125. */
  116126. readonly color: NodeMaterialConnectionPoint;
  116127. /**
  116128. * Gets the output component
  116129. */
  116130. readonly output: NodeMaterialConnectionPoint;
  116131. /**
  116132. * Initialize the block and prepare the context for build
  116133. * @param state defines the state that will be used for the build
  116134. */
  116135. initialize(state: NodeMaterialBuildState): void;
  116136. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  116137. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116138. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116139. protected _buildBlock(state: NodeMaterialBuildState): this;
  116140. }
  116141. }
  116142. declare module BABYLON {
  116143. /**
  116144. * Block used to add support for scene fog
  116145. */
  116146. export class FogBlock extends NodeMaterialBlock {
  116147. private _fogDistanceName;
  116148. private _fogParameters;
  116149. /**
  116150. * Create a new FogBlock
  116151. * @param name defines the block name
  116152. */
  116153. constructor(name: string);
  116154. /**
  116155. * Gets the current class name
  116156. * @returns the class name
  116157. */
  116158. getClassName(): string;
  116159. /**
  116160. * Gets the world position input component
  116161. */
  116162. readonly worldPosition: NodeMaterialConnectionPoint;
  116163. /**
  116164. * Gets the view input component
  116165. */
  116166. readonly view: NodeMaterialConnectionPoint;
  116167. /**
  116168. * Gets the color input component
  116169. */
  116170. readonly color: NodeMaterialConnectionPoint;
  116171. /**
  116172. * Gets the fog color input component
  116173. */
  116174. readonly fogColor: NodeMaterialConnectionPoint;
  116175. /**
  116176. * Gets the output component
  116177. */
  116178. readonly output: NodeMaterialConnectionPoint;
  116179. autoConfigure(): void;
  116180. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116181. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116182. protected _buildBlock(state: NodeMaterialBuildState): this;
  116183. }
  116184. }
  116185. declare module BABYLON {
  116186. /**
  116187. * Block used to add light in the fragment shader
  116188. */
  116189. export class LightBlock extends NodeMaterialBlock {
  116190. private _lightId;
  116191. /**
  116192. * Gets or sets the light associated with this block
  116193. */
  116194. light: Nullable<Light>;
  116195. /**
  116196. * Create a new LightBlock
  116197. * @param name defines the block name
  116198. */
  116199. constructor(name: string);
  116200. /**
  116201. * Gets the current class name
  116202. * @returns the class name
  116203. */
  116204. getClassName(): string;
  116205. /**
  116206. * Gets the world position input component
  116207. */
  116208. readonly worldPosition: NodeMaterialConnectionPoint;
  116209. /**
  116210. * Gets the world normal input component
  116211. */
  116212. readonly worldNormal: NodeMaterialConnectionPoint;
  116213. /**
  116214. * Gets the camera (or eye) position component
  116215. */
  116216. readonly cameraPosition: NodeMaterialConnectionPoint;
  116217. /**
  116218. * Gets the diffuse output component
  116219. */
  116220. readonly diffuseOutput: NodeMaterialConnectionPoint;
  116221. /**
  116222. * Gets the specular output component
  116223. */
  116224. readonly specularOutput: NodeMaterialConnectionPoint;
  116225. autoConfigure(): void;
  116226. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116227. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116228. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116229. private _injectVertexCode;
  116230. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116231. serialize(): any;
  116232. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116233. }
  116234. }
  116235. declare module BABYLON {
  116236. /**
  116237. * Block used to multiply 2 values
  116238. */
  116239. export class MultiplyBlock extends NodeMaterialBlock {
  116240. /**
  116241. * Creates a new MultiplyBlock
  116242. * @param name defines the block name
  116243. */
  116244. constructor(name: string);
  116245. /**
  116246. * Gets the current class name
  116247. * @returns the class name
  116248. */
  116249. getClassName(): string;
  116250. /**
  116251. * Gets the left operand input component
  116252. */
  116253. readonly left: NodeMaterialConnectionPoint;
  116254. /**
  116255. * Gets the right operand input component
  116256. */
  116257. readonly right: NodeMaterialConnectionPoint;
  116258. /**
  116259. * Gets the output component
  116260. */
  116261. readonly output: NodeMaterialConnectionPoint;
  116262. protected _buildBlock(state: NodeMaterialBuildState): this;
  116263. }
  116264. }
  116265. declare module BABYLON {
  116266. /**
  116267. * Block used to add 2 vectors
  116268. */
  116269. export class AddBlock extends NodeMaterialBlock {
  116270. /**
  116271. * Creates a new AddBlock
  116272. * @param name defines the block name
  116273. */
  116274. constructor(name: string);
  116275. /**
  116276. * Gets the current class name
  116277. * @returns the class name
  116278. */
  116279. getClassName(): string;
  116280. /**
  116281. * Gets the left operand input component
  116282. */
  116283. readonly left: NodeMaterialConnectionPoint;
  116284. /**
  116285. * Gets the right operand input component
  116286. */
  116287. readonly right: NodeMaterialConnectionPoint;
  116288. /**
  116289. * Gets the output component
  116290. */
  116291. readonly output: NodeMaterialConnectionPoint;
  116292. protected _buildBlock(state: NodeMaterialBuildState): this;
  116293. }
  116294. }
  116295. declare module BABYLON {
  116296. /**
  116297. * Block used to clamp a float
  116298. */
  116299. export class ClampBlock extends NodeMaterialBlock {
  116300. /** Gets or sets the minimum range */
  116301. minimum: number;
  116302. /** Gets or sets the maximum range */
  116303. maximum: number;
  116304. /**
  116305. * Creates a new ClampBlock
  116306. * @param name defines the block name
  116307. */
  116308. constructor(name: string);
  116309. /**
  116310. * Gets the current class name
  116311. * @returns the class name
  116312. */
  116313. getClassName(): string;
  116314. /**
  116315. * Gets the value input component
  116316. */
  116317. readonly value: NodeMaterialConnectionPoint;
  116318. /**
  116319. * Gets the output component
  116320. */
  116321. readonly output: NodeMaterialConnectionPoint;
  116322. protected _buildBlock(state: NodeMaterialBuildState): this;
  116323. }
  116324. }
  116325. declare module BABYLON {
  116326. /**
  116327. * Block used to apply a cross product between 2 vectors
  116328. */
  116329. export class CrossBlock extends NodeMaterialBlock {
  116330. /**
  116331. * Creates a new CrossBlock
  116332. * @param name defines the block name
  116333. */
  116334. constructor(name: string);
  116335. /**
  116336. * Gets the current class name
  116337. * @returns the class name
  116338. */
  116339. getClassName(): string;
  116340. /**
  116341. * Gets the left operand input component
  116342. */
  116343. readonly left: NodeMaterialConnectionPoint;
  116344. /**
  116345. * Gets the right operand input component
  116346. */
  116347. readonly right: NodeMaterialConnectionPoint;
  116348. /**
  116349. * Gets the output component
  116350. */
  116351. readonly output: NodeMaterialConnectionPoint;
  116352. protected _buildBlock(state: NodeMaterialBuildState): this;
  116353. }
  116354. }
  116355. declare module BABYLON {
  116356. /**
  116357. * Block used to apply a dot product between 2 vectors
  116358. */
  116359. export class DotBlock extends NodeMaterialBlock {
  116360. /**
  116361. * Creates a new DotBlock
  116362. * @param name defines the block name
  116363. */
  116364. constructor(name: string);
  116365. /**
  116366. * Gets the current class name
  116367. * @returns the class name
  116368. */
  116369. getClassName(): string;
  116370. /**
  116371. * Gets the left operand input component
  116372. */
  116373. readonly left: NodeMaterialConnectionPoint;
  116374. /**
  116375. * Gets the right operand input component
  116376. */
  116377. readonly right: NodeMaterialConnectionPoint;
  116378. /**
  116379. * Gets the output component
  116380. */
  116381. readonly output: NodeMaterialConnectionPoint;
  116382. protected _buildBlock(state: NodeMaterialBuildState): this;
  116383. }
  116384. }
  116385. declare module BABYLON {
  116386. /**
  116387. * Effect Render Options
  116388. */
  116389. export interface IEffectRendererOptions {
  116390. /**
  116391. * Defines the vertices positions.
  116392. */
  116393. positions?: number[];
  116394. /**
  116395. * Defines the indices.
  116396. */
  116397. indices?: number[];
  116398. }
  116399. /**
  116400. * Helper class to render one or more effects
  116401. */
  116402. export class EffectRenderer {
  116403. private engine;
  116404. private static _DefaultOptions;
  116405. private _vertexBuffers;
  116406. private _indexBuffer;
  116407. private _ringBufferIndex;
  116408. private _ringScreenBuffer;
  116409. private _fullscreenViewport;
  116410. private _getNextFrameBuffer;
  116411. /**
  116412. * Creates an effect renderer
  116413. * @param engine the engine to use for rendering
  116414. * @param options defines the options of the effect renderer
  116415. */
  116416. constructor(engine: Engine, options?: IEffectRendererOptions);
  116417. /**
  116418. * Sets the current viewport in normalized coordinates 0-1
  116419. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  116420. */
  116421. setViewport(viewport?: Viewport): void;
  116422. /**
  116423. * Sets the current effect wrapper to use during draw.
  116424. * The effect needs to be ready before calling this api.
  116425. * This also sets the default full screen position attribute.
  116426. * @param effectWrapper Defines the effect to draw with
  116427. */
  116428. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  116429. /**
  116430. * Draws a full screen quad.
  116431. */
  116432. draw(): void;
  116433. /**
  116434. * renders one or more effects to a specified texture
  116435. * @param effectWrappers list of effects to renderer
  116436. * @param outputTexture texture to draw to, if null it will render to the screen
  116437. */
  116438. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  116439. /**
  116440. * Disposes of the effect renderer
  116441. */
  116442. dispose(): void;
  116443. }
  116444. /**
  116445. * Options to create an EffectWrapper
  116446. */
  116447. interface EffectWrapperCreationOptions {
  116448. /**
  116449. * Engine to use to create the effect
  116450. */
  116451. engine: Engine;
  116452. /**
  116453. * Fragment shader for the effect
  116454. */
  116455. fragmentShader: string;
  116456. /**
  116457. * Vertex shader for the effect
  116458. */
  116459. vertexShader: string;
  116460. /**
  116461. * Attributes to use in the shader
  116462. */
  116463. attributeNames?: Array<string>;
  116464. /**
  116465. * Uniforms to use in the shader
  116466. */
  116467. uniformNames?: Array<string>;
  116468. /**
  116469. * Texture sampler names to use in the shader
  116470. */
  116471. samplerNames?: Array<string>;
  116472. /**
  116473. * The friendly name of the effect displayed in Spector.
  116474. */
  116475. name?: string;
  116476. }
  116477. /**
  116478. * Wraps an effect to be used for rendering
  116479. */
  116480. export class EffectWrapper {
  116481. /**
  116482. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  116483. */
  116484. onApplyObservable: Observable<{}>;
  116485. /**
  116486. * The underlying effect
  116487. */
  116488. effect: Effect;
  116489. /**
  116490. * Creates an effect to be renderer
  116491. * @param creationOptions options to create the effect
  116492. */
  116493. constructor(creationOptions: EffectWrapperCreationOptions);
  116494. /**
  116495. * Disposes of the effect wrapper
  116496. */
  116497. dispose(): void;
  116498. }
  116499. }
  116500. declare module BABYLON {
  116501. /**
  116502. * Contains position and normal vectors for a vertex
  116503. */
  116504. export class PositionNormalVertex {
  116505. /** the position of the vertex (defaut: 0,0,0) */
  116506. position: Vector3;
  116507. /** the normal of the vertex (defaut: 0,1,0) */
  116508. normal: Vector3;
  116509. /**
  116510. * Creates a PositionNormalVertex
  116511. * @param position the position of the vertex (defaut: 0,0,0)
  116512. * @param normal the normal of the vertex (defaut: 0,1,0)
  116513. */
  116514. constructor(
  116515. /** the position of the vertex (defaut: 0,0,0) */
  116516. position?: Vector3,
  116517. /** the normal of the vertex (defaut: 0,1,0) */
  116518. normal?: Vector3);
  116519. /**
  116520. * Clones the PositionNormalVertex
  116521. * @returns the cloned PositionNormalVertex
  116522. */
  116523. clone(): PositionNormalVertex;
  116524. }
  116525. /**
  116526. * Contains position, normal and uv vectors for a vertex
  116527. */
  116528. export class PositionNormalTextureVertex {
  116529. /** the position of the vertex (defaut: 0,0,0) */
  116530. position: Vector3;
  116531. /** the normal of the vertex (defaut: 0,1,0) */
  116532. normal: Vector3;
  116533. /** the uv of the vertex (default: 0,0) */
  116534. uv: Vector2;
  116535. /**
  116536. * Creates a PositionNormalTextureVertex
  116537. * @param position the position of the vertex (defaut: 0,0,0)
  116538. * @param normal the normal of the vertex (defaut: 0,1,0)
  116539. * @param uv the uv of the vertex (default: 0,0)
  116540. */
  116541. constructor(
  116542. /** the position of the vertex (defaut: 0,0,0) */
  116543. position?: Vector3,
  116544. /** the normal of the vertex (defaut: 0,1,0) */
  116545. normal?: Vector3,
  116546. /** the uv of the vertex (default: 0,0) */
  116547. uv?: Vector2);
  116548. /**
  116549. * Clones the PositionNormalTextureVertex
  116550. * @returns the cloned PositionNormalTextureVertex
  116551. */
  116552. clone(): PositionNormalTextureVertex;
  116553. }
  116554. }
  116555. declare module BABYLON {
  116556. /**
  116557. * Helper class to push actions to a pool of workers.
  116558. */
  116559. export class WorkerPool implements IDisposable {
  116560. private _workerInfos;
  116561. private _pendingActions;
  116562. /**
  116563. * Constructor
  116564. * @param workers Array of workers to use for actions
  116565. */
  116566. constructor(workers: Array<Worker>);
  116567. /**
  116568. * Terminates all workers and clears any pending actions.
  116569. */
  116570. dispose(): void;
  116571. /**
  116572. * Pushes an action to the worker pool. If all the workers are active, the action will be
  116573. * pended until a worker has completed its action.
  116574. * @param action The action to perform. Call onComplete when the action is complete.
  116575. */
  116576. push(action: (worker: Worker, onComplete: () => void) => void): void;
  116577. private _execute;
  116578. }
  116579. }
  116580. declare module BABYLON {
  116581. /**
  116582. * Configuration for Draco compression
  116583. */
  116584. export interface IDracoCompressionConfiguration {
  116585. /**
  116586. * Configuration for the decoder.
  116587. */
  116588. decoder: {
  116589. /**
  116590. * The url to the WebAssembly module.
  116591. */
  116592. wasmUrl?: string;
  116593. /**
  116594. * The url to the WebAssembly binary.
  116595. */
  116596. wasmBinaryUrl?: string;
  116597. /**
  116598. * The url to the fallback JavaScript module.
  116599. */
  116600. fallbackUrl?: string;
  116601. };
  116602. }
  116603. /**
  116604. * Draco compression (https://google.github.io/draco/)
  116605. *
  116606. * This class wraps the Draco module.
  116607. *
  116608. * **Encoder**
  116609. *
  116610. * The encoder is not currently implemented.
  116611. *
  116612. * **Decoder**
  116613. *
  116614. * 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.
  116615. *
  116616. * To update the configuration, use the following code:
  116617. * ```javascript
  116618. * DracoCompression.Configuration = {
  116619. * decoder: {
  116620. * wasmUrl: "<url to the WebAssembly library>",
  116621. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  116622. * fallbackUrl: "<url to the fallback JavaScript library>",
  116623. * }
  116624. * };
  116625. * ```
  116626. *
  116627. * 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.
  116628. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  116629. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  116630. *
  116631. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  116632. * ```javascript
  116633. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  116634. * ```
  116635. *
  116636. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  116637. */
  116638. export class DracoCompression implements IDisposable {
  116639. private _workerPoolPromise?;
  116640. private _decoderModulePromise?;
  116641. /**
  116642. * The configuration. Defaults to the following urls:
  116643. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  116644. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  116645. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  116646. */
  116647. static Configuration: IDracoCompressionConfiguration;
  116648. /**
  116649. * Returns true if the decoder configuration is available.
  116650. */
  116651. static readonly DecoderAvailable: boolean;
  116652. /**
  116653. * Default number of workers to create when creating the draco compression object.
  116654. */
  116655. static DefaultNumWorkers: number;
  116656. private static GetDefaultNumWorkers;
  116657. private static _Default;
  116658. /**
  116659. * Default instance for the draco compression object.
  116660. */
  116661. static readonly Default: DracoCompression;
  116662. /**
  116663. * Constructor
  116664. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  116665. */
  116666. constructor(numWorkers?: number);
  116667. /**
  116668. * Stop all async operations and release resources.
  116669. */
  116670. dispose(): void;
  116671. /**
  116672. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  116673. * @returns a promise that resolves when ready
  116674. */
  116675. whenReadyAsync(): Promise<void>;
  116676. /**
  116677. * Decode Draco compressed mesh data to vertex data.
  116678. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  116679. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  116680. * @returns A promise that resolves with the decoded vertex data
  116681. */
  116682. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  116683. [kind: string]: number;
  116684. }): Promise<VertexData>;
  116685. }
  116686. }
  116687. declare module BABYLON {
  116688. /**
  116689. * Class for building Constructive Solid Geometry
  116690. */
  116691. export class CSG {
  116692. private polygons;
  116693. /**
  116694. * The world matrix
  116695. */
  116696. matrix: Matrix;
  116697. /**
  116698. * Stores the position
  116699. */
  116700. position: Vector3;
  116701. /**
  116702. * Stores the rotation
  116703. */
  116704. rotation: Vector3;
  116705. /**
  116706. * Stores the rotation quaternion
  116707. */
  116708. rotationQuaternion: Nullable<Quaternion>;
  116709. /**
  116710. * Stores the scaling vector
  116711. */
  116712. scaling: Vector3;
  116713. /**
  116714. * Convert the Mesh to CSG
  116715. * @param mesh The Mesh to convert to CSG
  116716. * @returns A new CSG from the Mesh
  116717. */
  116718. static FromMesh(mesh: Mesh): CSG;
  116719. /**
  116720. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  116721. * @param polygons Polygons used to construct a CSG solid
  116722. */
  116723. private static FromPolygons;
  116724. /**
  116725. * Clones, or makes a deep copy, of the CSG
  116726. * @returns A new CSG
  116727. */
  116728. clone(): CSG;
  116729. /**
  116730. * Unions this CSG with another CSG
  116731. * @param csg The CSG to union against this CSG
  116732. * @returns The unioned CSG
  116733. */
  116734. union(csg: CSG): CSG;
  116735. /**
  116736. * Unions this CSG with another CSG in place
  116737. * @param csg The CSG to union against this CSG
  116738. */
  116739. unionInPlace(csg: CSG): void;
  116740. /**
  116741. * Subtracts this CSG with another CSG
  116742. * @param csg The CSG to subtract against this CSG
  116743. * @returns A new CSG
  116744. */
  116745. subtract(csg: CSG): CSG;
  116746. /**
  116747. * Subtracts this CSG with another CSG in place
  116748. * @param csg The CSG to subtact against this CSG
  116749. */
  116750. subtractInPlace(csg: CSG): void;
  116751. /**
  116752. * Intersect this CSG with another CSG
  116753. * @param csg The CSG to intersect against this CSG
  116754. * @returns A new CSG
  116755. */
  116756. intersect(csg: CSG): CSG;
  116757. /**
  116758. * Intersects this CSG with another CSG in place
  116759. * @param csg The CSG to intersect against this CSG
  116760. */
  116761. intersectInPlace(csg: CSG): void;
  116762. /**
  116763. * Return a new CSG solid with solid and empty space switched. This solid is
  116764. * not modified.
  116765. * @returns A new CSG solid with solid and empty space switched
  116766. */
  116767. inverse(): CSG;
  116768. /**
  116769. * Inverses the CSG in place
  116770. */
  116771. inverseInPlace(): void;
  116772. /**
  116773. * This is used to keep meshes transformations so they can be restored
  116774. * when we build back a Babylon Mesh
  116775. * NB : All CSG operations are performed in world coordinates
  116776. * @param csg The CSG to copy the transform attributes from
  116777. * @returns This CSG
  116778. */
  116779. copyTransformAttributes(csg: CSG): CSG;
  116780. /**
  116781. * Build Raw mesh from CSG
  116782. * Coordinates here are in world space
  116783. * @param name The name of the mesh geometry
  116784. * @param scene The Scene
  116785. * @param keepSubMeshes Specifies if the submeshes should be kept
  116786. * @returns A new Mesh
  116787. */
  116788. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  116789. /**
  116790. * Build Mesh from CSG taking material and transforms into account
  116791. * @param name The name of the Mesh
  116792. * @param material The material of the Mesh
  116793. * @param scene The Scene
  116794. * @param keepSubMeshes Specifies if submeshes should be kept
  116795. * @returns The new Mesh
  116796. */
  116797. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  116798. }
  116799. }
  116800. declare module BABYLON {
  116801. /**
  116802. * Class used to create a trail following a mesh
  116803. */
  116804. export class TrailMesh extends Mesh {
  116805. private _generator;
  116806. private _autoStart;
  116807. private _running;
  116808. private _diameter;
  116809. private _length;
  116810. private _sectionPolygonPointsCount;
  116811. private _sectionVectors;
  116812. private _sectionNormalVectors;
  116813. private _beforeRenderObserver;
  116814. /**
  116815. * @constructor
  116816. * @param name The value used by scene.getMeshByName() to do a lookup.
  116817. * @param generator The mesh to generate a trail.
  116818. * @param scene The scene to add this mesh to.
  116819. * @param diameter Diameter of trailing mesh. Default is 1.
  116820. * @param length Length of trailing mesh. Default is 60.
  116821. * @param autoStart Automatically start trailing mesh. Default true.
  116822. */
  116823. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  116824. /**
  116825. * "TrailMesh"
  116826. * @returns "TrailMesh"
  116827. */
  116828. getClassName(): string;
  116829. private _createMesh;
  116830. /**
  116831. * Start trailing mesh.
  116832. */
  116833. start(): void;
  116834. /**
  116835. * Stop trailing mesh.
  116836. */
  116837. stop(): void;
  116838. /**
  116839. * Update trailing mesh geometry.
  116840. */
  116841. update(): void;
  116842. /**
  116843. * Returns a new TrailMesh object.
  116844. * @param name is a string, the name given to the new mesh
  116845. * @param newGenerator use new generator object for cloned trail mesh
  116846. * @returns a new mesh
  116847. */
  116848. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  116849. /**
  116850. * Serializes this trail mesh
  116851. * @param serializationObject object to write serialization to
  116852. */
  116853. serialize(serializationObject: any): void;
  116854. /**
  116855. * Parses a serialized trail mesh
  116856. * @param parsedMesh the serialized mesh
  116857. * @param scene the scene to create the trail mesh in
  116858. * @returns the created trail mesh
  116859. */
  116860. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  116861. }
  116862. }
  116863. declare module BABYLON {
  116864. /**
  116865. * Class containing static functions to help procedurally build meshes
  116866. */
  116867. export class TiledBoxBuilder {
  116868. /**
  116869. * Creates a box mesh
  116870. * 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)
  116871. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  116872. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116873. * * If you create a double-sided mesh, you can choose what parts of 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
  116874. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116875. * @param name defines the name of the mesh
  116876. * @param options defines the options used to create the mesh
  116877. * @param scene defines the hosting scene
  116878. * @returns the box mesh
  116879. */
  116880. static CreateTiledBox(name: string, options: {
  116881. pattern?: number;
  116882. width?: number;
  116883. height?: number;
  116884. depth?: number;
  116885. tileSize?: number;
  116886. tileWidth?: number;
  116887. tileHeight?: number;
  116888. alignHorizontal?: number;
  116889. alignVertical?: number;
  116890. faceUV?: Vector4[];
  116891. faceColors?: Color4[];
  116892. sideOrientation?: number;
  116893. updatable?: boolean;
  116894. }, scene?: Nullable<Scene>): Mesh;
  116895. }
  116896. }
  116897. declare module BABYLON {
  116898. /**
  116899. * Class containing static functions to help procedurally build meshes
  116900. */
  116901. export class TorusKnotBuilder {
  116902. /**
  116903. * Creates a torus knot mesh
  116904. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  116905. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  116906. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  116907. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  116908. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116909. * * If you create a double-sided mesh, you can choose what parts of 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
  116910. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  116911. * @param name defines the name of the mesh
  116912. * @param options defines the options used to create the mesh
  116913. * @param scene defines the hosting scene
  116914. * @returns the torus knot mesh
  116915. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  116916. */
  116917. static CreateTorusKnot(name: string, options: {
  116918. radius?: number;
  116919. tube?: number;
  116920. radialSegments?: number;
  116921. tubularSegments?: number;
  116922. p?: number;
  116923. q?: number;
  116924. updatable?: boolean;
  116925. sideOrientation?: number;
  116926. frontUVs?: Vector4;
  116927. backUVs?: Vector4;
  116928. }, scene: any): Mesh;
  116929. }
  116930. }
  116931. declare module BABYLON {
  116932. /**
  116933. * Polygon
  116934. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  116935. */
  116936. export class Polygon {
  116937. /**
  116938. * Creates a rectangle
  116939. * @param xmin bottom X coord
  116940. * @param ymin bottom Y coord
  116941. * @param xmax top X coord
  116942. * @param ymax top Y coord
  116943. * @returns points that make the resulting rectation
  116944. */
  116945. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  116946. /**
  116947. * Creates a circle
  116948. * @param radius radius of circle
  116949. * @param cx scale in x
  116950. * @param cy scale in y
  116951. * @param numberOfSides number of sides that make up the circle
  116952. * @returns points that make the resulting circle
  116953. */
  116954. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  116955. /**
  116956. * Creates a polygon from input string
  116957. * @param input Input polygon data
  116958. * @returns the parsed points
  116959. */
  116960. static Parse(input: string): Vector2[];
  116961. /**
  116962. * Starts building a polygon from x and y coordinates
  116963. * @param x x coordinate
  116964. * @param y y coordinate
  116965. * @returns the started path2
  116966. */
  116967. static StartingAt(x: number, y: number): Path2;
  116968. }
  116969. /**
  116970. * Builds a polygon
  116971. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  116972. */
  116973. export class PolygonMeshBuilder {
  116974. private _points;
  116975. private _outlinepoints;
  116976. private _holes;
  116977. private _name;
  116978. private _scene;
  116979. private _epoints;
  116980. private _eholes;
  116981. private _addToepoint;
  116982. /**
  116983. * Babylon reference to the earcut plugin.
  116984. */
  116985. bjsEarcut: any;
  116986. /**
  116987. * Creates a PolygonMeshBuilder
  116988. * @param name name of the builder
  116989. * @param contours Path of the polygon
  116990. * @param scene scene to add to when creating the mesh
  116991. * @param earcutInjection can be used to inject your own earcut reference
  116992. */
  116993. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  116994. /**
  116995. * Adds a whole within the polygon
  116996. * @param hole Array of points defining the hole
  116997. * @returns this
  116998. */
  116999. addHole(hole: Vector2[]): PolygonMeshBuilder;
  117000. /**
  117001. * Creates the polygon
  117002. * @param updatable If the mesh should be updatable
  117003. * @param depth The depth of the mesh created
  117004. * @returns the created mesh
  117005. */
  117006. build(updatable?: boolean, depth?: number): Mesh;
  117007. /**
  117008. * Creates the polygon
  117009. * @param depth The depth of the mesh created
  117010. * @returns the created VertexData
  117011. */
  117012. buildVertexData(depth?: number): VertexData;
  117013. /**
  117014. * Adds a side to the polygon
  117015. * @param positions points that make the polygon
  117016. * @param normals normals of the polygon
  117017. * @param uvs uvs of the polygon
  117018. * @param indices indices of the polygon
  117019. * @param bounds bounds of the polygon
  117020. * @param points points of the polygon
  117021. * @param depth depth of the polygon
  117022. * @param flip flip of the polygon
  117023. */
  117024. private addSide;
  117025. }
  117026. }
  117027. declare module BABYLON {
  117028. /**
  117029. * Class containing static functions to help procedurally build meshes
  117030. */
  117031. export class PolygonBuilder {
  117032. /**
  117033. * Creates a polygon mesh
  117034. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  117035. * * 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
  117036. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117037. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117038. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  117039. * * Remember you can only change the shape positions, not their number when updating a polygon
  117040. * @param name defines the name of the mesh
  117041. * @param options defines the options used to create the mesh
  117042. * @param scene defines the hosting scene
  117043. * @param earcutInjection can be used to inject your own earcut reference
  117044. * @returns the polygon mesh
  117045. */
  117046. static CreatePolygon(name: string, options: {
  117047. shape: Vector3[];
  117048. holes?: Vector3[][];
  117049. depth?: number;
  117050. faceUV?: Vector4[];
  117051. faceColors?: Color4[];
  117052. updatable?: boolean;
  117053. sideOrientation?: number;
  117054. frontUVs?: Vector4;
  117055. backUVs?: Vector4;
  117056. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117057. /**
  117058. * Creates an extruded polygon mesh, with depth in the Y direction.
  117059. * * 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)
  117060. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117061. * @param name defines the name of the mesh
  117062. * @param options defines the options used to create the mesh
  117063. * @param scene defines the hosting scene
  117064. * @param earcutInjection can be used to inject your own earcut reference
  117065. * @returns the polygon mesh
  117066. */
  117067. static ExtrudePolygon(name: string, options: {
  117068. shape: Vector3[];
  117069. holes?: Vector3[][];
  117070. depth?: number;
  117071. faceUV?: Vector4[];
  117072. faceColors?: Color4[];
  117073. updatable?: boolean;
  117074. sideOrientation?: number;
  117075. frontUVs?: Vector4;
  117076. backUVs?: Vector4;
  117077. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117078. }
  117079. }
  117080. declare module BABYLON {
  117081. /**
  117082. * Class containing static functions to help procedurally build meshes
  117083. */
  117084. export class LatheBuilder {
  117085. /**
  117086. * Creates lathe mesh.
  117087. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  117088. * * 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
  117089. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  117090. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  117091. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  117092. * * 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
  117093. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  117094. * * 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
  117095. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117096. * * If you create a double-sided mesh, you can choose what parts of 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
  117097. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117098. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117099. * @param name defines the name of the mesh
  117100. * @param options defines the options used to create the mesh
  117101. * @param scene defines the hosting scene
  117102. * @returns the lathe mesh
  117103. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  117104. */
  117105. static CreateLathe(name: string, options: {
  117106. shape: Vector3[];
  117107. radius?: number;
  117108. tessellation?: number;
  117109. clip?: number;
  117110. arc?: number;
  117111. closed?: boolean;
  117112. updatable?: boolean;
  117113. sideOrientation?: number;
  117114. frontUVs?: Vector4;
  117115. backUVs?: Vector4;
  117116. cap?: number;
  117117. invertUV?: boolean;
  117118. }, scene?: Nullable<Scene>): Mesh;
  117119. }
  117120. }
  117121. declare module BABYLON {
  117122. /**
  117123. * Class containing static functions to help procedurally build meshes
  117124. */
  117125. export class TiledPlaneBuilder {
  117126. /**
  117127. * Creates a tiled plane mesh
  117128. * * The parameter `pattern` will, depending on value, do nothing or
  117129. * * * flip (reflect about central vertical) alternate tiles across and up
  117130. * * * flip every tile on alternate rows
  117131. * * * rotate (180 degs) alternate tiles across and up
  117132. * * * rotate every tile on alternate rows
  117133. * * * flip and rotate alternate tiles across and up
  117134. * * * flip and rotate every tile on alternate rows
  117135. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  117136. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  117137. * * If you create a double-sided mesh, you can choose what parts of 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
  117138. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117139. * * 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)
  117140. * * 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)
  117141. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  117142. * @param name defines the name of the mesh
  117143. * @param options defines the options used to create the mesh
  117144. * @param scene defines the hosting scene
  117145. * @returns the box mesh
  117146. */
  117147. static CreateTiledPlane(name: string, options: {
  117148. pattern?: number;
  117149. tileSize?: number;
  117150. tileWidth?: number;
  117151. tileHeight?: number;
  117152. size?: number;
  117153. width?: number;
  117154. height?: number;
  117155. alignHorizontal?: number;
  117156. alignVertical?: number;
  117157. sideOrientation?: number;
  117158. frontUVs?: Vector4;
  117159. backUVs?: Vector4;
  117160. updatable?: boolean;
  117161. }, scene?: Nullable<Scene>): Mesh;
  117162. }
  117163. }
  117164. declare module BABYLON {
  117165. /**
  117166. * Class containing static functions to help procedurally build meshes
  117167. */
  117168. export class TubeBuilder {
  117169. /**
  117170. * Creates a tube mesh.
  117171. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117172. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  117173. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  117174. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  117175. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  117176. * * 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)
  117177. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  117178. * * 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
  117179. * * 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
  117180. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117181. * * If you create a double-sided mesh, you can choose what parts of 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
  117182. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117183. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117184. * @param name defines the name of the mesh
  117185. * @param options defines the options used to create the mesh
  117186. * @param scene defines the hosting scene
  117187. * @returns the tube mesh
  117188. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117189. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  117190. */
  117191. static CreateTube(name: string, options: {
  117192. path: Vector3[];
  117193. radius?: number;
  117194. tessellation?: number;
  117195. radiusFunction?: {
  117196. (i: number, distance: number): number;
  117197. };
  117198. cap?: number;
  117199. arc?: number;
  117200. updatable?: boolean;
  117201. sideOrientation?: number;
  117202. frontUVs?: Vector4;
  117203. backUVs?: Vector4;
  117204. instance?: Mesh;
  117205. invertUV?: boolean;
  117206. }, scene?: Nullable<Scene>): Mesh;
  117207. }
  117208. }
  117209. declare module BABYLON {
  117210. /**
  117211. * Class containing static functions to help procedurally build meshes
  117212. */
  117213. export class IcoSphereBuilder {
  117214. /**
  117215. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  117216. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  117217. * * 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`)
  117218. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  117219. * * 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
  117220. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117221. * * If you create a double-sided mesh, you can choose what parts of 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
  117222. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117223. * @param name defines the name of the mesh
  117224. * @param options defines the options used to create the mesh
  117225. * @param scene defines the hosting scene
  117226. * @returns the icosahedron mesh
  117227. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  117228. */
  117229. static CreateIcoSphere(name: string, options: {
  117230. radius?: number;
  117231. radiusX?: number;
  117232. radiusY?: number;
  117233. radiusZ?: number;
  117234. flat?: boolean;
  117235. subdivisions?: number;
  117236. sideOrientation?: number;
  117237. frontUVs?: Vector4;
  117238. backUVs?: Vector4;
  117239. updatable?: boolean;
  117240. }, scene?: Nullable<Scene>): Mesh;
  117241. }
  117242. }
  117243. declare module BABYLON {
  117244. /**
  117245. * Class containing static functions to help procedurally build meshes
  117246. */
  117247. export class DecalBuilder {
  117248. /**
  117249. * Creates a decal mesh.
  117250. * 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
  117251. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  117252. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  117253. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  117254. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  117255. * @param name defines the name of the mesh
  117256. * @param sourceMesh defines the mesh where the decal must be applied
  117257. * @param options defines the options used to create the mesh
  117258. * @param scene defines the hosting scene
  117259. * @returns the decal mesh
  117260. * @see https://doc.babylonjs.com/how_to/decals
  117261. */
  117262. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  117263. position?: Vector3;
  117264. normal?: Vector3;
  117265. size?: Vector3;
  117266. angle?: number;
  117267. }): Mesh;
  117268. }
  117269. }
  117270. declare module BABYLON {
  117271. /**
  117272. * Class containing static functions to help procedurally build meshes
  117273. */
  117274. export class MeshBuilder {
  117275. /**
  117276. * Creates a box mesh
  117277. * * The parameter `size` sets the size (float) of each box side (default 1)
  117278. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  117279. * * 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)
  117280. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117281. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117282. * * If you create a double-sided mesh, you can choose what parts of 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
  117283. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117284. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  117285. * @param name defines the name of the mesh
  117286. * @param options defines the options used to create the mesh
  117287. * @param scene defines the hosting scene
  117288. * @returns the box mesh
  117289. */
  117290. static CreateBox(name: string, options: {
  117291. size?: number;
  117292. width?: number;
  117293. height?: number;
  117294. depth?: number;
  117295. faceUV?: Vector4[];
  117296. faceColors?: Color4[];
  117297. sideOrientation?: number;
  117298. frontUVs?: Vector4;
  117299. backUVs?: Vector4;
  117300. updatable?: boolean;
  117301. }, scene?: Nullable<Scene>): Mesh;
  117302. /**
  117303. * Creates a tiled box mesh
  117304. * * faceTiles sets the pattern, tile size and number of tiles for a face
  117305. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117306. * @param name defines the name of the mesh
  117307. * @param options defines the options used to create the mesh
  117308. * @param scene defines the hosting scene
  117309. * @returns the tiled box mesh
  117310. */
  117311. static CreateTiledBox(name: string, options: {
  117312. pattern?: number;
  117313. size?: number;
  117314. width?: number;
  117315. height?: number;
  117316. depth: number;
  117317. tileSize?: number;
  117318. tileWidth?: number;
  117319. tileHeight?: number;
  117320. faceUV?: Vector4[];
  117321. faceColors?: Color4[];
  117322. alignHorizontal?: number;
  117323. alignVertical?: number;
  117324. sideOrientation?: number;
  117325. updatable?: boolean;
  117326. }, scene?: Nullable<Scene>): Mesh;
  117327. /**
  117328. * Creates a sphere mesh
  117329. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  117330. * * 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`)
  117331. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  117332. * * 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
  117333. * * 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)
  117334. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117335. * * If you create a double-sided mesh, you can choose what parts of 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
  117336. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117337. * @param name defines the name of the mesh
  117338. * @param options defines the options used to create the mesh
  117339. * @param scene defines the hosting scene
  117340. * @returns the sphere mesh
  117341. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  117342. */
  117343. static CreateSphere(name: string, options: {
  117344. segments?: number;
  117345. diameter?: number;
  117346. diameterX?: number;
  117347. diameterY?: number;
  117348. diameterZ?: number;
  117349. arc?: number;
  117350. slice?: number;
  117351. sideOrientation?: number;
  117352. frontUVs?: Vector4;
  117353. backUVs?: Vector4;
  117354. updatable?: boolean;
  117355. }, scene?: Nullable<Scene>): Mesh;
  117356. /**
  117357. * Creates a plane polygonal mesh. By default, this is a disc
  117358. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  117359. * * 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
  117360. * * 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
  117361. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117362. * * If you create a double-sided mesh, you can choose what parts of 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
  117363. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117364. * @param name defines the name of the mesh
  117365. * @param options defines the options used to create the mesh
  117366. * @param scene defines the hosting scene
  117367. * @returns the plane polygonal mesh
  117368. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  117369. */
  117370. static CreateDisc(name: string, options: {
  117371. radius?: number;
  117372. tessellation?: number;
  117373. arc?: number;
  117374. updatable?: boolean;
  117375. sideOrientation?: number;
  117376. frontUVs?: Vector4;
  117377. backUVs?: Vector4;
  117378. }, scene?: Nullable<Scene>): Mesh;
  117379. /**
  117380. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  117381. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  117382. * * 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`)
  117383. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  117384. * * 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
  117385. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117386. * * If you create a double-sided mesh, you can choose what parts of 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
  117387. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117388. * @param name defines the name of the mesh
  117389. * @param options defines the options used to create the mesh
  117390. * @param scene defines the hosting scene
  117391. * @returns the icosahedron mesh
  117392. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  117393. */
  117394. static CreateIcoSphere(name: string, options: {
  117395. radius?: number;
  117396. radiusX?: number;
  117397. radiusY?: number;
  117398. radiusZ?: number;
  117399. flat?: boolean;
  117400. subdivisions?: number;
  117401. sideOrientation?: number;
  117402. frontUVs?: Vector4;
  117403. backUVs?: Vector4;
  117404. updatable?: boolean;
  117405. }, scene?: Nullable<Scene>): Mesh;
  117406. /**
  117407. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117408. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  117409. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  117410. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  117411. * * 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
  117412. * * 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
  117413. * * 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
  117414. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117415. * * If you create a double-sided mesh, you can choose what parts of 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
  117416. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117417. * * 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
  117418. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  117419. * * 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
  117420. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  117421. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117422. * @param name defines the name of the mesh
  117423. * @param options defines the options used to create the mesh
  117424. * @param scene defines the hosting scene
  117425. * @returns the ribbon mesh
  117426. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  117427. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117428. */
  117429. static CreateRibbon(name: string, options: {
  117430. pathArray: Vector3[][];
  117431. closeArray?: boolean;
  117432. closePath?: boolean;
  117433. offset?: number;
  117434. updatable?: boolean;
  117435. sideOrientation?: number;
  117436. frontUVs?: Vector4;
  117437. backUVs?: Vector4;
  117438. instance?: Mesh;
  117439. invertUV?: boolean;
  117440. uvs?: Vector2[];
  117441. colors?: Color4[];
  117442. }, scene?: Nullable<Scene>): Mesh;
  117443. /**
  117444. * Creates a cylinder or a cone mesh
  117445. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  117446. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  117447. * * 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.
  117448. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  117449. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  117450. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  117451. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  117452. * * 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).
  117453. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  117454. * * 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).
  117455. * * 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
  117456. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  117457. * * 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
  117458. * * 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.
  117459. * * If `enclose` is false, a ring surface is one element.
  117460. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  117461. * * 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
  117462. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117463. * * If you create a double-sided mesh, you can choose what parts of 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
  117464. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117465. * @param name defines the name of the mesh
  117466. * @param options defines the options used to create the mesh
  117467. * @param scene defines the hosting scene
  117468. * @returns the cylinder mesh
  117469. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  117470. */
  117471. static CreateCylinder(name: string, options: {
  117472. height?: number;
  117473. diameterTop?: number;
  117474. diameterBottom?: number;
  117475. diameter?: number;
  117476. tessellation?: number;
  117477. subdivisions?: number;
  117478. arc?: number;
  117479. faceColors?: Color4[];
  117480. faceUV?: Vector4[];
  117481. updatable?: boolean;
  117482. hasRings?: boolean;
  117483. enclose?: boolean;
  117484. cap?: number;
  117485. sideOrientation?: number;
  117486. frontUVs?: Vector4;
  117487. backUVs?: Vector4;
  117488. }, scene?: Nullable<Scene>): Mesh;
  117489. /**
  117490. * Creates a torus mesh
  117491. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  117492. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  117493. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  117494. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117495. * * If you create a double-sided mesh, you can choose what parts of 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
  117496. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117497. * @param name defines the name of the mesh
  117498. * @param options defines the options used to create the mesh
  117499. * @param scene defines the hosting scene
  117500. * @returns the torus mesh
  117501. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  117502. */
  117503. static CreateTorus(name: string, options: {
  117504. diameter?: number;
  117505. thickness?: number;
  117506. tessellation?: number;
  117507. updatable?: boolean;
  117508. sideOrientation?: number;
  117509. frontUVs?: Vector4;
  117510. backUVs?: Vector4;
  117511. }, scene?: Nullable<Scene>): Mesh;
  117512. /**
  117513. * Creates a torus knot mesh
  117514. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  117515. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  117516. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  117517. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  117518. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117519. * * If you create a double-sided mesh, you can choose what parts of 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
  117520. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117521. * @param name defines the name of the mesh
  117522. * @param options defines the options used to create the mesh
  117523. * @param scene defines the hosting scene
  117524. * @returns the torus knot mesh
  117525. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  117526. */
  117527. static CreateTorusKnot(name: string, options: {
  117528. radius?: number;
  117529. tube?: number;
  117530. radialSegments?: number;
  117531. tubularSegments?: number;
  117532. p?: number;
  117533. q?: number;
  117534. updatable?: boolean;
  117535. sideOrientation?: number;
  117536. frontUVs?: Vector4;
  117537. backUVs?: Vector4;
  117538. }, scene?: Nullable<Scene>): Mesh;
  117539. /**
  117540. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  117541. * * 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
  117542. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  117543. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  117544. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  117545. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  117546. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  117547. * * 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
  117548. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  117549. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117550. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  117551. * @param name defines the name of the new line system
  117552. * @param options defines the options used to create the line system
  117553. * @param scene defines the hosting scene
  117554. * @returns a new line system mesh
  117555. */
  117556. static CreateLineSystem(name: string, options: {
  117557. lines: Vector3[][];
  117558. updatable?: boolean;
  117559. instance?: Nullable<LinesMesh>;
  117560. colors?: Nullable<Color4[][]>;
  117561. useVertexAlpha?: boolean;
  117562. }, scene: Nullable<Scene>): LinesMesh;
  117563. /**
  117564. * Creates a line mesh
  117565. * 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
  117566. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  117567. * * The parameter `points` is an array successive Vector3
  117568. * * 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
  117569. * * The optional parameter `colors` is an array of successive Color4, one per line point
  117570. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  117571. * * When updating an instance, remember that only point positions can change, not the number of points
  117572. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117573. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  117574. * @param name defines the name of the new line system
  117575. * @param options defines the options used to create the line system
  117576. * @param scene defines the hosting scene
  117577. * @returns a new line mesh
  117578. */
  117579. static CreateLines(name: string, options: {
  117580. points: Vector3[];
  117581. updatable?: boolean;
  117582. instance?: Nullable<LinesMesh>;
  117583. colors?: Color4[];
  117584. useVertexAlpha?: boolean;
  117585. }, scene?: Nullable<Scene>): LinesMesh;
  117586. /**
  117587. * Creates a dashed line mesh
  117588. * * 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
  117589. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  117590. * * The parameter `points` is an array successive Vector3
  117591. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  117592. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  117593. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  117594. * * 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
  117595. * * When updating an instance, remember that only point positions can change, not the number of points
  117596. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117597. * @param name defines the name of the mesh
  117598. * @param options defines the options used to create the mesh
  117599. * @param scene defines the hosting scene
  117600. * @returns the dashed line mesh
  117601. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  117602. */
  117603. static CreateDashedLines(name: string, options: {
  117604. points: Vector3[];
  117605. dashSize?: number;
  117606. gapSize?: number;
  117607. dashNb?: number;
  117608. updatable?: boolean;
  117609. instance?: LinesMesh;
  117610. }, scene?: Nullable<Scene>): LinesMesh;
  117611. /**
  117612. * 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.
  117613. * * 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.
  117614. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  117615. * * 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.
  117616. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  117617. * * 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
  117618. * * 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
  117619. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  117620. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117621. * * If you create a double-sided mesh, you can choose what parts of 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
  117622. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  117623. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117624. * @param name defines the name of the mesh
  117625. * @param options defines the options used to create the mesh
  117626. * @param scene defines the hosting scene
  117627. * @returns the extruded shape mesh
  117628. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117629. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  117630. */
  117631. static ExtrudeShape(name: string, options: {
  117632. shape: Vector3[];
  117633. path: Vector3[];
  117634. scale?: number;
  117635. rotation?: number;
  117636. cap?: number;
  117637. updatable?: boolean;
  117638. sideOrientation?: number;
  117639. frontUVs?: Vector4;
  117640. backUVs?: Vector4;
  117641. instance?: Mesh;
  117642. invertUV?: boolean;
  117643. }, scene?: Nullable<Scene>): Mesh;
  117644. /**
  117645. * Creates an custom extruded shape mesh.
  117646. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  117647. * * 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.
  117648. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  117649. * * 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
  117650. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  117651. * * 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
  117652. * * It must returns a float value that will be the scale value applied to the shape on each path point
  117653. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  117654. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  117655. * * 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
  117656. * * 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
  117657. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  117658. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117659. * * If you create a double-sided mesh, you can choose what parts of 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
  117660. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117661. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117662. * @param name defines the name of the mesh
  117663. * @param options defines the options used to create the mesh
  117664. * @param scene defines the hosting scene
  117665. * @returns the custom extruded shape mesh
  117666. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  117667. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117668. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  117669. */
  117670. static ExtrudeShapeCustom(name: string, options: {
  117671. shape: Vector3[];
  117672. path: Vector3[];
  117673. scaleFunction?: any;
  117674. rotationFunction?: any;
  117675. ribbonCloseArray?: boolean;
  117676. ribbonClosePath?: boolean;
  117677. cap?: number;
  117678. updatable?: boolean;
  117679. sideOrientation?: number;
  117680. frontUVs?: Vector4;
  117681. backUVs?: Vector4;
  117682. instance?: Mesh;
  117683. invertUV?: boolean;
  117684. }, scene?: Nullable<Scene>): Mesh;
  117685. /**
  117686. * Creates lathe mesh.
  117687. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  117688. * * 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
  117689. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  117690. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  117691. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  117692. * * 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
  117693. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  117694. * * 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
  117695. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117696. * * If you create a double-sided mesh, you can choose what parts of 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
  117697. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117698. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117699. * @param name defines the name of the mesh
  117700. * @param options defines the options used to create the mesh
  117701. * @param scene defines the hosting scene
  117702. * @returns the lathe mesh
  117703. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  117704. */
  117705. static CreateLathe(name: string, options: {
  117706. shape: Vector3[];
  117707. radius?: number;
  117708. tessellation?: number;
  117709. clip?: number;
  117710. arc?: number;
  117711. closed?: boolean;
  117712. updatable?: boolean;
  117713. sideOrientation?: number;
  117714. frontUVs?: Vector4;
  117715. backUVs?: Vector4;
  117716. cap?: number;
  117717. invertUV?: boolean;
  117718. }, scene?: Nullable<Scene>): Mesh;
  117719. /**
  117720. * Creates a tiled plane mesh
  117721. * * You can set a limited pattern arrangement with the tiles
  117722. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117723. * * If you create a double-sided mesh, you can choose what parts of 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
  117724. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117725. * @param name defines the name of the mesh
  117726. * @param options defines the options used to create the mesh
  117727. * @param scene defines the hosting scene
  117728. * @returns the plane mesh
  117729. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  117730. */
  117731. static CreateTiledPlane(name: string, options: {
  117732. pattern?: number;
  117733. tileSize?: number;
  117734. tileWidth?: number;
  117735. tileHeight?: number;
  117736. size?: number;
  117737. width?: number;
  117738. height?: number;
  117739. alignHorizontal?: number;
  117740. alignVertical?: number;
  117741. sideOrientation?: number;
  117742. frontUVs?: Vector4;
  117743. backUVs?: Vector4;
  117744. updatable?: boolean;
  117745. }, scene?: Nullable<Scene>): Mesh;
  117746. /**
  117747. * Creates a plane mesh
  117748. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  117749. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  117750. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  117751. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117752. * * If you create a double-sided mesh, you can choose what parts of 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
  117753. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117754. * @param name defines the name of the mesh
  117755. * @param options defines the options used to create the mesh
  117756. * @param scene defines the hosting scene
  117757. * @returns the plane mesh
  117758. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  117759. */
  117760. static CreatePlane(name: string, options: {
  117761. size?: number;
  117762. width?: number;
  117763. height?: number;
  117764. sideOrientation?: number;
  117765. frontUVs?: Vector4;
  117766. backUVs?: Vector4;
  117767. updatable?: boolean;
  117768. sourcePlane?: Plane;
  117769. }, scene?: Nullable<Scene>): Mesh;
  117770. /**
  117771. * Creates a ground mesh
  117772. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  117773. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  117774. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117775. * @param name defines the name of the mesh
  117776. * @param options defines the options used to create the mesh
  117777. * @param scene defines the hosting scene
  117778. * @returns the ground mesh
  117779. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  117780. */
  117781. static CreateGround(name: string, options: {
  117782. width?: number;
  117783. height?: number;
  117784. subdivisions?: number;
  117785. subdivisionsX?: number;
  117786. subdivisionsY?: number;
  117787. updatable?: boolean;
  117788. }, scene?: Nullable<Scene>): Mesh;
  117789. /**
  117790. * Creates a tiled ground mesh
  117791. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  117792. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  117793. * * 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
  117794. * * 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
  117795. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117796. * @param name defines the name of the mesh
  117797. * @param options defines the options used to create the mesh
  117798. * @param scene defines the hosting scene
  117799. * @returns the tiled ground mesh
  117800. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  117801. */
  117802. static CreateTiledGround(name: string, options: {
  117803. xmin: number;
  117804. zmin: number;
  117805. xmax: number;
  117806. zmax: number;
  117807. subdivisions?: {
  117808. w: number;
  117809. h: number;
  117810. };
  117811. precision?: {
  117812. w: number;
  117813. h: number;
  117814. };
  117815. updatable?: boolean;
  117816. }, scene?: Nullable<Scene>): Mesh;
  117817. /**
  117818. * Creates a ground mesh from a height map
  117819. * * The parameter `url` sets the URL of the height map image resource.
  117820. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  117821. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  117822. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  117823. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  117824. * * 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.
  117825. * * 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).
  117826. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  117827. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117828. * @param name defines the name of the mesh
  117829. * @param url defines the url to the height map
  117830. * @param options defines the options used to create the mesh
  117831. * @param scene defines the hosting scene
  117832. * @returns the ground mesh
  117833. * @see https://doc.babylonjs.com/babylon101/height_map
  117834. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  117835. */
  117836. static CreateGroundFromHeightMap(name: string, url: string, options: {
  117837. width?: number;
  117838. height?: number;
  117839. subdivisions?: number;
  117840. minHeight?: number;
  117841. maxHeight?: number;
  117842. colorFilter?: Color3;
  117843. alphaFilter?: number;
  117844. updatable?: boolean;
  117845. onReady?: (mesh: GroundMesh) => void;
  117846. }, scene?: Nullable<Scene>): GroundMesh;
  117847. /**
  117848. * Creates a polygon mesh
  117849. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  117850. * * 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
  117851. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117852. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117853. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  117854. * * Remember you can only change the shape positions, not their number when updating a polygon
  117855. * @param name defines the name of the mesh
  117856. * @param options defines the options used to create the mesh
  117857. * @param scene defines the hosting scene
  117858. * @param earcutInjection can be used to inject your own earcut reference
  117859. * @returns the polygon mesh
  117860. */
  117861. static CreatePolygon(name: string, options: {
  117862. shape: Vector3[];
  117863. holes?: Vector3[][];
  117864. depth?: number;
  117865. faceUV?: Vector4[];
  117866. faceColors?: Color4[];
  117867. updatable?: boolean;
  117868. sideOrientation?: number;
  117869. frontUVs?: Vector4;
  117870. backUVs?: Vector4;
  117871. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117872. /**
  117873. * Creates an extruded polygon mesh, with depth in the Y direction.
  117874. * * 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)
  117875. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117876. * @param name defines the name of the mesh
  117877. * @param options defines the options used to create the mesh
  117878. * @param scene defines the hosting scene
  117879. * @param earcutInjection can be used to inject your own earcut reference
  117880. * @returns the polygon mesh
  117881. */
  117882. static ExtrudePolygon(name: string, options: {
  117883. shape: Vector3[];
  117884. holes?: Vector3[][];
  117885. depth?: number;
  117886. faceUV?: Vector4[];
  117887. faceColors?: Color4[];
  117888. updatable?: boolean;
  117889. sideOrientation?: number;
  117890. frontUVs?: Vector4;
  117891. backUVs?: Vector4;
  117892. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117893. /**
  117894. * Creates a tube mesh.
  117895. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117896. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  117897. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  117898. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  117899. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  117900. * * 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)
  117901. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  117902. * * 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
  117903. * * 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
  117904. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117905. * * If you create a double-sided mesh, you can choose what parts of 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
  117906. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117907. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117908. * @param name defines the name of the mesh
  117909. * @param options defines the options used to create the mesh
  117910. * @param scene defines the hosting scene
  117911. * @returns the tube mesh
  117912. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117913. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  117914. */
  117915. static CreateTube(name: string, options: {
  117916. path: Vector3[];
  117917. radius?: number;
  117918. tessellation?: number;
  117919. radiusFunction?: {
  117920. (i: number, distance: number): number;
  117921. };
  117922. cap?: number;
  117923. arc?: number;
  117924. updatable?: boolean;
  117925. sideOrientation?: number;
  117926. frontUVs?: Vector4;
  117927. backUVs?: Vector4;
  117928. instance?: Mesh;
  117929. invertUV?: boolean;
  117930. }, scene?: Nullable<Scene>): Mesh;
  117931. /**
  117932. * Creates a polyhedron mesh
  117933. * * 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
  117934. * * The parameter `size` (positive float, default 1) sets the polygon size
  117935. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  117936. * * 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`
  117937. * * 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
  117938. * * 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)`)
  117939. * * 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
  117940. * * 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
  117941. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117942. * * If you create a double-sided mesh, you can choose what parts of 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
  117943. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117944. * @param name defines the name of the mesh
  117945. * @param options defines the options used to create the mesh
  117946. * @param scene defines the hosting scene
  117947. * @returns the polyhedron mesh
  117948. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  117949. */
  117950. static CreatePolyhedron(name: string, options: {
  117951. type?: number;
  117952. size?: number;
  117953. sizeX?: number;
  117954. sizeY?: number;
  117955. sizeZ?: number;
  117956. custom?: any;
  117957. faceUV?: Vector4[];
  117958. faceColors?: Color4[];
  117959. flat?: boolean;
  117960. updatable?: boolean;
  117961. sideOrientation?: number;
  117962. frontUVs?: Vector4;
  117963. backUVs?: Vector4;
  117964. }, scene?: Nullable<Scene>): Mesh;
  117965. /**
  117966. * Creates a decal mesh.
  117967. * 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
  117968. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  117969. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  117970. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  117971. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  117972. * @param name defines the name of the mesh
  117973. * @param sourceMesh defines the mesh where the decal must be applied
  117974. * @param options defines the options used to create the mesh
  117975. * @param scene defines the hosting scene
  117976. * @returns the decal mesh
  117977. * @see https://doc.babylonjs.com/how_to/decals
  117978. */
  117979. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  117980. position?: Vector3;
  117981. normal?: Vector3;
  117982. size?: Vector3;
  117983. angle?: number;
  117984. }): Mesh;
  117985. }
  117986. }
  117987. declare module BABYLON {
  117988. /**
  117989. * A simplifier interface for future simplification implementations
  117990. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  117991. */
  117992. export interface ISimplifier {
  117993. /**
  117994. * Simplification of a given mesh according to the given settings.
  117995. * Since this requires computation, it is assumed that the function runs async.
  117996. * @param settings The settings of the simplification, including quality and distance
  117997. * @param successCallback A callback that will be called after the mesh was simplified.
  117998. * @param errorCallback in case of an error, this callback will be called. optional.
  117999. */
  118000. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  118001. }
  118002. /**
  118003. * Expected simplification settings.
  118004. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  118005. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118006. */
  118007. export interface ISimplificationSettings {
  118008. /**
  118009. * Gets or sets the expected quality
  118010. */
  118011. quality: number;
  118012. /**
  118013. * Gets or sets the distance when this optimized version should be used
  118014. */
  118015. distance: number;
  118016. /**
  118017. * Gets an already optimized mesh
  118018. */
  118019. optimizeMesh?: boolean;
  118020. }
  118021. /**
  118022. * Class used to specify simplification options
  118023. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118024. */
  118025. export class SimplificationSettings implements ISimplificationSettings {
  118026. /** expected quality */
  118027. quality: number;
  118028. /** distance when this optimized version should be used */
  118029. distance: number;
  118030. /** already optimized mesh */
  118031. optimizeMesh?: boolean | undefined;
  118032. /**
  118033. * Creates a SimplificationSettings
  118034. * @param quality expected quality
  118035. * @param distance distance when this optimized version should be used
  118036. * @param optimizeMesh already optimized mesh
  118037. */
  118038. constructor(
  118039. /** expected quality */
  118040. quality: number,
  118041. /** distance when this optimized version should be used */
  118042. distance: number,
  118043. /** already optimized mesh */
  118044. optimizeMesh?: boolean | undefined);
  118045. }
  118046. /**
  118047. * Interface used to define a simplification task
  118048. */
  118049. export interface ISimplificationTask {
  118050. /**
  118051. * Array of settings
  118052. */
  118053. settings: Array<ISimplificationSettings>;
  118054. /**
  118055. * Simplification type
  118056. */
  118057. simplificationType: SimplificationType;
  118058. /**
  118059. * Mesh to simplify
  118060. */
  118061. mesh: Mesh;
  118062. /**
  118063. * Callback called on success
  118064. */
  118065. successCallback?: () => void;
  118066. /**
  118067. * Defines if parallel processing can be used
  118068. */
  118069. parallelProcessing: boolean;
  118070. }
  118071. /**
  118072. * Queue used to order the simplification tasks
  118073. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118074. */
  118075. export class SimplificationQueue {
  118076. private _simplificationArray;
  118077. /**
  118078. * Gets a boolean indicating that the process is still running
  118079. */
  118080. running: boolean;
  118081. /**
  118082. * Creates a new queue
  118083. */
  118084. constructor();
  118085. /**
  118086. * Adds a new simplification task
  118087. * @param task defines a task to add
  118088. */
  118089. addTask(task: ISimplificationTask): void;
  118090. /**
  118091. * Execute next task
  118092. */
  118093. executeNext(): void;
  118094. /**
  118095. * Execute a simplification task
  118096. * @param task defines the task to run
  118097. */
  118098. runSimplification(task: ISimplificationTask): void;
  118099. private getSimplifier;
  118100. }
  118101. /**
  118102. * The implemented types of simplification
  118103. * At the moment only Quadratic Error Decimation is implemented
  118104. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118105. */
  118106. export enum SimplificationType {
  118107. /** Quadratic error decimation */
  118108. QUADRATIC = 0
  118109. }
  118110. }
  118111. declare module BABYLON {
  118112. interface Scene {
  118113. /** @hidden (Backing field) */
  118114. _simplificationQueue: SimplificationQueue;
  118115. /**
  118116. * Gets or sets the simplification queue attached to the scene
  118117. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118118. */
  118119. simplificationQueue: SimplificationQueue;
  118120. }
  118121. interface Mesh {
  118122. /**
  118123. * Simplify the mesh according to the given array of settings.
  118124. * Function will return immediately and will simplify async
  118125. * @param settings a collection of simplification settings
  118126. * @param parallelProcessing should all levels calculate parallel or one after the other
  118127. * @param simplificationType the type of simplification to run
  118128. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  118129. * @returns the current mesh
  118130. */
  118131. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  118132. }
  118133. /**
  118134. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  118135. * created in a scene
  118136. */
  118137. export class SimplicationQueueSceneComponent implements ISceneComponent {
  118138. /**
  118139. * The component name helpfull to identify the component in the list of scene components.
  118140. */
  118141. readonly name: string;
  118142. /**
  118143. * The scene the component belongs to.
  118144. */
  118145. scene: Scene;
  118146. /**
  118147. * Creates a new instance of the component for the given scene
  118148. * @param scene Defines the scene to register the component in
  118149. */
  118150. constructor(scene: Scene);
  118151. /**
  118152. * Registers the component in a given scene
  118153. */
  118154. register(): void;
  118155. /**
  118156. * Rebuilds the elements related to this component in case of
  118157. * context lost for instance.
  118158. */
  118159. rebuild(): void;
  118160. /**
  118161. * Disposes the component and the associated ressources
  118162. */
  118163. dispose(): void;
  118164. private _beforeCameraUpdate;
  118165. }
  118166. }
  118167. declare module BABYLON {
  118168. /**
  118169. * Navigation plugin interface to add navigation constrained by a navigation mesh
  118170. */
  118171. export interface INavigationEnginePlugin {
  118172. /**
  118173. * plugin name
  118174. */
  118175. name: string;
  118176. /**
  118177. * Creates a navigation mesh
  118178. * @param meshes array of all the geometry used to compute the navigatio mesh
  118179. * @param parameters bunch of parameters used to filter geometry
  118180. */
  118181. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  118182. /**
  118183. * Create a navigation mesh debug mesh
  118184. * @param scene is where the mesh will be added
  118185. * @returns debug display mesh
  118186. */
  118187. createDebugNavMesh(scene: Scene): Mesh;
  118188. /**
  118189. * Get a navigation mesh constrained position, closest to the parameter position
  118190. * @param position world position
  118191. * @returns the closest point to position constrained by the navigation mesh
  118192. */
  118193. getClosestPoint(position: Vector3): Vector3;
  118194. /**
  118195. * Get a navigation mesh constrained position, within a particular radius
  118196. * @param position world position
  118197. * @param maxRadius the maximum distance to the constrained world position
  118198. * @returns the closest point to position constrained by the navigation mesh
  118199. */
  118200. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  118201. /**
  118202. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  118203. * @param start world position
  118204. * @param end world position
  118205. * @returns array containing world position composing the path
  118206. */
  118207. computePath(start: Vector3, end: Vector3): Vector3[];
  118208. /**
  118209. * If this plugin is supported
  118210. * @returns true if plugin is supported
  118211. */
  118212. isSupported(): boolean;
  118213. /**
  118214. * Create a new Crowd so you can add agents
  118215. * @param maxAgents the maximum agent count in the crowd
  118216. * @param maxAgentRadius the maximum radius an agent can have
  118217. * @param scene to attach the crowd to
  118218. * @returns the crowd you can add agents to
  118219. */
  118220. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  118221. /**
  118222. * Release all resources
  118223. */
  118224. dispose(): void;
  118225. }
  118226. /**
  118227. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  118228. */
  118229. export interface ICrowd {
  118230. /**
  118231. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  118232. * You can attach anything to that node. The node position is updated in the scene update tick.
  118233. * @param pos world position that will be constrained by the navigation mesh
  118234. * @param parameters agent parameters
  118235. * @param transform hooked to the agent that will be update by the scene
  118236. * @returns agent index
  118237. */
  118238. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  118239. /**
  118240. * Returns the agent position in world space
  118241. * @param index agent index returned by addAgent
  118242. * @returns world space position
  118243. */
  118244. getAgentPosition(index: number): Vector3;
  118245. /**
  118246. * Gets the agent velocity in world space
  118247. * @param index agent index returned by addAgent
  118248. * @returns world space velocity
  118249. */
  118250. getAgentVelocity(index: number): Vector3;
  118251. /**
  118252. * remove a particular agent previously created
  118253. * @param index agent index returned by addAgent
  118254. */
  118255. removeAgent(index: number): void;
  118256. /**
  118257. * get the list of all agents attached to this crowd
  118258. * @returns list of agent indices
  118259. */
  118260. getAgents(): number[];
  118261. /**
  118262. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  118263. * @param deltaTime in seconds
  118264. */
  118265. update(deltaTime: number): void;
  118266. /**
  118267. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  118268. * @param index agent index returned by addAgent
  118269. * @param destination targeted world position
  118270. */
  118271. agentGoto(index: number, destination: Vector3): void;
  118272. /**
  118273. * Release all resources
  118274. */
  118275. dispose(): void;
  118276. }
  118277. /**
  118278. * Configures an agent
  118279. */
  118280. export interface IAgentParameters {
  118281. /**
  118282. * Agent radius. [Limit: >= 0]
  118283. */
  118284. radius: number;
  118285. /**
  118286. * Agent height. [Limit: > 0]
  118287. */
  118288. height: number;
  118289. /**
  118290. * Maximum allowed acceleration. [Limit: >= 0]
  118291. */
  118292. maxAcceleration: number;
  118293. /**
  118294. * Maximum allowed speed. [Limit: >= 0]
  118295. */
  118296. maxSpeed: number;
  118297. /**
  118298. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  118299. */
  118300. collisionQueryRange: number;
  118301. /**
  118302. * The path visibility optimization range. [Limit: > 0]
  118303. */
  118304. pathOptimizationRange: number;
  118305. /**
  118306. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  118307. */
  118308. separationWeight: number;
  118309. }
  118310. /**
  118311. * Configures the navigation mesh creation
  118312. */
  118313. export interface INavMeshParameters {
  118314. /**
  118315. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  118316. */
  118317. cs: number;
  118318. /**
  118319. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  118320. */
  118321. ch: number;
  118322. /**
  118323. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  118324. */
  118325. walkableSlopeAngle: number;
  118326. /**
  118327. * Minimum floor to 'ceiling' height that will still allow the floor area to
  118328. * be considered walkable. [Limit: >= 3] [Units: vx]
  118329. */
  118330. walkableHeight: number;
  118331. /**
  118332. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  118333. */
  118334. walkableClimb: number;
  118335. /**
  118336. * The distance to erode/shrink the walkable area of the heightfield away from
  118337. * obstructions. [Limit: >=0] [Units: vx]
  118338. */
  118339. walkableRadius: number;
  118340. /**
  118341. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  118342. */
  118343. maxEdgeLen: number;
  118344. /**
  118345. * The maximum distance a simplfied contour's border edges should deviate
  118346. * the original raw contour. [Limit: >=0] [Units: vx]
  118347. */
  118348. maxSimplificationError: number;
  118349. /**
  118350. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  118351. */
  118352. minRegionArea: number;
  118353. /**
  118354. * Any regions with a span count smaller than this value will, if possible,
  118355. * be merged with larger regions. [Limit: >=0] [Units: vx]
  118356. */
  118357. mergeRegionArea: number;
  118358. /**
  118359. * The maximum number of vertices allowed for polygons generated during the
  118360. * contour to polygon conversion process. [Limit: >= 3]
  118361. */
  118362. maxVertsPerPoly: number;
  118363. /**
  118364. * Sets the sampling distance to use when generating the detail mesh.
  118365. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  118366. */
  118367. detailSampleDist: number;
  118368. /**
  118369. * The maximum distance the detail mesh surface should deviate from heightfield
  118370. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  118371. */
  118372. detailSampleMaxError: number;
  118373. }
  118374. }
  118375. declare module BABYLON {
  118376. /**
  118377. * RecastJS navigation plugin
  118378. */
  118379. export class RecastJSPlugin implements INavigationEnginePlugin {
  118380. /**
  118381. * Reference to the Recast library
  118382. */
  118383. bjsRECAST: any;
  118384. /**
  118385. * plugin name
  118386. */
  118387. name: string;
  118388. /**
  118389. * the first navmesh created. We might extend this to support multiple navmeshes
  118390. */
  118391. navMesh: any;
  118392. /**
  118393. * Initializes the recastJS plugin
  118394. * @param recastInjection can be used to inject your own recast reference
  118395. */
  118396. constructor(recastInjection?: any);
  118397. /**
  118398. * Creates a navigation mesh
  118399. * @param meshes array of all the geometry used to compute the navigatio mesh
  118400. * @param parameters bunch of parameters used to filter geometry
  118401. */
  118402. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  118403. /**
  118404. * Create a navigation mesh debug mesh
  118405. * @param scene is where the mesh will be added
  118406. * @returns debug display mesh
  118407. */
  118408. createDebugNavMesh(scene: Scene): Mesh;
  118409. /**
  118410. * Get a navigation mesh constrained position, closest to the parameter position
  118411. * @param position world position
  118412. * @returns the closest point to position constrained by the navigation mesh
  118413. */
  118414. getClosestPoint(position: Vector3): Vector3;
  118415. /**
  118416. * Get a navigation mesh constrained position, within a particular radius
  118417. * @param position world position
  118418. * @param maxRadius the maximum distance to the constrained world position
  118419. * @returns the closest point to position constrained by the navigation mesh
  118420. */
  118421. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  118422. /**
  118423. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  118424. * @param start world position
  118425. * @param end world position
  118426. * @returns array containing world position composing the path
  118427. */
  118428. computePath(start: Vector3, end: Vector3): Vector3[];
  118429. /**
  118430. * Create a new Crowd so you can add agents
  118431. * @param maxAgents the maximum agent count in the crowd
  118432. * @param maxAgentRadius the maximum radius an agent can have
  118433. * @param scene to attach the crowd to
  118434. * @returns the crowd you can add agents to
  118435. */
  118436. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  118437. /**
  118438. * Disposes
  118439. */
  118440. dispose(): void;
  118441. /**
  118442. * If this plugin is supported
  118443. * @returns true if plugin is supported
  118444. */
  118445. isSupported(): boolean;
  118446. }
  118447. /**
  118448. * Recast detour crowd implementation
  118449. */
  118450. export class RecastJSCrowd implements ICrowd {
  118451. /**
  118452. * Recast/detour plugin
  118453. */
  118454. bjsRECASTPlugin: RecastJSPlugin;
  118455. /**
  118456. * Link to the detour crowd
  118457. */
  118458. recastCrowd: any;
  118459. /**
  118460. * One transform per agent
  118461. */
  118462. transforms: TransformNode[];
  118463. /**
  118464. * All agents created
  118465. */
  118466. agents: number[];
  118467. /**
  118468. * Link to the scene is kept to unregister the crowd from the scene
  118469. */
  118470. private _scene;
  118471. /**
  118472. * Observer for crowd updates
  118473. */
  118474. private _onBeforeAnimationsObserver;
  118475. /**
  118476. * Constructor
  118477. * @param plugin recastJS plugin
  118478. * @param maxAgents the maximum agent count in the crowd
  118479. * @param maxAgentRadius the maximum radius an agent can have
  118480. * @param scene to attach the crowd to
  118481. * @returns the crowd you can add agents to
  118482. */
  118483. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  118484. /**
  118485. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  118486. * You can attach anything to that node. The node position is updated in the scene update tick.
  118487. * @param pos world position that will be constrained by the navigation mesh
  118488. * @param parameters agent parameters
  118489. * @param transform hooked to the agent that will be update by the scene
  118490. * @returns agent index
  118491. */
  118492. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  118493. /**
  118494. * Returns the agent position in world space
  118495. * @param index agent index returned by addAgent
  118496. * @returns world space position
  118497. */
  118498. getAgentPosition(index: number): Vector3;
  118499. /**
  118500. * Returns the agent velocity in world space
  118501. * @param index agent index returned by addAgent
  118502. * @returns world space velocity
  118503. */
  118504. getAgentVelocity(index: number): Vector3;
  118505. /**
  118506. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  118507. * @param index agent index returned by addAgent
  118508. * @param destination targeted world position
  118509. */
  118510. agentGoto(index: number, destination: Vector3): void;
  118511. /**
  118512. * remove a particular agent previously created
  118513. * @param index agent index returned by addAgent
  118514. */
  118515. removeAgent(index: number): void;
  118516. /**
  118517. * get the list of all agents attached to this crowd
  118518. * @returns list of agent indices
  118519. */
  118520. getAgents(): number[];
  118521. /**
  118522. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  118523. * @param deltaTime in seconds
  118524. */
  118525. update(deltaTime: number): void;
  118526. /**
  118527. * Release all resources
  118528. */
  118529. dispose(): void;
  118530. }
  118531. }
  118532. declare module BABYLON {
  118533. /**
  118534. * Class used to enable access to IndexedDB
  118535. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  118536. */
  118537. export class Database implements IOfflineProvider {
  118538. private _callbackManifestChecked;
  118539. private _currentSceneUrl;
  118540. private _db;
  118541. private _enableSceneOffline;
  118542. private _enableTexturesOffline;
  118543. private _manifestVersionFound;
  118544. private _mustUpdateRessources;
  118545. private _hasReachedQuota;
  118546. private _isSupported;
  118547. private _idbFactory;
  118548. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  118549. private static IsUASupportingBlobStorage;
  118550. /**
  118551. * Gets a boolean indicating if Database storate is enabled (off by default)
  118552. */
  118553. static IDBStorageEnabled: boolean;
  118554. /**
  118555. * Gets a boolean indicating if scene must be saved in the database
  118556. */
  118557. readonly enableSceneOffline: boolean;
  118558. /**
  118559. * Gets a boolean indicating if textures must be saved in the database
  118560. */
  118561. readonly enableTexturesOffline: boolean;
  118562. /**
  118563. * Creates a new Database
  118564. * @param urlToScene defines the url to load the scene
  118565. * @param callbackManifestChecked defines the callback to use when manifest is checked
  118566. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  118567. */
  118568. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  118569. private static _ParseURL;
  118570. private static _ReturnFullUrlLocation;
  118571. private _checkManifestFile;
  118572. /**
  118573. * Open the database and make it available
  118574. * @param successCallback defines the callback to call on success
  118575. * @param errorCallback defines the callback to call on error
  118576. */
  118577. open(successCallback: () => void, errorCallback: () => void): void;
  118578. /**
  118579. * Loads an image from the database
  118580. * @param url defines the url to load from
  118581. * @param image defines the target DOM image
  118582. */
  118583. loadImage(url: string, image: HTMLImageElement): void;
  118584. private _loadImageFromDBAsync;
  118585. private _saveImageIntoDBAsync;
  118586. private _checkVersionFromDB;
  118587. private _loadVersionFromDBAsync;
  118588. private _saveVersionIntoDBAsync;
  118589. /**
  118590. * Loads a file from database
  118591. * @param url defines the URL to load from
  118592. * @param sceneLoaded defines a callback to call on success
  118593. * @param progressCallBack defines a callback to call when progress changed
  118594. * @param errorCallback defines a callback to call on error
  118595. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  118596. */
  118597. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  118598. private _loadFileAsync;
  118599. private _saveFileAsync;
  118600. /**
  118601. * Validates if xhr data is correct
  118602. * @param xhr defines the request to validate
  118603. * @param dataType defines the expected data type
  118604. * @returns true if data is correct
  118605. */
  118606. private static _ValidateXHRData;
  118607. }
  118608. }
  118609. declare module BABYLON {
  118610. /** @hidden */
  118611. export var gpuUpdateParticlesPixelShader: {
  118612. name: string;
  118613. shader: string;
  118614. };
  118615. }
  118616. declare module BABYLON {
  118617. /** @hidden */
  118618. export var gpuUpdateParticlesVertexShader: {
  118619. name: string;
  118620. shader: string;
  118621. };
  118622. }
  118623. declare module BABYLON {
  118624. /** @hidden */
  118625. export var clipPlaneFragmentDeclaration2: {
  118626. name: string;
  118627. shader: string;
  118628. };
  118629. }
  118630. declare module BABYLON {
  118631. /** @hidden */
  118632. export var gpuRenderParticlesPixelShader: {
  118633. name: string;
  118634. shader: string;
  118635. };
  118636. }
  118637. declare module BABYLON {
  118638. /** @hidden */
  118639. export var clipPlaneVertexDeclaration2: {
  118640. name: string;
  118641. shader: string;
  118642. };
  118643. }
  118644. declare module BABYLON {
  118645. /** @hidden */
  118646. export var gpuRenderParticlesVertexShader: {
  118647. name: string;
  118648. shader: string;
  118649. };
  118650. }
  118651. declare module BABYLON {
  118652. /**
  118653. * This represents a GPU particle system in Babylon
  118654. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  118655. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  118656. */
  118657. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  118658. /**
  118659. * The layer mask we are rendering the particles through.
  118660. */
  118661. layerMask: number;
  118662. private _capacity;
  118663. private _activeCount;
  118664. private _currentActiveCount;
  118665. private _accumulatedCount;
  118666. private _renderEffect;
  118667. private _updateEffect;
  118668. private _buffer0;
  118669. private _buffer1;
  118670. private _spriteBuffer;
  118671. private _updateVAO;
  118672. private _renderVAO;
  118673. private _targetIndex;
  118674. private _sourceBuffer;
  118675. private _targetBuffer;
  118676. private _engine;
  118677. private _currentRenderId;
  118678. private _started;
  118679. private _stopped;
  118680. private _timeDelta;
  118681. private _randomTexture;
  118682. private _randomTexture2;
  118683. private _attributesStrideSize;
  118684. private _updateEffectOptions;
  118685. private _randomTextureSize;
  118686. private _actualFrame;
  118687. private readonly _rawTextureWidth;
  118688. /**
  118689. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  118690. */
  118691. static readonly IsSupported: boolean;
  118692. /**
  118693. * An event triggered when the system is disposed.
  118694. */
  118695. onDisposeObservable: Observable<GPUParticleSystem>;
  118696. /**
  118697. * Gets the maximum number of particles active at the same time.
  118698. * @returns The max number of active particles.
  118699. */
  118700. getCapacity(): number;
  118701. /**
  118702. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  118703. * to override the particles.
  118704. */
  118705. forceDepthWrite: boolean;
  118706. /**
  118707. * Gets or set the number of active particles
  118708. */
  118709. activeParticleCount: number;
  118710. private _preWarmDone;
  118711. /**
  118712. * Is this system ready to be used/rendered
  118713. * @return true if the system is ready
  118714. */
  118715. isReady(): boolean;
  118716. /**
  118717. * Gets if the system has been started. (Note: this will still be true after stop is called)
  118718. * @returns True if it has been started, otherwise false.
  118719. */
  118720. isStarted(): boolean;
  118721. /**
  118722. * Starts the particle system and begins to emit
  118723. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  118724. */
  118725. start(delay?: number): void;
  118726. /**
  118727. * Stops the particle system.
  118728. */
  118729. stop(): void;
  118730. /**
  118731. * Remove all active particles
  118732. */
  118733. reset(): void;
  118734. /**
  118735. * Returns the string "GPUParticleSystem"
  118736. * @returns a string containing the class name
  118737. */
  118738. getClassName(): string;
  118739. private _colorGradientsTexture;
  118740. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  118741. /**
  118742. * Adds a new color gradient
  118743. * @param gradient defines the gradient to use (between 0 and 1)
  118744. * @param color1 defines the color to affect to the specified gradient
  118745. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  118746. * @returns the current particle system
  118747. */
  118748. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  118749. /**
  118750. * Remove a specific color gradient
  118751. * @param gradient defines the gradient to remove
  118752. * @returns the current particle system
  118753. */
  118754. removeColorGradient(gradient: number): GPUParticleSystem;
  118755. private _angularSpeedGradientsTexture;
  118756. private _sizeGradientsTexture;
  118757. private _velocityGradientsTexture;
  118758. private _limitVelocityGradientsTexture;
  118759. private _dragGradientsTexture;
  118760. private _addFactorGradient;
  118761. /**
  118762. * Adds a new size gradient
  118763. * @param gradient defines the gradient to use (between 0 and 1)
  118764. * @param factor defines the size factor to affect to the specified gradient
  118765. * @returns the current particle system
  118766. */
  118767. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  118768. /**
  118769. * Remove a specific size gradient
  118770. * @param gradient defines the gradient to remove
  118771. * @returns the current particle system
  118772. */
  118773. removeSizeGradient(gradient: number): GPUParticleSystem;
  118774. /**
  118775. * Adds a new angular speed gradient
  118776. * @param gradient defines the gradient to use (between 0 and 1)
  118777. * @param factor defines the angular speed to affect to the specified gradient
  118778. * @returns the current particle system
  118779. */
  118780. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  118781. /**
  118782. * Remove a specific angular speed gradient
  118783. * @param gradient defines the gradient to remove
  118784. * @returns the current particle system
  118785. */
  118786. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  118787. /**
  118788. * Adds a new velocity gradient
  118789. * @param gradient defines the gradient to use (between 0 and 1)
  118790. * @param factor defines the velocity to affect to the specified gradient
  118791. * @returns the current particle system
  118792. */
  118793. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  118794. /**
  118795. * Remove a specific velocity gradient
  118796. * @param gradient defines the gradient to remove
  118797. * @returns the current particle system
  118798. */
  118799. removeVelocityGradient(gradient: number): GPUParticleSystem;
  118800. /**
  118801. * Adds a new limit velocity gradient
  118802. * @param gradient defines the gradient to use (between 0 and 1)
  118803. * @param factor defines the limit velocity value to affect to the specified gradient
  118804. * @returns the current particle system
  118805. */
  118806. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  118807. /**
  118808. * Remove a specific limit velocity gradient
  118809. * @param gradient defines the gradient to remove
  118810. * @returns the current particle system
  118811. */
  118812. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  118813. /**
  118814. * Adds a new drag gradient
  118815. * @param gradient defines the gradient to use (between 0 and 1)
  118816. * @param factor defines the drag value to affect to the specified gradient
  118817. * @returns the current particle system
  118818. */
  118819. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  118820. /**
  118821. * Remove a specific drag gradient
  118822. * @param gradient defines the gradient to remove
  118823. * @returns the current particle system
  118824. */
  118825. removeDragGradient(gradient: number): GPUParticleSystem;
  118826. /**
  118827. * Not supported by GPUParticleSystem
  118828. * @param gradient defines the gradient to use (between 0 and 1)
  118829. * @param factor defines the emit rate value to affect to the specified gradient
  118830. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  118831. * @returns the current particle system
  118832. */
  118833. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  118834. /**
  118835. * Not supported by GPUParticleSystem
  118836. * @param gradient defines the gradient to remove
  118837. * @returns the current particle system
  118838. */
  118839. removeEmitRateGradient(gradient: number): IParticleSystem;
  118840. /**
  118841. * Not supported by GPUParticleSystem
  118842. * @param gradient defines the gradient to use (between 0 and 1)
  118843. * @param factor defines the start size value to affect to the specified gradient
  118844. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  118845. * @returns the current particle system
  118846. */
  118847. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  118848. /**
  118849. * Not supported by GPUParticleSystem
  118850. * @param gradient defines the gradient to remove
  118851. * @returns the current particle system
  118852. */
  118853. removeStartSizeGradient(gradient: number): IParticleSystem;
  118854. /**
  118855. * Not supported by GPUParticleSystem
  118856. * @param gradient defines the gradient to use (between 0 and 1)
  118857. * @param min defines the color remap minimal range
  118858. * @param max defines the color remap maximal range
  118859. * @returns the current particle system
  118860. */
  118861. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  118862. /**
  118863. * Not supported by GPUParticleSystem
  118864. * @param gradient defines the gradient to remove
  118865. * @returns the current particle system
  118866. */
  118867. removeColorRemapGradient(): IParticleSystem;
  118868. /**
  118869. * Not supported by GPUParticleSystem
  118870. * @param gradient defines the gradient to use (between 0 and 1)
  118871. * @param min defines the alpha remap minimal range
  118872. * @param max defines the alpha remap maximal range
  118873. * @returns the current particle system
  118874. */
  118875. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  118876. /**
  118877. * Not supported by GPUParticleSystem
  118878. * @param gradient defines the gradient to remove
  118879. * @returns the current particle system
  118880. */
  118881. removeAlphaRemapGradient(): IParticleSystem;
  118882. /**
  118883. * Not supported by GPUParticleSystem
  118884. * @param gradient defines the gradient to use (between 0 and 1)
  118885. * @param color defines the color to affect to the specified gradient
  118886. * @returns the current particle system
  118887. */
  118888. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  118889. /**
  118890. * Not supported by GPUParticleSystem
  118891. * @param gradient defines the gradient to remove
  118892. * @returns the current particle system
  118893. */
  118894. removeRampGradient(): IParticleSystem;
  118895. /**
  118896. * Not supported by GPUParticleSystem
  118897. * @returns the list of ramp gradients
  118898. */
  118899. getRampGradients(): Nullable<Array<Color3Gradient>>;
  118900. /**
  118901. * Not supported by GPUParticleSystem
  118902. * Gets or sets a boolean indicating that ramp gradients must be used
  118903. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  118904. */
  118905. useRampGradients: boolean;
  118906. /**
  118907. * Not supported by GPUParticleSystem
  118908. * @param gradient defines the gradient to use (between 0 and 1)
  118909. * @param factor defines the life time factor to affect to the specified gradient
  118910. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  118911. * @returns the current particle system
  118912. */
  118913. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  118914. /**
  118915. * Not supported by GPUParticleSystem
  118916. * @param gradient defines the gradient to remove
  118917. * @returns the current particle system
  118918. */
  118919. removeLifeTimeGradient(gradient: number): IParticleSystem;
  118920. /**
  118921. * Instantiates a GPU particle system.
  118922. * 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.
  118923. * @param name The name of the particle system
  118924. * @param options The options used to create the system
  118925. * @param scene The scene the particle system belongs to
  118926. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  118927. */
  118928. constructor(name: string, options: Partial<{
  118929. capacity: number;
  118930. randomTextureSize: number;
  118931. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  118932. protected _reset(): void;
  118933. private _createUpdateVAO;
  118934. private _createRenderVAO;
  118935. private _initialize;
  118936. /** @hidden */
  118937. _recreateUpdateEffect(): void;
  118938. /** @hidden */
  118939. _recreateRenderEffect(): void;
  118940. /**
  118941. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  118942. * @param preWarm defines if we are in the pre-warmimg phase
  118943. */
  118944. animate(preWarm?: boolean): void;
  118945. private _createFactorGradientTexture;
  118946. private _createSizeGradientTexture;
  118947. private _createAngularSpeedGradientTexture;
  118948. private _createVelocityGradientTexture;
  118949. private _createLimitVelocityGradientTexture;
  118950. private _createDragGradientTexture;
  118951. private _createColorGradientTexture;
  118952. /**
  118953. * Renders the particle system in its current state
  118954. * @param preWarm defines if the system should only update the particles but not render them
  118955. * @returns the current number of particles
  118956. */
  118957. render(preWarm?: boolean): number;
  118958. /**
  118959. * Rebuilds the particle system
  118960. */
  118961. rebuild(): void;
  118962. private _releaseBuffers;
  118963. private _releaseVAOs;
  118964. /**
  118965. * Disposes the particle system and free the associated resources
  118966. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  118967. */
  118968. dispose(disposeTexture?: boolean): void;
  118969. /**
  118970. * Clones the particle system.
  118971. * @param name The name of the cloned object
  118972. * @param newEmitter The new emitter to use
  118973. * @returns the cloned particle system
  118974. */
  118975. clone(name: string, newEmitter: any): GPUParticleSystem;
  118976. /**
  118977. * Serializes the particle system to a JSON object.
  118978. * @returns the JSON object
  118979. */
  118980. serialize(): any;
  118981. /**
  118982. * Parses a JSON object to create a GPU particle system.
  118983. * @param parsedParticleSystem The JSON object to parse
  118984. * @param scene The scene to create the particle system in
  118985. * @param rootUrl The root url to use to load external dependencies like texture
  118986. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  118987. * @returns the parsed GPU particle system
  118988. */
  118989. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  118990. }
  118991. }
  118992. declare module BABYLON {
  118993. /**
  118994. * Represents a set of particle systems working together to create a specific effect
  118995. */
  118996. export class ParticleSystemSet implements IDisposable {
  118997. private _emitterCreationOptions;
  118998. private _emitterNode;
  118999. /**
  119000. * Gets the particle system list
  119001. */
  119002. systems: IParticleSystem[];
  119003. /**
  119004. * Gets the emitter node used with this set
  119005. */
  119006. readonly emitterNode: Nullable<TransformNode>;
  119007. /**
  119008. * Creates a new emitter mesh as a sphere
  119009. * @param options defines the options used to create the sphere
  119010. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  119011. * @param scene defines the hosting scene
  119012. */
  119013. setEmitterAsSphere(options: {
  119014. diameter: number;
  119015. segments: number;
  119016. color: Color3;
  119017. }, renderingGroupId: number, scene: Scene): void;
  119018. /**
  119019. * Starts all particle systems of the set
  119020. * @param emitter defines an optional mesh to use as emitter for the particle systems
  119021. */
  119022. start(emitter?: AbstractMesh): void;
  119023. /**
  119024. * Release all associated resources
  119025. */
  119026. dispose(): void;
  119027. /**
  119028. * Serialize the set into a JSON compatible object
  119029. * @returns a JSON compatible representation of the set
  119030. */
  119031. serialize(): any;
  119032. /**
  119033. * Parse a new ParticleSystemSet from a serialized source
  119034. * @param data defines a JSON compatible representation of the set
  119035. * @param scene defines the hosting scene
  119036. * @param gpu defines if we want GPU particles or CPU particles
  119037. * @returns a new ParticleSystemSet
  119038. */
  119039. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  119040. }
  119041. }
  119042. declare module BABYLON {
  119043. /**
  119044. * This class is made for on one-liner static method to help creating particle system set.
  119045. */
  119046. export class ParticleHelper {
  119047. /**
  119048. * Gets or sets base Assets URL
  119049. */
  119050. static BaseAssetsUrl: string;
  119051. /**
  119052. * Create a default particle system that you can tweak
  119053. * @param emitter defines the emitter to use
  119054. * @param capacity defines the system capacity (default is 500 particles)
  119055. * @param scene defines the hosting scene
  119056. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  119057. * @returns the new Particle system
  119058. */
  119059. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  119060. /**
  119061. * This is the main static method (one-liner) of this helper to create different particle systems
  119062. * @param type This string represents the type to the particle system to create
  119063. * @param scene The scene where the particle system should live
  119064. * @param gpu If the system will use gpu
  119065. * @returns the ParticleSystemSet created
  119066. */
  119067. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  119068. /**
  119069. * Static function used to export a particle system to a ParticleSystemSet variable.
  119070. * Please note that the emitter shape is not exported
  119071. * @param systems defines the particle systems to export
  119072. * @returns the created particle system set
  119073. */
  119074. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  119075. }
  119076. }
  119077. declare module BABYLON {
  119078. interface Engine {
  119079. /**
  119080. * Create an effect to use with particle systems.
  119081. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  119082. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  119083. * @param uniformsNames defines a list of attribute names
  119084. * @param samplers defines an array of string used to represent textures
  119085. * @param defines defines the string containing the defines to use to compile the shaders
  119086. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  119087. * @param onCompiled defines a function to call when the effect creation is successful
  119088. * @param onError defines a function to call when the effect creation has failed
  119089. * @returns the new Effect
  119090. */
  119091. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  119092. }
  119093. interface Mesh {
  119094. /**
  119095. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  119096. * @returns an array of IParticleSystem
  119097. */
  119098. getEmittedParticleSystems(): IParticleSystem[];
  119099. /**
  119100. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  119101. * @returns an array of IParticleSystem
  119102. */
  119103. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  119104. }
  119105. /**
  119106. * @hidden
  119107. */
  119108. export var _IDoNeedToBeInTheBuild: number;
  119109. }
  119110. declare module BABYLON {
  119111. interface Scene {
  119112. /** @hidden (Backing field) */
  119113. _physicsEngine: Nullable<IPhysicsEngine>;
  119114. /**
  119115. * Gets the current physics engine
  119116. * @returns a IPhysicsEngine or null if none attached
  119117. */
  119118. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  119119. /**
  119120. * Enables physics to the current scene
  119121. * @param gravity defines the scene's gravity for the physics engine
  119122. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  119123. * @return a boolean indicating if the physics engine was initialized
  119124. */
  119125. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  119126. /**
  119127. * Disables and disposes the physics engine associated with the scene
  119128. */
  119129. disablePhysicsEngine(): void;
  119130. /**
  119131. * Gets a boolean indicating if there is an active physics engine
  119132. * @returns a boolean indicating if there is an active physics engine
  119133. */
  119134. isPhysicsEnabled(): boolean;
  119135. /**
  119136. * Deletes a physics compound impostor
  119137. * @param compound defines the compound to delete
  119138. */
  119139. deleteCompoundImpostor(compound: any): void;
  119140. /**
  119141. * An event triggered when physic simulation is about to be run
  119142. */
  119143. onBeforePhysicsObservable: Observable<Scene>;
  119144. /**
  119145. * An event triggered when physic simulation has been done
  119146. */
  119147. onAfterPhysicsObservable: Observable<Scene>;
  119148. }
  119149. interface AbstractMesh {
  119150. /** @hidden */
  119151. _physicsImpostor: Nullable<PhysicsImpostor>;
  119152. /**
  119153. * Gets or sets impostor used for physic simulation
  119154. * @see http://doc.babylonjs.com/features/physics_engine
  119155. */
  119156. physicsImpostor: Nullable<PhysicsImpostor>;
  119157. /**
  119158. * Gets the current physics impostor
  119159. * @see http://doc.babylonjs.com/features/physics_engine
  119160. * @returns a physics impostor or null
  119161. */
  119162. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  119163. /** Apply a physic impulse to the mesh
  119164. * @param force defines the force to apply
  119165. * @param contactPoint defines where to apply the force
  119166. * @returns the current mesh
  119167. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  119168. */
  119169. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  119170. /**
  119171. * Creates a physic joint between two meshes
  119172. * @param otherMesh defines the other mesh to use
  119173. * @param pivot1 defines the pivot to use on this mesh
  119174. * @param pivot2 defines the pivot to use on the other mesh
  119175. * @param options defines additional options (can be plugin dependent)
  119176. * @returns the current mesh
  119177. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  119178. */
  119179. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  119180. /** @hidden */
  119181. _disposePhysicsObserver: Nullable<Observer<Node>>;
  119182. }
  119183. /**
  119184. * Defines the physics engine scene component responsible to manage a physics engine
  119185. */
  119186. export class PhysicsEngineSceneComponent implements ISceneComponent {
  119187. /**
  119188. * The component name helpful to identify the component in the list of scene components.
  119189. */
  119190. readonly name: string;
  119191. /**
  119192. * The scene the component belongs to.
  119193. */
  119194. scene: Scene;
  119195. /**
  119196. * Creates a new instance of the component for the given scene
  119197. * @param scene Defines the scene to register the component in
  119198. */
  119199. constructor(scene: Scene);
  119200. /**
  119201. * Registers the component in a given scene
  119202. */
  119203. register(): void;
  119204. /**
  119205. * Rebuilds the elements related to this component in case of
  119206. * context lost for instance.
  119207. */
  119208. rebuild(): void;
  119209. /**
  119210. * Disposes the component and the associated ressources
  119211. */
  119212. dispose(): void;
  119213. }
  119214. }
  119215. declare module BABYLON {
  119216. /**
  119217. * A helper for physics simulations
  119218. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119219. */
  119220. export class PhysicsHelper {
  119221. private _scene;
  119222. private _physicsEngine;
  119223. /**
  119224. * Initializes the Physics helper
  119225. * @param scene Babylon.js scene
  119226. */
  119227. constructor(scene: Scene);
  119228. /**
  119229. * Applies a radial explosion impulse
  119230. * @param origin the origin of the explosion
  119231. * @param radiusOrEventOptions the radius or the options of radial explosion
  119232. * @param strength the explosion strength
  119233. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119234. * @returns A physics radial explosion event, or null
  119235. */
  119236. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  119237. /**
  119238. * Applies a radial explosion force
  119239. * @param origin the origin of the explosion
  119240. * @param radiusOrEventOptions the radius or the options of radial explosion
  119241. * @param strength the explosion strength
  119242. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119243. * @returns A physics radial explosion event, or null
  119244. */
  119245. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  119246. /**
  119247. * Creates a gravitational field
  119248. * @param origin the origin of the explosion
  119249. * @param radiusOrEventOptions the radius or the options of radial explosion
  119250. * @param strength the explosion strength
  119251. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119252. * @returns A physics gravitational field event, or null
  119253. */
  119254. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  119255. /**
  119256. * Creates a physics updraft event
  119257. * @param origin the origin of the updraft
  119258. * @param radiusOrEventOptions the radius or the options of the updraft
  119259. * @param strength the strength of the updraft
  119260. * @param height the height of the updraft
  119261. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  119262. * @returns A physics updraft event, or null
  119263. */
  119264. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  119265. /**
  119266. * Creates a physics vortex event
  119267. * @param origin the of the vortex
  119268. * @param radiusOrEventOptions the radius or the options of the vortex
  119269. * @param strength the strength of the vortex
  119270. * @param height the height of the vortex
  119271. * @returns a Physics vortex event, or null
  119272. * A physics vortex event or null
  119273. */
  119274. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  119275. }
  119276. /**
  119277. * Represents a physics radial explosion event
  119278. */
  119279. class PhysicsRadialExplosionEvent {
  119280. private _scene;
  119281. private _options;
  119282. private _sphere;
  119283. private _dataFetched;
  119284. /**
  119285. * Initializes a radial explosioin event
  119286. * @param _scene BabylonJS scene
  119287. * @param _options The options for the vortex event
  119288. */
  119289. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  119290. /**
  119291. * Returns the data related to the radial explosion event (sphere).
  119292. * @returns The radial explosion event data
  119293. */
  119294. getData(): PhysicsRadialExplosionEventData;
  119295. /**
  119296. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  119297. * @param impostor A physics imposter
  119298. * @param origin the origin of the explosion
  119299. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  119300. */
  119301. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  119302. /**
  119303. * Triggers affecterd impostors callbacks
  119304. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  119305. */
  119306. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  119307. /**
  119308. * Disposes the sphere.
  119309. * @param force Specifies if the sphere should be disposed by force
  119310. */
  119311. dispose(force?: boolean): void;
  119312. /*** Helpers ***/
  119313. private _prepareSphere;
  119314. private _intersectsWithSphere;
  119315. }
  119316. /**
  119317. * Represents a gravitational field event
  119318. */
  119319. class PhysicsGravitationalFieldEvent {
  119320. private _physicsHelper;
  119321. private _scene;
  119322. private _origin;
  119323. private _options;
  119324. private _tickCallback;
  119325. private _sphere;
  119326. private _dataFetched;
  119327. /**
  119328. * Initializes the physics gravitational field event
  119329. * @param _physicsHelper A physics helper
  119330. * @param _scene BabylonJS scene
  119331. * @param _origin The origin position of the gravitational field event
  119332. * @param _options The options for the vortex event
  119333. */
  119334. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  119335. /**
  119336. * Returns the data related to the gravitational field event (sphere).
  119337. * @returns A gravitational field event
  119338. */
  119339. getData(): PhysicsGravitationalFieldEventData;
  119340. /**
  119341. * Enables the gravitational field.
  119342. */
  119343. enable(): void;
  119344. /**
  119345. * Disables the gravitational field.
  119346. */
  119347. disable(): void;
  119348. /**
  119349. * Disposes the sphere.
  119350. * @param force The force to dispose from the gravitational field event
  119351. */
  119352. dispose(force?: boolean): void;
  119353. private _tick;
  119354. }
  119355. /**
  119356. * Represents a physics updraft event
  119357. */
  119358. class PhysicsUpdraftEvent {
  119359. private _scene;
  119360. private _origin;
  119361. private _options;
  119362. private _physicsEngine;
  119363. private _originTop;
  119364. private _originDirection;
  119365. private _tickCallback;
  119366. private _cylinder;
  119367. private _cylinderPosition;
  119368. private _dataFetched;
  119369. /**
  119370. * Initializes the physics updraft event
  119371. * @param _scene BabylonJS scene
  119372. * @param _origin The origin position of the updraft
  119373. * @param _options The options for the updraft event
  119374. */
  119375. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  119376. /**
  119377. * Returns the data related to the updraft event (cylinder).
  119378. * @returns A physics updraft event
  119379. */
  119380. getData(): PhysicsUpdraftEventData;
  119381. /**
  119382. * Enables the updraft.
  119383. */
  119384. enable(): void;
  119385. /**
  119386. * Disables the updraft.
  119387. */
  119388. disable(): void;
  119389. /**
  119390. * Disposes the cylinder.
  119391. * @param force Specifies if the updraft should be disposed by force
  119392. */
  119393. dispose(force?: boolean): void;
  119394. private getImpostorHitData;
  119395. private _tick;
  119396. /*** Helpers ***/
  119397. private _prepareCylinder;
  119398. private _intersectsWithCylinder;
  119399. }
  119400. /**
  119401. * Represents a physics vortex event
  119402. */
  119403. class PhysicsVortexEvent {
  119404. private _scene;
  119405. private _origin;
  119406. private _options;
  119407. private _physicsEngine;
  119408. private _originTop;
  119409. private _tickCallback;
  119410. private _cylinder;
  119411. private _cylinderPosition;
  119412. private _dataFetched;
  119413. /**
  119414. * Initializes the physics vortex event
  119415. * @param _scene The BabylonJS scene
  119416. * @param _origin The origin position of the vortex
  119417. * @param _options The options for the vortex event
  119418. */
  119419. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  119420. /**
  119421. * Returns the data related to the vortex event (cylinder).
  119422. * @returns The physics vortex event data
  119423. */
  119424. getData(): PhysicsVortexEventData;
  119425. /**
  119426. * Enables the vortex.
  119427. */
  119428. enable(): void;
  119429. /**
  119430. * Disables the cortex.
  119431. */
  119432. disable(): void;
  119433. /**
  119434. * Disposes the sphere.
  119435. * @param force
  119436. */
  119437. dispose(force?: boolean): void;
  119438. private getImpostorHitData;
  119439. private _tick;
  119440. /*** Helpers ***/
  119441. private _prepareCylinder;
  119442. private _intersectsWithCylinder;
  119443. }
  119444. /**
  119445. * Options fot the radial explosion event
  119446. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119447. */
  119448. export class PhysicsRadialExplosionEventOptions {
  119449. /**
  119450. * The radius of the sphere for the radial explosion.
  119451. */
  119452. radius: number;
  119453. /**
  119454. * The strenth of the explosion.
  119455. */
  119456. strength: number;
  119457. /**
  119458. * The strenght of the force in correspondence to the distance of the affected object
  119459. */
  119460. falloff: PhysicsRadialImpulseFalloff;
  119461. /**
  119462. * Sphere options for the radial explosion.
  119463. */
  119464. sphere: {
  119465. segments: number;
  119466. diameter: number;
  119467. };
  119468. /**
  119469. * Sphere options for the radial explosion.
  119470. */
  119471. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  119472. }
  119473. /**
  119474. * Options fot the updraft event
  119475. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119476. */
  119477. export class PhysicsUpdraftEventOptions {
  119478. /**
  119479. * The radius of the cylinder for the vortex
  119480. */
  119481. radius: number;
  119482. /**
  119483. * The strenth of the updraft.
  119484. */
  119485. strength: number;
  119486. /**
  119487. * The height of the cylinder for the updraft.
  119488. */
  119489. height: number;
  119490. /**
  119491. * The mode for the the updraft.
  119492. */
  119493. updraftMode: PhysicsUpdraftMode;
  119494. }
  119495. /**
  119496. * Options fot the vortex event
  119497. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119498. */
  119499. export class PhysicsVortexEventOptions {
  119500. /**
  119501. * The radius of the cylinder for the vortex
  119502. */
  119503. radius: number;
  119504. /**
  119505. * The strenth of the vortex.
  119506. */
  119507. strength: number;
  119508. /**
  119509. * The height of the cylinder for the vortex.
  119510. */
  119511. height: number;
  119512. /**
  119513. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  119514. */
  119515. centripetalForceThreshold: number;
  119516. /**
  119517. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  119518. */
  119519. centripetalForceMultiplier: number;
  119520. /**
  119521. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  119522. */
  119523. centrifugalForceMultiplier: number;
  119524. /**
  119525. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  119526. */
  119527. updraftForceMultiplier: number;
  119528. }
  119529. /**
  119530. * The strenght of the force in correspondence to the distance of the affected object
  119531. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119532. */
  119533. export enum PhysicsRadialImpulseFalloff {
  119534. /** Defines that impulse is constant in strength across it's whole radius */
  119535. Constant = 0,
  119536. /** Defines that impulse gets weaker if it's further from the origin */
  119537. Linear = 1
  119538. }
  119539. /**
  119540. * The strength of the force in correspondence to the distance of the affected object
  119541. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119542. */
  119543. export enum PhysicsUpdraftMode {
  119544. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  119545. Center = 0,
  119546. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  119547. Perpendicular = 1
  119548. }
  119549. /**
  119550. * Interface for a physics hit data
  119551. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119552. */
  119553. export interface PhysicsHitData {
  119554. /**
  119555. * The force applied at the contact point
  119556. */
  119557. force: Vector3;
  119558. /**
  119559. * The contact point
  119560. */
  119561. contactPoint: Vector3;
  119562. /**
  119563. * The distance from the origin to the contact point
  119564. */
  119565. distanceFromOrigin: number;
  119566. }
  119567. /**
  119568. * Interface for radial explosion event data
  119569. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119570. */
  119571. export interface PhysicsRadialExplosionEventData {
  119572. /**
  119573. * A sphere used for the radial explosion event
  119574. */
  119575. sphere: Mesh;
  119576. }
  119577. /**
  119578. * Interface for gravitational field event data
  119579. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119580. */
  119581. export interface PhysicsGravitationalFieldEventData {
  119582. /**
  119583. * A sphere mesh used for the gravitational field event
  119584. */
  119585. sphere: Mesh;
  119586. }
  119587. /**
  119588. * Interface for updraft event data
  119589. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119590. */
  119591. export interface PhysicsUpdraftEventData {
  119592. /**
  119593. * A cylinder used for the updraft event
  119594. */
  119595. cylinder: Mesh;
  119596. }
  119597. /**
  119598. * Interface for vortex event data
  119599. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119600. */
  119601. export interface PhysicsVortexEventData {
  119602. /**
  119603. * A cylinder used for the vortex event
  119604. */
  119605. cylinder: Mesh;
  119606. }
  119607. /**
  119608. * Interface for an affected physics impostor
  119609. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119610. */
  119611. export interface PhysicsAffectedImpostorWithData {
  119612. /**
  119613. * The impostor affected by the effect
  119614. */
  119615. impostor: PhysicsImpostor;
  119616. /**
  119617. * The data about the hit/horce from the explosion
  119618. */
  119619. hitData: PhysicsHitData;
  119620. }
  119621. }
  119622. declare module BABYLON {
  119623. /** @hidden */
  119624. export var blackAndWhitePixelShader: {
  119625. name: string;
  119626. shader: string;
  119627. };
  119628. }
  119629. declare module BABYLON {
  119630. /**
  119631. * Post process used to render in black and white
  119632. */
  119633. export class BlackAndWhitePostProcess extends PostProcess {
  119634. /**
  119635. * Linear about to convert he result to black and white (default: 1)
  119636. */
  119637. degree: number;
  119638. /**
  119639. * Creates a black and white post process
  119640. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  119641. * @param name The name of the effect.
  119642. * @param options The required width/height ratio to downsize to before computing the render pass.
  119643. * @param camera The camera to apply the render pass to.
  119644. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119645. * @param engine The engine which the post process will be applied. (default: current engine)
  119646. * @param reusable If the post process can be reused on the same frame. (default: false)
  119647. */
  119648. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  119649. }
  119650. }
  119651. declare module BABYLON {
  119652. /**
  119653. * This represents a set of one or more post processes in Babylon.
  119654. * A post process can be used to apply a shader to a texture after it is rendered.
  119655. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  119656. */
  119657. export class PostProcessRenderEffect {
  119658. private _postProcesses;
  119659. private _getPostProcesses;
  119660. private _singleInstance;
  119661. private _cameras;
  119662. private _indicesForCamera;
  119663. /**
  119664. * Name of the effect
  119665. * @hidden
  119666. */
  119667. _name: string;
  119668. /**
  119669. * Instantiates a post process render effect.
  119670. * A post process can be used to apply a shader to a texture after it is rendered.
  119671. * @param engine The engine the effect is tied to
  119672. * @param name The name of the effect
  119673. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  119674. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  119675. */
  119676. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  119677. /**
  119678. * Checks if all the post processes in the effect are supported.
  119679. */
  119680. readonly isSupported: boolean;
  119681. /**
  119682. * Updates the current state of the effect
  119683. * @hidden
  119684. */
  119685. _update(): void;
  119686. /**
  119687. * Attaches the effect on cameras
  119688. * @param cameras The camera to attach to.
  119689. * @hidden
  119690. */
  119691. _attachCameras(cameras: Camera): void;
  119692. /**
  119693. * Attaches the effect on cameras
  119694. * @param cameras The camera to attach to.
  119695. * @hidden
  119696. */
  119697. _attachCameras(cameras: Camera[]): void;
  119698. /**
  119699. * Detaches the effect on cameras
  119700. * @param cameras The camera to detatch from.
  119701. * @hidden
  119702. */
  119703. _detachCameras(cameras: Camera): void;
  119704. /**
  119705. * Detatches the effect on cameras
  119706. * @param cameras The camera to detatch from.
  119707. * @hidden
  119708. */
  119709. _detachCameras(cameras: Camera[]): void;
  119710. /**
  119711. * Enables the effect on given cameras
  119712. * @param cameras The camera to enable.
  119713. * @hidden
  119714. */
  119715. _enable(cameras: Camera): void;
  119716. /**
  119717. * Enables the effect on given cameras
  119718. * @param cameras The camera to enable.
  119719. * @hidden
  119720. */
  119721. _enable(cameras: Nullable<Camera[]>): void;
  119722. /**
  119723. * Disables the effect on the given cameras
  119724. * @param cameras The camera to disable.
  119725. * @hidden
  119726. */
  119727. _disable(cameras: Camera): void;
  119728. /**
  119729. * Disables the effect on the given cameras
  119730. * @param cameras The camera to disable.
  119731. * @hidden
  119732. */
  119733. _disable(cameras: Nullable<Camera[]>): void;
  119734. /**
  119735. * Gets a list of the post processes contained in the effect.
  119736. * @param camera The camera to get the post processes on.
  119737. * @returns The list of the post processes in the effect.
  119738. */
  119739. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  119740. }
  119741. }
  119742. declare module BABYLON {
  119743. /** @hidden */
  119744. export var extractHighlightsPixelShader: {
  119745. name: string;
  119746. shader: string;
  119747. };
  119748. }
  119749. declare module BABYLON {
  119750. /**
  119751. * 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.
  119752. */
  119753. export class ExtractHighlightsPostProcess extends PostProcess {
  119754. /**
  119755. * The luminance threshold, pixels below this value will be set to black.
  119756. */
  119757. threshold: number;
  119758. /** @hidden */
  119759. _exposure: number;
  119760. /**
  119761. * Post process which has the input texture to be used when performing highlight extraction
  119762. * @hidden
  119763. */
  119764. _inputPostProcess: Nullable<PostProcess>;
  119765. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119766. }
  119767. }
  119768. declare module BABYLON {
  119769. /** @hidden */
  119770. export var bloomMergePixelShader: {
  119771. name: string;
  119772. shader: string;
  119773. };
  119774. }
  119775. declare module BABYLON {
  119776. /**
  119777. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  119778. */
  119779. export class BloomMergePostProcess extends PostProcess {
  119780. /** Weight of the bloom to be added to the original input. */
  119781. weight: number;
  119782. /**
  119783. * Creates a new instance of @see BloomMergePostProcess
  119784. * @param name The name of the effect.
  119785. * @param originalFromInput Post process which's input will be used for the merge.
  119786. * @param blurred Blurred highlights post process which's output will be used.
  119787. * @param weight Weight of the bloom to be added to the original input.
  119788. * @param options The required width/height ratio to downsize to before computing the render pass.
  119789. * @param camera The camera to apply the render pass to.
  119790. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119791. * @param engine The engine which the post process will be applied. (default: current engine)
  119792. * @param reusable If the post process can be reused on the same frame. (default: false)
  119793. * @param textureType Type of textures used when performing the post process. (default: 0)
  119794. * @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)
  119795. */
  119796. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  119797. /** Weight of the bloom to be added to the original input. */
  119798. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119799. }
  119800. }
  119801. declare module BABYLON {
  119802. /**
  119803. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  119804. */
  119805. export class BloomEffect extends PostProcessRenderEffect {
  119806. private bloomScale;
  119807. /**
  119808. * @hidden Internal
  119809. */
  119810. _effects: Array<PostProcess>;
  119811. /**
  119812. * @hidden Internal
  119813. */
  119814. _downscale: ExtractHighlightsPostProcess;
  119815. private _blurX;
  119816. private _blurY;
  119817. private _merge;
  119818. /**
  119819. * The luminance threshold to find bright areas of the image to bloom.
  119820. */
  119821. threshold: number;
  119822. /**
  119823. * The strength of the bloom.
  119824. */
  119825. weight: number;
  119826. /**
  119827. * Specifies the size of the bloom blur kernel, relative to the final output size
  119828. */
  119829. kernel: number;
  119830. /**
  119831. * Creates a new instance of @see BloomEffect
  119832. * @param scene The scene the effect belongs to.
  119833. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  119834. * @param bloomKernel The size of the kernel to be used when applying the blur.
  119835. * @param bloomWeight The the strength of bloom.
  119836. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  119837. * @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)
  119838. */
  119839. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  119840. /**
  119841. * Disposes each of the internal effects for a given camera.
  119842. * @param camera The camera to dispose the effect on.
  119843. */
  119844. disposeEffects(camera: Camera): void;
  119845. /**
  119846. * @hidden Internal
  119847. */
  119848. _updateEffects(): void;
  119849. /**
  119850. * Internal
  119851. * @returns if all the contained post processes are ready.
  119852. * @hidden
  119853. */
  119854. _isReady(): boolean;
  119855. }
  119856. }
  119857. declare module BABYLON {
  119858. /** @hidden */
  119859. export var chromaticAberrationPixelShader: {
  119860. name: string;
  119861. shader: string;
  119862. };
  119863. }
  119864. declare module BABYLON {
  119865. /**
  119866. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  119867. */
  119868. export class ChromaticAberrationPostProcess extends PostProcess {
  119869. /**
  119870. * The amount of seperation of rgb channels (default: 30)
  119871. */
  119872. aberrationAmount: number;
  119873. /**
  119874. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  119875. */
  119876. radialIntensity: number;
  119877. /**
  119878. * 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))
  119879. */
  119880. direction: Vector2;
  119881. /**
  119882. * 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))
  119883. */
  119884. centerPosition: Vector2;
  119885. /**
  119886. * Creates a new instance ChromaticAberrationPostProcess
  119887. * @param name The name of the effect.
  119888. * @param screenWidth The width of the screen to apply the effect on.
  119889. * @param screenHeight The height of the screen to apply the effect on.
  119890. * @param options The required width/height ratio to downsize to before computing the render pass.
  119891. * @param camera The camera to apply the render pass to.
  119892. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119893. * @param engine The engine which the post process will be applied. (default: current engine)
  119894. * @param reusable If the post process can be reused on the same frame. (default: false)
  119895. * @param textureType Type of textures used when performing the post process. (default: 0)
  119896. * @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)
  119897. */
  119898. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119899. }
  119900. }
  119901. declare module BABYLON {
  119902. /** @hidden */
  119903. export var circleOfConfusionPixelShader: {
  119904. name: string;
  119905. shader: string;
  119906. };
  119907. }
  119908. declare module BABYLON {
  119909. /**
  119910. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  119911. */
  119912. export class CircleOfConfusionPostProcess extends PostProcess {
  119913. /**
  119914. * 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.
  119915. */
  119916. lensSize: number;
  119917. /**
  119918. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  119919. */
  119920. fStop: number;
  119921. /**
  119922. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  119923. */
  119924. focusDistance: number;
  119925. /**
  119926. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  119927. */
  119928. focalLength: number;
  119929. private _depthTexture;
  119930. /**
  119931. * Creates a new instance CircleOfConfusionPostProcess
  119932. * @param name The name of the effect.
  119933. * @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.
  119934. * @param options The required width/height ratio to downsize to before computing the render pass.
  119935. * @param camera The camera to apply the render pass to.
  119936. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119937. * @param engine The engine which the post process will be applied. (default: current engine)
  119938. * @param reusable If the post process can be reused on the same frame. (default: false)
  119939. * @param textureType Type of textures used when performing the post process. (default: 0)
  119940. * @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)
  119941. */
  119942. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119943. /**
  119944. * 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.
  119945. */
  119946. depthTexture: RenderTargetTexture;
  119947. }
  119948. }
  119949. declare module BABYLON {
  119950. /** @hidden */
  119951. export var colorCorrectionPixelShader: {
  119952. name: string;
  119953. shader: string;
  119954. };
  119955. }
  119956. declare module BABYLON {
  119957. /**
  119958. *
  119959. * This post-process allows the modification of rendered colors by using
  119960. * a 'look-up table' (LUT). This effect is also called Color Grading.
  119961. *
  119962. * The object needs to be provided an url to a texture containing the color
  119963. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  119964. * Use an image editing software to tweak the LUT to match your needs.
  119965. *
  119966. * For an example of a color LUT, see here:
  119967. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  119968. * For explanations on color grading, see here:
  119969. * @see http://udn.epicgames.com/Three/ColorGrading.html
  119970. *
  119971. */
  119972. export class ColorCorrectionPostProcess extends PostProcess {
  119973. private _colorTableTexture;
  119974. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  119975. }
  119976. }
  119977. declare module BABYLON {
  119978. /** @hidden */
  119979. export var convolutionPixelShader: {
  119980. name: string;
  119981. shader: string;
  119982. };
  119983. }
  119984. declare module BABYLON {
  119985. /**
  119986. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  119987. * input texture to perform effects such as edge detection or sharpening
  119988. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  119989. */
  119990. export class ConvolutionPostProcess extends PostProcess {
  119991. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  119992. kernel: number[];
  119993. /**
  119994. * Creates a new instance ConvolutionPostProcess
  119995. * @param name The name of the effect.
  119996. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  119997. * @param options The required width/height ratio to downsize to before computing the render pass.
  119998. * @param camera The camera to apply the render pass to.
  119999. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120000. * @param engine The engine which the post process will be applied. (default: current engine)
  120001. * @param reusable If the post process can be reused on the same frame. (default: false)
  120002. * @param textureType Type of textures used when performing the post process. (default: 0)
  120003. */
  120004. constructor(name: string,
  120005. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  120006. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120007. /**
  120008. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120009. */
  120010. static EdgeDetect0Kernel: number[];
  120011. /**
  120012. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120013. */
  120014. static EdgeDetect1Kernel: number[];
  120015. /**
  120016. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120017. */
  120018. static EdgeDetect2Kernel: number[];
  120019. /**
  120020. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120021. */
  120022. static SharpenKernel: number[];
  120023. /**
  120024. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120025. */
  120026. static EmbossKernel: number[];
  120027. /**
  120028. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120029. */
  120030. static GaussianKernel: number[];
  120031. }
  120032. }
  120033. declare module BABYLON {
  120034. /**
  120035. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  120036. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  120037. * based on samples that have a large difference in distance than the center pixel.
  120038. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  120039. */
  120040. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  120041. direction: Vector2;
  120042. /**
  120043. * Creates a new instance CircleOfConfusionPostProcess
  120044. * @param name The name of the effect.
  120045. * @param scene The scene the effect belongs to.
  120046. * @param direction The direction the blur should be applied.
  120047. * @param kernel The size of the kernel used to blur.
  120048. * @param options The required width/height ratio to downsize to before computing the render pass.
  120049. * @param camera The camera to apply the render pass to.
  120050. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  120051. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  120052. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120053. * @param engine The engine which the post process will be applied. (default: current engine)
  120054. * @param reusable If the post process can be reused on the same frame. (default: false)
  120055. * @param textureType Type of textures used when performing the post process. (default: 0)
  120056. * @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)
  120057. */
  120058. 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);
  120059. }
  120060. }
  120061. declare module BABYLON {
  120062. /** @hidden */
  120063. export var depthOfFieldMergePixelShader: {
  120064. name: string;
  120065. shader: string;
  120066. };
  120067. }
  120068. declare module BABYLON {
  120069. /**
  120070. * Options to be set when merging outputs from the default pipeline.
  120071. */
  120072. export class DepthOfFieldMergePostProcessOptions {
  120073. /**
  120074. * The original image to merge on top of
  120075. */
  120076. originalFromInput: PostProcess;
  120077. /**
  120078. * Parameters to perform the merge of the depth of field effect
  120079. */
  120080. depthOfField?: {
  120081. circleOfConfusion: PostProcess;
  120082. blurSteps: Array<PostProcess>;
  120083. };
  120084. /**
  120085. * Parameters to perform the merge of bloom effect
  120086. */
  120087. bloom?: {
  120088. blurred: PostProcess;
  120089. weight: number;
  120090. };
  120091. }
  120092. /**
  120093. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  120094. */
  120095. export class DepthOfFieldMergePostProcess extends PostProcess {
  120096. private blurSteps;
  120097. /**
  120098. * Creates a new instance of DepthOfFieldMergePostProcess
  120099. * @param name The name of the effect.
  120100. * @param originalFromInput Post process which's input will be used for the merge.
  120101. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  120102. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  120103. * @param options The required width/height ratio to downsize to before computing the render pass.
  120104. * @param camera The camera to apply the render pass to.
  120105. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120106. * @param engine The engine which the post process will be applied. (default: current engine)
  120107. * @param reusable If the post process can be reused on the same frame. (default: false)
  120108. * @param textureType Type of textures used when performing the post process. (default: 0)
  120109. * @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)
  120110. */
  120111. 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);
  120112. /**
  120113. * Updates the effect with the current post process compile time values and recompiles the shader.
  120114. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  120115. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  120116. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  120117. * @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
  120118. * @param onCompiled Called when the shader has been compiled.
  120119. * @param onError Called if there is an error when compiling a shader.
  120120. */
  120121. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  120122. }
  120123. }
  120124. declare module BABYLON {
  120125. /**
  120126. * Specifies the level of max blur that should be applied when using the depth of field effect
  120127. */
  120128. export enum DepthOfFieldEffectBlurLevel {
  120129. /**
  120130. * Subtle blur
  120131. */
  120132. Low = 0,
  120133. /**
  120134. * Medium blur
  120135. */
  120136. Medium = 1,
  120137. /**
  120138. * Large blur
  120139. */
  120140. High = 2
  120141. }
  120142. /**
  120143. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  120144. */
  120145. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  120146. private _circleOfConfusion;
  120147. /**
  120148. * @hidden Internal, blurs from high to low
  120149. */
  120150. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  120151. private _depthOfFieldBlurY;
  120152. private _dofMerge;
  120153. /**
  120154. * @hidden Internal post processes in depth of field effect
  120155. */
  120156. _effects: Array<PostProcess>;
  120157. /**
  120158. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  120159. */
  120160. focalLength: number;
  120161. /**
  120162. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  120163. */
  120164. fStop: number;
  120165. /**
  120166. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  120167. */
  120168. focusDistance: number;
  120169. /**
  120170. * 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.
  120171. */
  120172. lensSize: number;
  120173. /**
  120174. * Creates a new instance DepthOfFieldEffect
  120175. * @param scene The scene the effect belongs to.
  120176. * @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.
  120177. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  120178. * @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)
  120179. */
  120180. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  120181. /**
  120182. * Get the current class name of the current effet
  120183. * @returns "DepthOfFieldEffect"
  120184. */
  120185. getClassName(): string;
  120186. /**
  120187. * 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.
  120188. */
  120189. depthTexture: RenderTargetTexture;
  120190. /**
  120191. * Disposes each of the internal effects for a given camera.
  120192. * @param camera The camera to dispose the effect on.
  120193. */
  120194. disposeEffects(camera: Camera): void;
  120195. /**
  120196. * @hidden Internal
  120197. */
  120198. _updateEffects(): void;
  120199. /**
  120200. * Internal
  120201. * @returns if all the contained post processes are ready.
  120202. * @hidden
  120203. */
  120204. _isReady(): boolean;
  120205. }
  120206. }
  120207. declare module BABYLON {
  120208. /** @hidden */
  120209. export var displayPassPixelShader: {
  120210. name: string;
  120211. shader: string;
  120212. };
  120213. }
  120214. declare module BABYLON {
  120215. /**
  120216. * DisplayPassPostProcess which produces an output the same as it's input
  120217. */
  120218. export class DisplayPassPostProcess extends PostProcess {
  120219. /**
  120220. * Creates the DisplayPassPostProcess
  120221. * @param name The name of the effect.
  120222. * @param options The required width/height ratio to downsize to before computing the render pass.
  120223. * @param camera The camera to apply the render pass to.
  120224. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120225. * @param engine The engine which the post process will be applied. (default: current engine)
  120226. * @param reusable If the post process can be reused on the same frame. (default: false)
  120227. */
  120228. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120229. }
  120230. }
  120231. declare module BABYLON {
  120232. /** @hidden */
  120233. export var filterPixelShader: {
  120234. name: string;
  120235. shader: string;
  120236. };
  120237. }
  120238. declare module BABYLON {
  120239. /**
  120240. * Applies a kernel filter to the image
  120241. */
  120242. export class FilterPostProcess extends PostProcess {
  120243. /** The matrix to be applied to the image */
  120244. kernelMatrix: Matrix;
  120245. /**
  120246. *
  120247. * @param name The name of the effect.
  120248. * @param kernelMatrix The matrix to be applied to the image
  120249. * @param options The required width/height ratio to downsize to before computing the render pass.
  120250. * @param camera The camera to apply the render pass to.
  120251. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120252. * @param engine The engine which the post process will be applied. (default: current engine)
  120253. * @param reusable If the post process can be reused on the same frame. (default: false)
  120254. */
  120255. constructor(name: string,
  120256. /** The matrix to be applied to the image */
  120257. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120258. }
  120259. }
  120260. declare module BABYLON {
  120261. /** @hidden */
  120262. export var fxaaPixelShader: {
  120263. name: string;
  120264. shader: string;
  120265. };
  120266. }
  120267. declare module BABYLON {
  120268. /** @hidden */
  120269. export var fxaaVertexShader: {
  120270. name: string;
  120271. shader: string;
  120272. };
  120273. }
  120274. declare module BABYLON {
  120275. /**
  120276. * Fxaa post process
  120277. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  120278. */
  120279. export class FxaaPostProcess extends PostProcess {
  120280. /** @hidden */
  120281. texelWidth: number;
  120282. /** @hidden */
  120283. texelHeight: number;
  120284. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120285. private _getDefines;
  120286. }
  120287. }
  120288. declare module BABYLON {
  120289. /** @hidden */
  120290. export var grainPixelShader: {
  120291. name: string;
  120292. shader: string;
  120293. };
  120294. }
  120295. declare module BABYLON {
  120296. /**
  120297. * The GrainPostProcess adds noise to the image at mid luminance levels
  120298. */
  120299. export class GrainPostProcess extends PostProcess {
  120300. /**
  120301. * The intensity of the grain added (default: 30)
  120302. */
  120303. intensity: number;
  120304. /**
  120305. * If the grain should be randomized on every frame
  120306. */
  120307. animated: boolean;
  120308. /**
  120309. * Creates a new instance of @see GrainPostProcess
  120310. * @param name The name of the effect.
  120311. * @param options The required width/height ratio to downsize to before computing the render pass.
  120312. * @param camera The camera to apply the render pass to.
  120313. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120314. * @param engine The engine which the post process will be applied. (default: current engine)
  120315. * @param reusable If the post process can be reused on the same frame. (default: false)
  120316. * @param textureType Type of textures used when performing the post process. (default: 0)
  120317. * @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)
  120318. */
  120319. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120320. }
  120321. }
  120322. declare module BABYLON {
  120323. /** @hidden */
  120324. export var highlightsPixelShader: {
  120325. name: string;
  120326. shader: string;
  120327. };
  120328. }
  120329. declare module BABYLON {
  120330. /**
  120331. * Extracts highlights from the image
  120332. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  120333. */
  120334. export class HighlightsPostProcess extends PostProcess {
  120335. /**
  120336. * Extracts highlights from the image
  120337. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  120338. * @param name The name of the effect.
  120339. * @param options The required width/height ratio to downsize to before computing the render pass.
  120340. * @param camera The camera to apply the render pass to.
  120341. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120342. * @param engine The engine which the post process will be applied. (default: current engine)
  120343. * @param reusable If the post process can be reused on the same frame. (default: false)
  120344. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  120345. */
  120346. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120347. }
  120348. }
  120349. declare module BABYLON {
  120350. /** @hidden */
  120351. export var mrtFragmentDeclaration: {
  120352. name: string;
  120353. shader: string;
  120354. };
  120355. }
  120356. declare module BABYLON {
  120357. /** @hidden */
  120358. export var geometryPixelShader: {
  120359. name: string;
  120360. shader: string;
  120361. };
  120362. }
  120363. declare module BABYLON {
  120364. /** @hidden */
  120365. export var geometryVertexShader: {
  120366. name: string;
  120367. shader: string;
  120368. };
  120369. }
  120370. declare module BABYLON {
  120371. /** @hidden */
  120372. interface ISavedTransformationMatrix {
  120373. world: Matrix;
  120374. viewProjection: Matrix;
  120375. }
  120376. /**
  120377. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  120378. */
  120379. export class GeometryBufferRenderer {
  120380. /**
  120381. * Constant used to retrieve the position texture index in the G-Buffer textures array
  120382. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  120383. */
  120384. static readonly POSITION_TEXTURE_TYPE: number;
  120385. /**
  120386. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  120387. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  120388. */
  120389. static readonly VELOCITY_TEXTURE_TYPE: number;
  120390. /**
  120391. * Dictionary used to store the previous transformation matrices of each rendered mesh
  120392. * in order to compute objects velocities when enableVelocity is set to "true"
  120393. * @hidden
  120394. */
  120395. _previousTransformationMatrices: {
  120396. [index: number]: ISavedTransformationMatrix;
  120397. };
  120398. /**
  120399. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  120400. * in order to compute objects velocities when enableVelocity is set to "true"
  120401. * @hidden
  120402. */
  120403. _previousBonesTransformationMatrices: {
  120404. [index: number]: Float32Array;
  120405. };
  120406. /**
  120407. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  120408. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  120409. */
  120410. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  120411. private _scene;
  120412. private _multiRenderTarget;
  120413. private _ratio;
  120414. private _enablePosition;
  120415. private _enableVelocity;
  120416. private _positionIndex;
  120417. private _velocityIndex;
  120418. protected _effect: Effect;
  120419. protected _cachedDefines: string;
  120420. /**
  120421. * Set the render list (meshes to be rendered) used in the G buffer.
  120422. */
  120423. renderList: Mesh[];
  120424. /**
  120425. * Gets wether or not G buffer are supported by the running hardware.
  120426. * This requires draw buffer supports
  120427. */
  120428. readonly isSupported: boolean;
  120429. /**
  120430. * Returns the index of the given texture type in the G-Buffer textures array
  120431. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  120432. * @returns the index of the given texture type in the G-Buffer textures array
  120433. */
  120434. getTextureIndex(textureType: number): number;
  120435. /**
  120436. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  120437. */
  120438. /**
  120439. * Sets whether or not objects positions are enabled for the G buffer.
  120440. */
  120441. enablePosition: boolean;
  120442. /**
  120443. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  120444. */
  120445. /**
  120446. * Sets wether or not objects velocities are enabled for the G buffer.
  120447. */
  120448. enableVelocity: boolean;
  120449. /**
  120450. * Gets the scene associated with the buffer.
  120451. */
  120452. readonly scene: Scene;
  120453. /**
  120454. * Gets the ratio used by the buffer during its creation.
  120455. * How big is the buffer related to the main canvas.
  120456. */
  120457. readonly ratio: number;
  120458. /** @hidden */
  120459. static _SceneComponentInitialization: (scene: Scene) => void;
  120460. /**
  120461. * Creates a new G Buffer for the scene
  120462. * @param scene The scene the buffer belongs to
  120463. * @param ratio How big is the buffer related to the main canvas.
  120464. */
  120465. constructor(scene: Scene, ratio?: number);
  120466. /**
  120467. * Checks wether everything is ready to render a submesh to the G buffer.
  120468. * @param subMesh the submesh to check readiness for
  120469. * @param useInstances is the mesh drawn using instance or not
  120470. * @returns true if ready otherwise false
  120471. */
  120472. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  120473. /**
  120474. * Gets the current underlying G Buffer.
  120475. * @returns the buffer
  120476. */
  120477. getGBuffer(): MultiRenderTarget;
  120478. /**
  120479. * Gets the number of samples used to render the buffer (anti aliasing).
  120480. */
  120481. /**
  120482. * Sets the number of samples used to render the buffer (anti aliasing).
  120483. */
  120484. samples: number;
  120485. /**
  120486. * Disposes the renderer and frees up associated resources.
  120487. */
  120488. dispose(): void;
  120489. protected _createRenderTargets(): void;
  120490. private _copyBonesTransformationMatrices;
  120491. }
  120492. }
  120493. declare module BABYLON {
  120494. interface Scene {
  120495. /** @hidden (Backing field) */
  120496. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  120497. /**
  120498. * Gets or Sets the current geometry buffer associated to the scene.
  120499. */
  120500. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  120501. /**
  120502. * Enables a GeometryBufferRender and associates it with the scene
  120503. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  120504. * @returns the GeometryBufferRenderer
  120505. */
  120506. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  120507. /**
  120508. * Disables the GeometryBufferRender associated with the scene
  120509. */
  120510. disableGeometryBufferRenderer(): void;
  120511. }
  120512. /**
  120513. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  120514. * in several rendering techniques.
  120515. */
  120516. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  120517. /**
  120518. * The component name helpful to identify the component in the list of scene components.
  120519. */
  120520. readonly name: string;
  120521. /**
  120522. * The scene the component belongs to.
  120523. */
  120524. scene: Scene;
  120525. /**
  120526. * Creates a new instance of the component for the given scene
  120527. * @param scene Defines the scene to register the component in
  120528. */
  120529. constructor(scene: Scene);
  120530. /**
  120531. * Registers the component in a given scene
  120532. */
  120533. register(): void;
  120534. /**
  120535. * Rebuilds the elements related to this component in case of
  120536. * context lost for instance.
  120537. */
  120538. rebuild(): void;
  120539. /**
  120540. * Disposes the component and the associated ressources
  120541. */
  120542. dispose(): void;
  120543. private _gatherRenderTargets;
  120544. }
  120545. }
  120546. declare module BABYLON {
  120547. /** @hidden */
  120548. export var motionBlurPixelShader: {
  120549. name: string;
  120550. shader: string;
  120551. };
  120552. }
  120553. declare module BABYLON {
  120554. /**
  120555. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  120556. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  120557. * As an example, all you have to do is to create the post-process:
  120558. * var mb = new BABYLON.MotionBlurPostProcess(
  120559. * 'mb', // The name of the effect.
  120560. * scene, // The scene containing the objects to blur according to their velocity.
  120561. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  120562. * camera // The camera to apply the render pass to.
  120563. * );
  120564. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  120565. */
  120566. export class MotionBlurPostProcess extends PostProcess {
  120567. /**
  120568. * Defines how much the image is blurred by the movement. Default value is equal to 1
  120569. */
  120570. motionStrength: number;
  120571. /**
  120572. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  120573. */
  120574. /**
  120575. * Sets the number of iterations to be used for motion blur quality
  120576. */
  120577. motionBlurSamples: number;
  120578. private _motionBlurSamples;
  120579. private _geometryBufferRenderer;
  120580. /**
  120581. * Creates a new instance MotionBlurPostProcess
  120582. * @param name The name of the effect.
  120583. * @param scene The scene containing the objects to blur according to their velocity.
  120584. * @param options The required width/height ratio to downsize to before computing the render pass.
  120585. * @param camera The camera to apply the render pass to.
  120586. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120587. * @param engine The engine which the post process will be applied. (default: current engine)
  120588. * @param reusable If the post process can be reused on the same frame. (default: false)
  120589. * @param textureType Type of textures used when performing the post process. (default: 0)
  120590. * @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)
  120591. */
  120592. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120593. /**
  120594. * Excludes the given skinned mesh from computing bones velocities.
  120595. * 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.
  120596. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  120597. */
  120598. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  120599. /**
  120600. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  120601. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  120602. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  120603. */
  120604. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  120605. /**
  120606. * Disposes the post process.
  120607. * @param camera The camera to dispose the post process on.
  120608. */
  120609. dispose(camera?: Camera): void;
  120610. }
  120611. }
  120612. declare module BABYLON {
  120613. /** @hidden */
  120614. export var refractionPixelShader: {
  120615. name: string;
  120616. shader: string;
  120617. };
  120618. }
  120619. declare module BABYLON {
  120620. /**
  120621. * Post process which applies a refractin texture
  120622. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  120623. */
  120624. export class RefractionPostProcess extends PostProcess {
  120625. /** the base color of the refraction (used to taint the rendering) */
  120626. color: Color3;
  120627. /** simulated refraction depth */
  120628. depth: number;
  120629. /** the coefficient of the base color (0 to remove base color tainting) */
  120630. colorLevel: number;
  120631. private _refTexture;
  120632. private _ownRefractionTexture;
  120633. /**
  120634. * Gets or sets the refraction texture
  120635. * Please note that you are responsible for disposing the texture if you set it manually
  120636. */
  120637. refractionTexture: Texture;
  120638. /**
  120639. * Initializes the RefractionPostProcess
  120640. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  120641. * @param name The name of the effect.
  120642. * @param refractionTextureUrl Url of the refraction texture to use
  120643. * @param color the base color of the refraction (used to taint the rendering)
  120644. * @param depth simulated refraction depth
  120645. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  120646. * @param camera The camera to apply the render pass to.
  120647. * @param options The required width/height ratio to downsize to before computing the render pass.
  120648. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120649. * @param engine The engine which the post process will be applied. (default: current engine)
  120650. * @param reusable If the post process can be reused on the same frame. (default: false)
  120651. */
  120652. constructor(name: string, refractionTextureUrl: string,
  120653. /** the base color of the refraction (used to taint the rendering) */
  120654. color: Color3,
  120655. /** simulated refraction depth */
  120656. depth: number,
  120657. /** the coefficient of the base color (0 to remove base color tainting) */
  120658. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120659. /**
  120660. * Disposes of the post process
  120661. * @param camera Camera to dispose post process on
  120662. */
  120663. dispose(camera: Camera): void;
  120664. }
  120665. }
  120666. declare module BABYLON {
  120667. /** @hidden */
  120668. export var sharpenPixelShader: {
  120669. name: string;
  120670. shader: string;
  120671. };
  120672. }
  120673. declare module BABYLON {
  120674. /**
  120675. * The SharpenPostProcess applies a sharpen kernel to every pixel
  120676. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  120677. */
  120678. export class SharpenPostProcess extends PostProcess {
  120679. /**
  120680. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  120681. */
  120682. colorAmount: number;
  120683. /**
  120684. * How much sharpness should be applied (default: 0.3)
  120685. */
  120686. edgeAmount: number;
  120687. /**
  120688. * Creates a new instance ConvolutionPostProcess
  120689. * @param name The name of the effect.
  120690. * @param options The required width/height ratio to downsize to before computing the render pass.
  120691. * @param camera The camera to apply the render pass to.
  120692. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120693. * @param engine The engine which the post process will be applied. (default: current engine)
  120694. * @param reusable If the post process can be reused on the same frame. (default: false)
  120695. * @param textureType Type of textures used when performing the post process. (default: 0)
  120696. * @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)
  120697. */
  120698. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120699. }
  120700. }
  120701. declare module BABYLON {
  120702. /**
  120703. * PostProcessRenderPipeline
  120704. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120705. */
  120706. export class PostProcessRenderPipeline {
  120707. private engine;
  120708. private _renderEffects;
  120709. private _renderEffectsForIsolatedPass;
  120710. /**
  120711. * List of inspectable custom properties (used by the Inspector)
  120712. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  120713. */
  120714. inspectableCustomProperties: IInspectable[];
  120715. /**
  120716. * @hidden
  120717. */
  120718. protected _cameras: Camera[];
  120719. /** @hidden */
  120720. _name: string;
  120721. /**
  120722. * Gets pipeline name
  120723. */
  120724. readonly name: string;
  120725. /**
  120726. * Initializes a PostProcessRenderPipeline
  120727. * @param engine engine to add the pipeline to
  120728. * @param name name of the pipeline
  120729. */
  120730. constructor(engine: Engine, name: string);
  120731. /**
  120732. * Gets the class name
  120733. * @returns "PostProcessRenderPipeline"
  120734. */
  120735. getClassName(): string;
  120736. /**
  120737. * If all the render effects in the pipeline are supported
  120738. */
  120739. readonly isSupported: boolean;
  120740. /**
  120741. * Adds an effect to the pipeline
  120742. * @param renderEffect the effect to add
  120743. */
  120744. addEffect(renderEffect: PostProcessRenderEffect): void;
  120745. /** @hidden */
  120746. _rebuild(): void;
  120747. /** @hidden */
  120748. _enableEffect(renderEffectName: string, cameras: Camera): void;
  120749. /** @hidden */
  120750. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  120751. /** @hidden */
  120752. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  120753. /** @hidden */
  120754. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  120755. /** @hidden */
  120756. _attachCameras(cameras: Camera, unique: boolean): void;
  120757. /** @hidden */
  120758. _attachCameras(cameras: Camera[], unique: boolean): void;
  120759. /** @hidden */
  120760. _detachCameras(cameras: Camera): void;
  120761. /** @hidden */
  120762. _detachCameras(cameras: Nullable<Camera[]>): void;
  120763. /** @hidden */
  120764. _update(): void;
  120765. /** @hidden */
  120766. _reset(): void;
  120767. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  120768. /**
  120769. * Disposes of the pipeline
  120770. */
  120771. dispose(): void;
  120772. }
  120773. }
  120774. declare module BABYLON {
  120775. /**
  120776. * PostProcessRenderPipelineManager class
  120777. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120778. */
  120779. export class PostProcessRenderPipelineManager {
  120780. private _renderPipelines;
  120781. /**
  120782. * Initializes a PostProcessRenderPipelineManager
  120783. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120784. */
  120785. constructor();
  120786. /**
  120787. * Gets the list of supported render pipelines
  120788. */
  120789. readonly supportedPipelines: PostProcessRenderPipeline[];
  120790. /**
  120791. * Adds a pipeline to the manager
  120792. * @param renderPipeline The pipeline to add
  120793. */
  120794. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  120795. /**
  120796. * Attaches a camera to the pipeline
  120797. * @param renderPipelineName The name of the pipeline to attach to
  120798. * @param cameras the camera to attach
  120799. * @param unique if the camera can be attached multiple times to the pipeline
  120800. */
  120801. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  120802. /**
  120803. * Detaches a camera from the pipeline
  120804. * @param renderPipelineName The name of the pipeline to detach from
  120805. * @param cameras the camera to detach
  120806. */
  120807. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  120808. /**
  120809. * Enables an effect by name on a pipeline
  120810. * @param renderPipelineName the name of the pipeline to enable the effect in
  120811. * @param renderEffectName the name of the effect to enable
  120812. * @param cameras the cameras that the effect should be enabled on
  120813. */
  120814. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  120815. /**
  120816. * Disables an effect by name on a pipeline
  120817. * @param renderPipelineName the name of the pipeline to disable the effect in
  120818. * @param renderEffectName the name of the effect to disable
  120819. * @param cameras the cameras that the effect should be disabled on
  120820. */
  120821. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  120822. /**
  120823. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  120824. */
  120825. update(): void;
  120826. /** @hidden */
  120827. _rebuild(): void;
  120828. /**
  120829. * Disposes of the manager and pipelines
  120830. */
  120831. dispose(): void;
  120832. }
  120833. }
  120834. declare module BABYLON {
  120835. interface Scene {
  120836. /** @hidden (Backing field) */
  120837. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  120838. /**
  120839. * Gets the postprocess render pipeline manager
  120840. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120841. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  120842. */
  120843. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  120844. }
  120845. /**
  120846. * Defines the Render Pipeline scene component responsible to rendering pipelines
  120847. */
  120848. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  120849. /**
  120850. * The component name helpfull to identify the component in the list of scene components.
  120851. */
  120852. readonly name: string;
  120853. /**
  120854. * The scene the component belongs to.
  120855. */
  120856. scene: Scene;
  120857. /**
  120858. * Creates a new instance of the component for the given scene
  120859. * @param scene Defines the scene to register the component in
  120860. */
  120861. constructor(scene: Scene);
  120862. /**
  120863. * Registers the component in a given scene
  120864. */
  120865. register(): void;
  120866. /**
  120867. * Rebuilds the elements related to this component in case of
  120868. * context lost for instance.
  120869. */
  120870. rebuild(): void;
  120871. /**
  120872. * Disposes the component and the associated ressources
  120873. */
  120874. dispose(): void;
  120875. private _gatherRenderTargets;
  120876. }
  120877. }
  120878. declare module BABYLON {
  120879. /**
  120880. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  120881. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  120882. */
  120883. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  120884. private _scene;
  120885. private _camerasToBeAttached;
  120886. /**
  120887. * ID of the sharpen post process,
  120888. */
  120889. private readonly SharpenPostProcessId;
  120890. /**
  120891. * @ignore
  120892. * ID of the image processing post process;
  120893. */
  120894. readonly ImageProcessingPostProcessId: string;
  120895. /**
  120896. * @ignore
  120897. * ID of the Fast Approximate Anti-Aliasing post process;
  120898. */
  120899. readonly FxaaPostProcessId: string;
  120900. /**
  120901. * ID of the chromatic aberration post process,
  120902. */
  120903. private readonly ChromaticAberrationPostProcessId;
  120904. /**
  120905. * ID of the grain post process
  120906. */
  120907. private readonly GrainPostProcessId;
  120908. /**
  120909. * Sharpen post process which will apply a sharpen convolution to enhance edges
  120910. */
  120911. sharpen: SharpenPostProcess;
  120912. private _sharpenEffect;
  120913. private bloom;
  120914. /**
  120915. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  120916. */
  120917. depthOfField: DepthOfFieldEffect;
  120918. /**
  120919. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  120920. */
  120921. fxaa: FxaaPostProcess;
  120922. /**
  120923. * Image post processing pass used to perform operations such as tone mapping or color grading.
  120924. */
  120925. imageProcessing: ImageProcessingPostProcess;
  120926. /**
  120927. * Chromatic aberration post process which will shift rgb colors in the image
  120928. */
  120929. chromaticAberration: ChromaticAberrationPostProcess;
  120930. private _chromaticAberrationEffect;
  120931. /**
  120932. * Grain post process which add noise to the image
  120933. */
  120934. grain: GrainPostProcess;
  120935. private _grainEffect;
  120936. /**
  120937. * Glow post process which adds a glow to emissive areas of the image
  120938. */
  120939. private _glowLayer;
  120940. /**
  120941. * Animations which can be used to tweak settings over a period of time
  120942. */
  120943. animations: Animation[];
  120944. private _imageProcessingConfigurationObserver;
  120945. private _sharpenEnabled;
  120946. private _bloomEnabled;
  120947. private _depthOfFieldEnabled;
  120948. private _depthOfFieldBlurLevel;
  120949. private _fxaaEnabled;
  120950. private _imageProcessingEnabled;
  120951. private _defaultPipelineTextureType;
  120952. private _bloomScale;
  120953. private _chromaticAberrationEnabled;
  120954. private _grainEnabled;
  120955. private _buildAllowed;
  120956. /**
  120957. * Gets active scene
  120958. */
  120959. readonly scene: Scene;
  120960. /**
  120961. * Enable or disable the sharpen process from the pipeline
  120962. */
  120963. sharpenEnabled: boolean;
  120964. private _resizeObserver;
  120965. private _hardwareScaleLevel;
  120966. private _bloomKernel;
  120967. /**
  120968. * Specifies the size of the bloom blur kernel, relative to the final output size
  120969. */
  120970. bloomKernel: number;
  120971. /**
  120972. * Specifies the weight of the bloom in the final rendering
  120973. */
  120974. private _bloomWeight;
  120975. /**
  120976. * Specifies the luma threshold for the area that will be blurred by the bloom
  120977. */
  120978. private _bloomThreshold;
  120979. private _hdr;
  120980. /**
  120981. * The strength of the bloom.
  120982. */
  120983. bloomWeight: number;
  120984. /**
  120985. * The strength of the bloom.
  120986. */
  120987. bloomThreshold: number;
  120988. /**
  120989. * The scale of the bloom, lower value will provide better performance.
  120990. */
  120991. bloomScale: number;
  120992. /**
  120993. * Enable or disable the bloom from the pipeline
  120994. */
  120995. bloomEnabled: boolean;
  120996. private _rebuildBloom;
  120997. /**
  120998. * If the depth of field is enabled.
  120999. */
  121000. depthOfFieldEnabled: boolean;
  121001. /**
  121002. * Blur level of the depth of field effect. (Higher blur will effect performance)
  121003. */
  121004. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  121005. /**
  121006. * If the anti aliasing is enabled.
  121007. */
  121008. fxaaEnabled: boolean;
  121009. private _samples;
  121010. /**
  121011. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  121012. */
  121013. samples: number;
  121014. /**
  121015. * If image processing is enabled.
  121016. */
  121017. imageProcessingEnabled: boolean;
  121018. /**
  121019. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  121020. */
  121021. glowLayerEnabled: boolean;
  121022. /**
  121023. * Gets the glow layer (or null if not defined)
  121024. */
  121025. readonly glowLayer: Nullable<GlowLayer>;
  121026. /**
  121027. * Enable or disable the chromaticAberration process from the pipeline
  121028. */
  121029. chromaticAberrationEnabled: boolean;
  121030. /**
  121031. * Enable or disable the grain process from the pipeline
  121032. */
  121033. grainEnabled: boolean;
  121034. /**
  121035. * @constructor
  121036. * @param name - The rendering pipeline name (default: "")
  121037. * @param hdr - If high dynamic range textures should be used (default: true)
  121038. * @param scene - The scene linked to this pipeline (default: the last created scene)
  121039. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  121040. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  121041. */
  121042. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  121043. /**
  121044. * Get the class name
  121045. * @returns "DefaultRenderingPipeline"
  121046. */
  121047. getClassName(): string;
  121048. /**
  121049. * Force the compilation of the entire pipeline.
  121050. */
  121051. prepare(): void;
  121052. private _hasCleared;
  121053. private _prevPostProcess;
  121054. private _prevPrevPostProcess;
  121055. private _setAutoClearAndTextureSharing;
  121056. private _depthOfFieldSceneObserver;
  121057. private _buildPipeline;
  121058. private _disposePostProcesses;
  121059. /**
  121060. * Adds a camera to the pipeline
  121061. * @param camera the camera to be added
  121062. */
  121063. addCamera(camera: Camera): void;
  121064. /**
  121065. * Removes a camera from the pipeline
  121066. * @param camera the camera to remove
  121067. */
  121068. removeCamera(camera: Camera): void;
  121069. /**
  121070. * Dispose of the pipeline and stop all post processes
  121071. */
  121072. dispose(): void;
  121073. /**
  121074. * Serialize the rendering pipeline (Used when exporting)
  121075. * @returns the serialized object
  121076. */
  121077. serialize(): any;
  121078. /**
  121079. * Parse the serialized pipeline
  121080. * @param source Source pipeline.
  121081. * @param scene The scene to load the pipeline to.
  121082. * @param rootUrl The URL of the serialized pipeline.
  121083. * @returns An instantiated pipeline from the serialized object.
  121084. */
  121085. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  121086. }
  121087. }
  121088. declare module BABYLON {
  121089. /** @hidden */
  121090. export var lensHighlightsPixelShader: {
  121091. name: string;
  121092. shader: string;
  121093. };
  121094. }
  121095. declare module BABYLON {
  121096. /** @hidden */
  121097. export var depthOfFieldPixelShader: {
  121098. name: string;
  121099. shader: string;
  121100. };
  121101. }
  121102. declare module BABYLON {
  121103. /**
  121104. * BABYLON.JS Chromatic Aberration GLSL Shader
  121105. * Author: Olivier Guyot
  121106. * Separates very slightly R, G and B colors on the edges of the screen
  121107. * Inspired by Francois Tarlier & Martins Upitis
  121108. */
  121109. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  121110. /**
  121111. * @ignore
  121112. * The chromatic aberration PostProcess id in the pipeline
  121113. */
  121114. LensChromaticAberrationEffect: string;
  121115. /**
  121116. * @ignore
  121117. * The highlights enhancing PostProcess id in the pipeline
  121118. */
  121119. HighlightsEnhancingEffect: string;
  121120. /**
  121121. * @ignore
  121122. * The depth-of-field PostProcess id in the pipeline
  121123. */
  121124. LensDepthOfFieldEffect: string;
  121125. private _scene;
  121126. private _depthTexture;
  121127. private _grainTexture;
  121128. private _chromaticAberrationPostProcess;
  121129. private _highlightsPostProcess;
  121130. private _depthOfFieldPostProcess;
  121131. private _edgeBlur;
  121132. private _grainAmount;
  121133. private _chromaticAberration;
  121134. private _distortion;
  121135. private _highlightsGain;
  121136. private _highlightsThreshold;
  121137. private _dofDistance;
  121138. private _dofAperture;
  121139. private _dofDarken;
  121140. private _dofPentagon;
  121141. private _blurNoise;
  121142. /**
  121143. * @constructor
  121144. *
  121145. * Effect parameters are as follow:
  121146. * {
  121147. * chromatic_aberration: number; // from 0 to x (1 for realism)
  121148. * edge_blur: number; // from 0 to x (1 for realism)
  121149. * distortion: number; // from 0 to x (1 for realism)
  121150. * grain_amount: number; // from 0 to 1
  121151. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  121152. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  121153. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  121154. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  121155. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  121156. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  121157. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  121158. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  121159. * }
  121160. * Note: if an effect parameter is unset, effect is disabled
  121161. *
  121162. * @param name The rendering pipeline name
  121163. * @param parameters - An object containing all parameters (see above)
  121164. * @param scene The scene linked to this pipeline
  121165. * @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)
  121166. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121167. */
  121168. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  121169. /**
  121170. * Get the class name
  121171. * @returns "LensRenderingPipeline"
  121172. */
  121173. getClassName(): string;
  121174. /**
  121175. * Gets associated scene
  121176. */
  121177. readonly scene: Scene;
  121178. /**
  121179. * Gets or sets the edge blur
  121180. */
  121181. edgeBlur: number;
  121182. /**
  121183. * Gets or sets the grain amount
  121184. */
  121185. grainAmount: number;
  121186. /**
  121187. * Gets or sets the chromatic aberration amount
  121188. */
  121189. chromaticAberration: number;
  121190. /**
  121191. * Gets or sets the depth of field aperture
  121192. */
  121193. dofAperture: number;
  121194. /**
  121195. * Gets or sets the edge distortion
  121196. */
  121197. edgeDistortion: number;
  121198. /**
  121199. * Gets or sets the depth of field distortion
  121200. */
  121201. dofDistortion: number;
  121202. /**
  121203. * Gets or sets the darken out of focus amount
  121204. */
  121205. darkenOutOfFocus: number;
  121206. /**
  121207. * Gets or sets a boolean indicating if blur noise is enabled
  121208. */
  121209. blurNoise: boolean;
  121210. /**
  121211. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  121212. */
  121213. pentagonBokeh: boolean;
  121214. /**
  121215. * Gets or sets the highlight grain amount
  121216. */
  121217. highlightsGain: number;
  121218. /**
  121219. * Gets or sets the highlight threshold
  121220. */
  121221. highlightsThreshold: number;
  121222. /**
  121223. * Sets the amount of blur at the edges
  121224. * @param amount blur amount
  121225. */
  121226. setEdgeBlur(amount: number): void;
  121227. /**
  121228. * Sets edge blur to 0
  121229. */
  121230. disableEdgeBlur(): void;
  121231. /**
  121232. * Sets the amout of grain
  121233. * @param amount Amount of grain
  121234. */
  121235. setGrainAmount(amount: number): void;
  121236. /**
  121237. * Set grain amount to 0
  121238. */
  121239. disableGrain(): void;
  121240. /**
  121241. * Sets the chromatic aberration amount
  121242. * @param amount amount of chromatic aberration
  121243. */
  121244. setChromaticAberration(amount: number): void;
  121245. /**
  121246. * Sets chromatic aberration amount to 0
  121247. */
  121248. disableChromaticAberration(): void;
  121249. /**
  121250. * Sets the EdgeDistortion amount
  121251. * @param amount amount of EdgeDistortion
  121252. */
  121253. setEdgeDistortion(amount: number): void;
  121254. /**
  121255. * Sets edge distortion to 0
  121256. */
  121257. disableEdgeDistortion(): void;
  121258. /**
  121259. * Sets the FocusDistance amount
  121260. * @param amount amount of FocusDistance
  121261. */
  121262. setFocusDistance(amount: number): void;
  121263. /**
  121264. * Disables depth of field
  121265. */
  121266. disableDepthOfField(): void;
  121267. /**
  121268. * Sets the Aperture amount
  121269. * @param amount amount of Aperture
  121270. */
  121271. setAperture(amount: number): void;
  121272. /**
  121273. * Sets the DarkenOutOfFocus amount
  121274. * @param amount amount of DarkenOutOfFocus
  121275. */
  121276. setDarkenOutOfFocus(amount: number): void;
  121277. private _pentagonBokehIsEnabled;
  121278. /**
  121279. * Creates a pentagon bokeh effect
  121280. */
  121281. enablePentagonBokeh(): void;
  121282. /**
  121283. * Disables the pentagon bokeh effect
  121284. */
  121285. disablePentagonBokeh(): void;
  121286. /**
  121287. * Enables noise blur
  121288. */
  121289. enableNoiseBlur(): void;
  121290. /**
  121291. * Disables noise blur
  121292. */
  121293. disableNoiseBlur(): void;
  121294. /**
  121295. * Sets the HighlightsGain amount
  121296. * @param amount amount of HighlightsGain
  121297. */
  121298. setHighlightsGain(amount: number): void;
  121299. /**
  121300. * Sets the HighlightsThreshold amount
  121301. * @param amount amount of HighlightsThreshold
  121302. */
  121303. setHighlightsThreshold(amount: number): void;
  121304. /**
  121305. * Disables highlights
  121306. */
  121307. disableHighlights(): void;
  121308. /**
  121309. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  121310. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  121311. */
  121312. dispose(disableDepthRender?: boolean): void;
  121313. private _createChromaticAberrationPostProcess;
  121314. private _createHighlightsPostProcess;
  121315. private _createDepthOfFieldPostProcess;
  121316. private _createGrainTexture;
  121317. }
  121318. }
  121319. declare module BABYLON {
  121320. /** @hidden */
  121321. export var ssao2PixelShader: {
  121322. name: string;
  121323. shader: string;
  121324. };
  121325. }
  121326. declare module BABYLON {
  121327. /** @hidden */
  121328. export var ssaoCombinePixelShader: {
  121329. name: string;
  121330. shader: string;
  121331. };
  121332. }
  121333. declare module BABYLON {
  121334. /**
  121335. * Render pipeline to produce ssao effect
  121336. */
  121337. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  121338. /**
  121339. * @ignore
  121340. * The PassPostProcess id in the pipeline that contains the original scene color
  121341. */
  121342. SSAOOriginalSceneColorEffect: string;
  121343. /**
  121344. * @ignore
  121345. * The SSAO PostProcess id in the pipeline
  121346. */
  121347. SSAORenderEffect: string;
  121348. /**
  121349. * @ignore
  121350. * The horizontal blur PostProcess id in the pipeline
  121351. */
  121352. SSAOBlurHRenderEffect: string;
  121353. /**
  121354. * @ignore
  121355. * The vertical blur PostProcess id in the pipeline
  121356. */
  121357. SSAOBlurVRenderEffect: string;
  121358. /**
  121359. * @ignore
  121360. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  121361. */
  121362. SSAOCombineRenderEffect: string;
  121363. /**
  121364. * The output strength of the SSAO post-process. Default value is 1.0.
  121365. */
  121366. totalStrength: number;
  121367. /**
  121368. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  121369. */
  121370. maxZ: number;
  121371. /**
  121372. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  121373. */
  121374. minZAspect: number;
  121375. private _samples;
  121376. /**
  121377. * Number of samples used for the SSAO calculations. Default value is 8
  121378. */
  121379. samples: number;
  121380. private _textureSamples;
  121381. /**
  121382. * Number of samples to use for antialiasing
  121383. */
  121384. textureSamples: number;
  121385. /**
  121386. * Ratio object used for SSAO ratio and blur ratio
  121387. */
  121388. private _ratio;
  121389. /**
  121390. * Dynamically generated sphere sampler.
  121391. */
  121392. private _sampleSphere;
  121393. /**
  121394. * Blur filter offsets
  121395. */
  121396. private _samplerOffsets;
  121397. private _expensiveBlur;
  121398. /**
  121399. * If bilateral blur should be used
  121400. */
  121401. expensiveBlur: boolean;
  121402. /**
  121403. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  121404. */
  121405. radius: number;
  121406. /**
  121407. * The base color of the SSAO post-process
  121408. * The final result is "base + ssao" between [0, 1]
  121409. */
  121410. base: number;
  121411. /**
  121412. * Support test.
  121413. */
  121414. static readonly IsSupported: boolean;
  121415. private _scene;
  121416. private _depthTexture;
  121417. private _normalTexture;
  121418. private _randomTexture;
  121419. private _originalColorPostProcess;
  121420. private _ssaoPostProcess;
  121421. private _blurHPostProcess;
  121422. private _blurVPostProcess;
  121423. private _ssaoCombinePostProcess;
  121424. private _firstUpdate;
  121425. /**
  121426. * Gets active scene
  121427. */
  121428. readonly scene: Scene;
  121429. /**
  121430. * @constructor
  121431. * @param name The rendering pipeline name
  121432. * @param scene The scene linked to this pipeline
  121433. * @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 }
  121434. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121435. */
  121436. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  121437. /**
  121438. * Get the class name
  121439. * @returns "SSAO2RenderingPipeline"
  121440. */
  121441. getClassName(): string;
  121442. /**
  121443. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  121444. */
  121445. dispose(disableGeometryBufferRenderer?: boolean): void;
  121446. private _createBlurPostProcess;
  121447. /** @hidden */
  121448. _rebuild(): void;
  121449. private _bits;
  121450. private _radicalInverse_VdC;
  121451. private _hammersley;
  121452. private _hemisphereSample_uniform;
  121453. private _generateHemisphere;
  121454. private _createSSAOPostProcess;
  121455. private _createSSAOCombinePostProcess;
  121456. private _createRandomTexture;
  121457. /**
  121458. * Serialize the rendering pipeline (Used when exporting)
  121459. * @returns the serialized object
  121460. */
  121461. serialize(): any;
  121462. /**
  121463. * Parse the serialized pipeline
  121464. * @param source Source pipeline.
  121465. * @param scene The scene to load the pipeline to.
  121466. * @param rootUrl The URL of the serialized pipeline.
  121467. * @returns An instantiated pipeline from the serialized object.
  121468. */
  121469. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  121470. }
  121471. }
  121472. declare module BABYLON {
  121473. /** @hidden */
  121474. export var ssaoPixelShader: {
  121475. name: string;
  121476. shader: string;
  121477. };
  121478. }
  121479. declare module BABYLON {
  121480. /**
  121481. * Render pipeline to produce ssao effect
  121482. */
  121483. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  121484. /**
  121485. * @ignore
  121486. * The PassPostProcess id in the pipeline that contains the original scene color
  121487. */
  121488. SSAOOriginalSceneColorEffect: string;
  121489. /**
  121490. * @ignore
  121491. * The SSAO PostProcess id in the pipeline
  121492. */
  121493. SSAORenderEffect: string;
  121494. /**
  121495. * @ignore
  121496. * The horizontal blur PostProcess id in the pipeline
  121497. */
  121498. SSAOBlurHRenderEffect: string;
  121499. /**
  121500. * @ignore
  121501. * The vertical blur PostProcess id in the pipeline
  121502. */
  121503. SSAOBlurVRenderEffect: string;
  121504. /**
  121505. * @ignore
  121506. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  121507. */
  121508. SSAOCombineRenderEffect: string;
  121509. /**
  121510. * The output strength of the SSAO post-process. Default value is 1.0.
  121511. */
  121512. totalStrength: number;
  121513. /**
  121514. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  121515. */
  121516. radius: number;
  121517. /**
  121518. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  121519. * Must not be equal to fallOff and superior to fallOff.
  121520. * Default value is 0.0075
  121521. */
  121522. area: number;
  121523. /**
  121524. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  121525. * Must not be equal to area and inferior to area.
  121526. * Default value is 0.000001
  121527. */
  121528. fallOff: number;
  121529. /**
  121530. * The base color of the SSAO post-process
  121531. * The final result is "base + ssao" between [0, 1]
  121532. */
  121533. base: number;
  121534. private _scene;
  121535. private _depthTexture;
  121536. private _randomTexture;
  121537. private _originalColorPostProcess;
  121538. private _ssaoPostProcess;
  121539. private _blurHPostProcess;
  121540. private _blurVPostProcess;
  121541. private _ssaoCombinePostProcess;
  121542. private _firstUpdate;
  121543. /**
  121544. * Gets active scene
  121545. */
  121546. readonly scene: Scene;
  121547. /**
  121548. * @constructor
  121549. * @param name - The rendering pipeline name
  121550. * @param scene - The scene linked to this pipeline
  121551. * @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 }
  121552. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  121553. */
  121554. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  121555. /**
  121556. * Get the class name
  121557. * @returns "SSAORenderingPipeline"
  121558. */
  121559. getClassName(): string;
  121560. /**
  121561. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  121562. */
  121563. dispose(disableDepthRender?: boolean): void;
  121564. private _createBlurPostProcess;
  121565. /** @hidden */
  121566. _rebuild(): void;
  121567. private _createSSAOPostProcess;
  121568. private _createSSAOCombinePostProcess;
  121569. private _createRandomTexture;
  121570. }
  121571. }
  121572. declare module BABYLON {
  121573. /** @hidden */
  121574. export var standardPixelShader: {
  121575. name: string;
  121576. shader: string;
  121577. };
  121578. }
  121579. declare module BABYLON {
  121580. /**
  121581. * Standard rendering pipeline
  121582. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  121583. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  121584. */
  121585. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  121586. /**
  121587. * Public members
  121588. */
  121589. /**
  121590. * Post-process which contains the original scene color before the pipeline applies all the effects
  121591. */
  121592. originalPostProcess: Nullable<PostProcess>;
  121593. /**
  121594. * Post-process used to down scale an image x4
  121595. */
  121596. downSampleX4PostProcess: Nullable<PostProcess>;
  121597. /**
  121598. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  121599. */
  121600. brightPassPostProcess: Nullable<PostProcess>;
  121601. /**
  121602. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  121603. */
  121604. blurHPostProcesses: PostProcess[];
  121605. /**
  121606. * Post-process array storing all the vertical blur post-processes used by the pipeline
  121607. */
  121608. blurVPostProcesses: PostProcess[];
  121609. /**
  121610. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  121611. */
  121612. textureAdderPostProcess: Nullable<PostProcess>;
  121613. /**
  121614. * Post-process used to create volumetric lighting effect
  121615. */
  121616. volumetricLightPostProcess: Nullable<PostProcess>;
  121617. /**
  121618. * Post-process used to smooth the previous volumetric light post-process on the X axis
  121619. */
  121620. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  121621. /**
  121622. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  121623. */
  121624. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  121625. /**
  121626. * Post-process used to merge the volumetric light effect and the real scene color
  121627. */
  121628. volumetricLightMergePostProces: Nullable<PostProcess>;
  121629. /**
  121630. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  121631. */
  121632. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  121633. /**
  121634. * Base post-process used to calculate the average luminance of the final image for HDR
  121635. */
  121636. luminancePostProcess: Nullable<PostProcess>;
  121637. /**
  121638. * Post-processes used to create down sample post-processes in order to get
  121639. * the average luminance of the final image for HDR
  121640. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  121641. */
  121642. luminanceDownSamplePostProcesses: PostProcess[];
  121643. /**
  121644. * Post-process used to create a HDR effect (light adaptation)
  121645. */
  121646. hdrPostProcess: Nullable<PostProcess>;
  121647. /**
  121648. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  121649. */
  121650. textureAdderFinalPostProcess: Nullable<PostProcess>;
  121651. /**
  121652. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  121653. */
  121654. lensFlareFinalPostProcess: Nullable<PostProcess>;
  121655. /**
  121656. * Post-process used to merge the final HDR post-process and the real scene color
  121657. */
  121658. hdrFinalPostProcess: Nullable<PostProcess>;
  121659. /**
  121660. * Post-process used to create a lens flare effect
  121661. */
  121662. lensFlarePostProcess: Nullable<PostProcess>;
  121663. /**
  121664. * Post-process that merges the result of the lens flare post-process and the real scene color
  121665. */
  121666. lensFlareComposePostProcess: Nullable<PostProcess>;
  121667. /**
  121668. * Post-process used to create a motion blur effect
  121669. */
  121670. motionBlurPostProcess: Nullable<PostProcess>;
  121671. /**
  121672. * Post-process used to create a depth of field effect
  121673. */
  121674. depthOfFieldPostProcess: Nullable<PostProcess>;
  121675. /**
  121676. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  121677. */
  121678. fxaaPostProcess: Nullable<FxaaPostProcess>;
  121679. /**
  121680. * Represents the brightness threshold in order to configure the illuminated surfaces
  121681. */
  121682. brightThreshold: number;
  121683. /**
  121684. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  121685. */
  121686. blurWidth: number;
  121687. /**
  121688. * Sets if the blur for highlighted surfaces must be only horizontal
  121689. */
  121690. horizontalBlur: boolean;
  121691. /**
  121692. * Gets the overall exposure used by the pipeline
  121693. */
  121694. /**
  121695. * Sets the overall exposure used by the pipeline
  121696. */
  121697. exposure: number;
  121698. /**
  121699. * Texture used typically to simulate "dirty" on camera lens
  121700. */
  121701. lensTexture: Nullable<Texture>;
  121702. /**
  121703. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  121704. */
  121705. volumetricLightCoefficient: number;
  121706. /**
  121707. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  121708. */
  121709. volumetricLightPower: number;
  121710. /**
  121711. * Used the set the blur intensity to smooth the volumetric lights
  121712. */
  121713. volumetricLightBlurScale: number;
  121714. /**
  121715. * Light (spot or directional) used to generate the volumetric lights rays
  121716. * The source light must have a shadow generate so the pipeline can get its
  121717. * depth map
  121718. */
  121719. sourceLight: Nullable<SpotLight | DirectionalLight>;
  121720. /**
  121721. * For eye adaptation, represents the minimum luminance the eye can see
  121722. */
  121723. hdrMinimumLuminance: number;
  121724. /**
  121725. * For eye adaptation, represents the decrease luminance speed
  121726. */
  121727. hdrDecreaseRate: number;
  121728. /**
  121729. * For eye adaptation, represents the increase luminance speed
  121730. */
  121731. hdrIncreaseRate: number;
  121732. /**
  121733. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  121734. */
  121735. /**
  121736. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  121737. */
  121738. hdrAutoExposure: boolean;
  121739. /**
  121740. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  121741. */
  121742. lensColorTexture: Nullable<Texture>;
  121743. /**
  121744. * The overall strengh for the lens flare effect
  121745. */
  121746. lensFlareStrength: number;
  121747. /**
  121748. * Dispersion coefficient for lens flare ghosts
  121749. */
  121750. lensFlareGhostDispersal: number;
  121751. /**
  121752. * Main lens flare halo width
  121753. */
  121754. lensFlareHaloWidth: number;
  121755. /**
  121756. * Based on the lens distortion effect, defines how much the lens flare result
  121757. * is distorted
  121758. */
  121759. lensFlareDistortionStrength: number;
  121760. /**
  121761. * Lens star texture must be used to simulate rays on the flares and is available
  121762. * in the documentation
  121763. */
  121764. lensStarTexture: Nullable<Texture>;
  121765. /**
  121766. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  121767. * flare effect by taking account of the dirt texture
  121768. */
  121769. lensFlareDirtTexture: Nullable<Texture>;
  121770. /**
  121771. * Represents the focal length for the depth of field effect
  121772. */
  121773. depthOfFieldDistance: number;
  121774. /**
  121775. * Represents the blur intensity for the blurred part of the depth of field effect
  121776. */
  121777. depthOfFieldBlurWidth: number;
  121778. /**
  121779. * Gets how much the image is blurred by the movement while using the motion blur post-process
  121780. */
  121781. /**
  121782. * Sets how much the image is blurred by the movement while using the motion blur post-process
  121783. */
  121784. motionStrength: number;
  121785. /**
  121786. * Gets wether or not the motion blur post-process is object based or screen based.
  121787. */
  121788. /**
  121789. * Sets wether or not the motion blur post-process should be object based or screen based
  121790. */
  121791. objectBasedMotionBlur: boolean;
  121792. /**
  121793. * List of animations for the pipeline (IAnimatable implementation)
  121794. */
  121795. animations: Animation[];
  121796. /**
  121797. * Private members
  121798. */
  121799. private _scene;
  121800. private _currentDepthOfFieldSource;
  121801. private _basePostProcess;
  121802. private _fixedExposure;
  121803. private _currentExposure;
  121804. private _hdrAutoExposure;
  121805. private _hdrCurrentLuminance;
  121806. private _motionStrength;
  121807. private _isObjectBasedMotionBlur;
  121808. private _floatTextureType;
  121809. private _ratio;
  121810. private _bloomEnabled;
  121811. private _depthOfFieldEnabled;
  121812. private _vlsEnabled;
  121813. private _lensFlareEnabled;
  121814. private _hdrEnabled;
  121815. private _motionBlurEnabled;
  121816. private _fxaaEnabled;
  121817. private _motionBlurSamples;
  121818. private _volumetricLightStepsCount;
  121819. private _samples;
  121820. /**
  121821. * @ignore
  121822. * Specifies if the bloom pipeline is enabled
  121823. */
  121824. BloomEnabled: boolean;
  121825. /**
  121826. * @ignore
  121827. * Specifies if the depth of field pipeline is enabed
  121828. */
  121829. DepthOfFieldEnabled: boolean;
  121830. /**
  121831. * @ignore
  121832. * Specifies if the lens flare pipeline is enabed
  121833. */
  121834. LensFlareEnabled: boolean;
  121835. /**
  121836. * @ignore
  121837. * Specifies if the HDR pipeline is enabled
  121838. */
  121839. HDREnabled: boolean;
  121840. /**
  121841. * @ignore
  121842. * Specifies if the volumetric lights scattering effect is enabled
  121843. */
  121844. VLSEnabled: boolean;
  121845. /**
  121846. * @ignore
  121847. * Specifies if the motion blur effect is enabled
  121848. */
  121849. MotionBlurEnabled: boolean;
  121850. /**
  121851. * Specifies if anti-aliasing is enabled
  121852. */
  121853. fxaaEnabled: boolean;
  121854. /**
  121855. * Specifies the number of steps used to calculate the volumetric lights
  121856. * Typically in interval [50, 200]
  121857. */
  121858. volumetricLightStepsCount: number;
  121859. /**
  121860. * Specifies the number of samples used for the motion blur effect
  121861. * Typically in interval [16, 64]
  121862. */
  121863. motionBlurSamples: number;
  121864. /**
  121865. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  121866. */
  121867. samples: number;
  121868. /**
  121869. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  121870. * @constructor
  121871. * @param name The rendering pipeline name
  121872. * @param scene The scene linked to this pipeline
  121873. * @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)
  121874. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  121875. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121876. */
  121877. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  121878. private _buildPipeline;
  121879. private _createDownSampleX4PostProcess;
  121880. private _createBrightPassPostProcess;
  121881. private _createBlurPostProcesses;
  121882. private _createTextureAdderPostProcess;
  121883. private _createVolumetricLightPostProcess;
  121884. private _createLuminancePostProcesses;
  121885. private _createHdrPostProcess;
  121886. private _createLensFlarePostProcess;
  121887. private _createDepthOfFieldPostProcess;
  121888. private _createMotionBlurPostProcess;
  121889. private _getDepthTexture;
  121890. private _disposePostProcesses;
  121891. /**
  121892. * Dispose of the pipeline and stop all post processes
  121893. */
  121894. dispose(): void;
  121895. /**
  121896. * Serialize the rendering pipeline (Used when exporting)
  121897. * @returns the serialized object
  121898. */
  121899. serialize(): any;
  121900. /**
  121901. * Parse the serialized pipeline
  121902. * @param source Source pipeline.
  121903. * @param scene The scene to load the pipeline to.
  121904. * @param rootUrl The URL of the serialized pipeline.
  121905. * @returns An instantiated pipeline from the serialized object.
  121906. */
  121907. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  121908. /**
  121909. * Luminance steps
  121910. */
  121911. static LuminanceSteps: number;
  121912. }
  121913. }
  121914. declare module BABYLON {
  121915. /** @hidden */
  121916. export var tonemapPixelShader: {
  121917. name: string;
  121918. shader: string;
  121919. };
  121920. }
  121921. declare module BABYLON {
  121922. /** Defines operator used for tonemapping */
  121923. export enum TonemappingOperator {
  121924. /** Hable */
  121925. Hable = 0,
  121926. /** Reinhard */
  121927. Reinhard = 1,
  121928. /** HejiDawson */
  121929. HejiDawson = 2,
  121930. /** Photographic */
  121931. Photographic = 3
  121932. }
  121933. /**
  121934. * Defines a post process to apply tone mapping
  121935. */
  121936. export class TonemapPostProcess extends PostProcess {
  121937. private _operator;
  121938. /** Defines the required exposure adjustement */
  121939. exposureAdjustment: number;
  121940. /**
  121941. * Creates a new TonemapPostProcess
  121942. * @param name defines the name of the postprocess
  121943. * @param _operator defines the operator to use
  121944. * @param exposureAdjustment defines the required exposure adjustement
  121945. * @param camera defines the camera to use (can be null)
  121946. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  121947. * @param engine defines the hosting engine (can be ignore if camera is set)
  121948. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  121949. */
  121950. constructor(name: string, _operator: TonemappingOperator,
  121951. /** Defines the required exposure adjustement */
  121952. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  121953. }
  121954. }
  121955. declare module BABYLON {
  121956. /** @hidden */
  121957. export var depthVertexShader: {
  121958. name: string;
  121959. shader: string;
  121960. };
  121961. }
  121962. declare module BABYLON {
  121963. /** @hidden */
  121964. export var volumetricLightScatteringPixelShader: {
  121965. name: string;
  121966. shader: string;
  121967. };
  121968. }
  121969. declare module BABYLON {
  121970. /** @hidden */
  121971. export var volumetricLightScatteringPassPixelShader: {
  121972. name: string;
  121973. shader: string;
  121974. };
  121975. }
  121976. declare module BABYLON {
  121977. /**
  121978. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  121979. */
  121980. export class VolumetricLightScatteringPostProcess extends PostProcess {
  121981. private _volumetricLightScatteringPass;
  121982. private _volumetricLightScatteringRTT;
  121983. private _viewPort;
  121984. private _screenCoordinates;
  121985. private _cachedDefines;
  121986. /**
  121987. * If not undefined, the mesh position is computed from the attached node position
  121988. */
  121989. attachedNode: {
  121990. position: Vector3;
  121991. };
  121992. /**
  121993. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  121994. */
  121995. customMeshPosition: Vector3;
  121996. /**
  121997. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  121998. */
  121999. useCustomMeshPosition: boolean;
  122000. /**
  122001. * If the post-process should inverse the light scattering direction
  122002. */
  122003. invert: boolean;
  122004. /**
  122005. * The internal mesh used by the post-process
  122006. */
  122007. mesh: Mesh;
  122008. /**
  122009. * @hidden
  122010. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  122011. */
  122012. useDiffuseColor: boolean;
  122013. /**
  122014. * Array containing the excluded meshes not rendered in the internal pass
  122015. */
  122016. excludedMeshes: AbstractMesh[];
  122017. /**
  122018. * Controls the overall intensity of the post-process
  122019. */
  122020. exposure: number;
  122021. /**
  122022. * Dissipates each sample's contribution in range [0, 1]
  122023. */
  122024. decay: number;
  122025. /**
  122026. * Controls the overall intensity of each sample
  122027. */
  122028. weight: number;
  122029. /**
  122030. * Controls the density of each sample
  122031. */
  122032. density: number;
  122033. /**
  122034. * @constructor
  122035. * @param name The post-process name
  122036. * @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)
  122037. * @param camera The camera that the post-process will be attached to
  122038. * @param mesh The mesh used to create the light scattering
  122039. * @param samples The post-process quality, default 100
  122040. * @param samplingModeThe post-process filtering mode
  122041. * @param engine The babylon engine
  122042. * @param reusable If the post-process is reusable
  122043. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  122044. */
  122045. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  122046. /**
  122047. * Returns the string "VolumetricLightScatteringPostProcess"
  122048. * @returns "VolumetricLightScatteringPostProcess"
  122049. */
  122050. getClassName(): string;
  122051. private _isReady;
  122052. /**
  122053. * Sets the new light position for light scattering effect
  122054. * @param position The new custom light position
  122055. */
  122056. setCustomMeshPosition(position: Vector3): void;
  122057. /**
  122058. * Returns the light position for light scattering effect
  122059. * @return Vector3 The custom light position
  122060. */
  122061. getCustomMeshPosition(): Vector3;
  122062. /**
  122063. * Disposes the internal assets and detaches the post-process from the camera
  122064. */
  122065. dispose(camera: Camera): void;
  122066. /**
  122067. * Returns the render target texture used by the post-process
  122068. * @return the render target texture used by the post-process
  122069. */
  122070. getPass(): RenderTargetTexture;
  122071. private _meshExcluded;
  122072. private _createPass;
  122073. private _updateMeshScreenCoordinates;
  122074. /**
  122075. * Creates a default mesh for the Volumeric Light Scattering post-process
  122076. * @param name The mesh name
  122077. * @param scene The scene where to create the mesh
  122078. * @return the default mesh
  122079. */
  122080. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  122081. }
  122082. }
  122083. declare module BABYLON {
  122084. interface Scene {
  122085. /** @hidden (Backing field) */
  122086. _boundingBoxRenderer: BoundingBoxRenderer;
  122087. /** @hidden (Backing field) */
  122088. _forceShowBoundingBoxes: boolean;
  122089. /**
  122090. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  122091. */
  122092. forceShowBoundingBoxes: boolean;
  122093. /**
  122094. * Gets the bounding box renderer associated with the scene
  122095. * @returns a BoundingBoxRenderer
  122096. */
  122097. getBoundingBoxRenderer(): BoundingBoxRenderer;
  122098. }
  122099. interface AbstractMesh {
  122100. /** @hidden (Backing field) */
  122101. _showBoundingBox: boolean;
  122102. /**
  122103. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  122104. */
  122105. showBoundingBox: boolean;
  122106. }
  122107. /**
  122108. * Component responsible of rendering the bounding box of the meshes in a scene.
  122109. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  122110. */
  122111. export class BoundingBoxRenderer implements ISceneComponent {
  122112. /**
  122113. * The component name helpfull to identify the component in the list of scene components.
  122114. */
  122115. readonly name: string;
  122116. /**
  122117. * The scene the component belongs to.
  122118. */
  122119. scene: Scene;
  122120. /**
  122121. * Color of the bounding box lines placed in front of an object
  122122. */
  122123. frontColor: Color3;
  122124. /**
  122125. * Color of the bounding box lines placed behind an object
  122126. */
  122127. backColor: Color3;
  122128. /**
  122129. * Defines if the renderer should show the back lines or not
  122130. */
  122131. showBackLines: boolean;
  122132. /**
  122133. * @hidden
  122134. */
  122135. renderList: SmartArray<BoundingBox>;
  122136. private _colorShader;
  122137. private _vertexBuffers;
  122138. private _indexBuffer;
  122139. private _fillIndexBuffer;
  122140. private _fillIndexData;
  122141. /**
  122142. * Instantiates a new bounding box renderer in a scene.
  122143. * @param scene the scene the renderer renders in
  122144. */
  122145. constructor(scene: Scene);
  122146. /**
  122147. * Registers the component in a given scene
  122148. */
  122149. register(): void;
  122150. private _evaluateSubMesh;
  122151. private _activeMesh;
  122152. private _prepareRessources;
  122153. private _createIndexBuffer;
  122154. /**
  122155. * Rebuilds the elements related to this component in case of
  122156. * context lost for instance.
  122157. */
  122158. rebuild(): void;
  122159. /**
  122160. * @hidden
  122161. */
  122162. reset(): void;
  122163. /**
  122164. * Render the bounding boxes of a specific rendering group
  122165. * @param renderingGroupId defines the rendering group to render
  122166. */
  122167. render(renderingGroupId: number): void;
  122168. /**
  122169. * In case of occlusion queries, we can render the occlusion bounding box through this method
  122170. * @param mesh Define the mesh to render the occlusion bounding box for
  122171. */
  122172. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  122173. /**
  122174. * Dispose and release the resources attached to this renderer.
  122175. */
  122176. dispose(): void;
  122177. }
  122178. }
  122179. declare module BABYLON {
  122180. /** @hidden */
  122181. export var depthPixelShader: {
  122182. name: string;
  122183. shader: string;
  122184. };
  122185. }
  122186. declare module BABYLON {
  122187. /**
  122188. * This represents a depth renderer in Babylon.
  122189. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  122190. */
  122191. export class DepthRenderer {
  122192. private _scene;
  122193. private _depthMap;
  122194. private _effect;
  122195. private readonly _storeNonLinearDepth;
  122196. private readonly _clearColor;
  122197. /** Get if the depth renderer is using packed depth or not */
  122198. readonly isPacked: boolean;
  122199. private _cachedDefines;
  122200. private _camera;
  122201. /**
  122202. * Specifiess that the depth renderer will only be used within
  122203. * the camera it is created for.
  122204. * This can help forcing its rendering during the camera processing.
  122205. */
  122206. useOnlyInActiveCamera: boolean;
  122207. /** @hidden */
  122208. static _SceneComponentInitialization: (scene: Scene) => void;
  122209. /**
  122210. * Instantiates a depth renderer
  122211. * @param scene The scene the renderer belongs to
  122212. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  122213. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  122214. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  122215. */
  122216. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  122217. /**
  122218. * Creates the depth rendering effect and checks if the effect is ready.
  122219. * @param subMesh The submesh to be used to render the depth map of
  122220. * @param useInstances If multiple world instances should be used
  122221. * @returns if the depth renderer is ready to render the depth map
  122222. */
  122223. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122224. /**
  122225. * Gets the texture which the depth map will be written to.
  122226. * @returns The depth map texture
  122227. */
  122228. getDepthMap(): RenderTargetTexture;
  122229. /**
  122230. * Disposes of the depth renderer.
  122231. */
  122232. dispose(): void;
  122233. }
  122234. }
  122235. declare module BABYLON {
  122236. interface Scene {
  122237. /** @hidden (Backing field) */
  122238. _depthRenderer: {
  122239. [id: string]: DepthRenderer;
  122240. };
  122241. /**
  122242. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  122243. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  122244. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  122245. * @returns the created depth renderer
  122246. */
  122247. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  122248. /**
  122249. * Disables a depth renderer for a given camera
  122250. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  122251. */
  122252. disableDepthRenderer(camera?: Nullable<Camera>): void;
  122253. }
  122254. /**
  122255. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  122256. * in several rendering techniques.
  122257. */
  122258. export class DepthRendererSceneComponent implements ISceneComponent {
  122259. /**
  122260. * The component name helpfull to identify the component in the list of scene components.
  122261. */
  122262. readonly name: string;
  122263. /**
  122264. * The scene the component belongs to.
  122265. */
  122266. scene: Scene;
  122267. /**
  122268. * Creates a new instance of the component for the given scene
  122269. * @param scene Defines the scene to register the component in
  122270. */
  122271. constructor(scene: Scene);
  122272. /**
  122273. * Registers the component in a given scene
  122274. */
  122275. register(): void;
  122276. /**
  122277. * Rebuilds the elements related to this component in case of
  122278. * context lost for instance.
  122279. */
  122280. rebuild(): void;
  122281. /**
  122282. * Disposes the component and the associated ressources
  122283. */
  122284. dispose(): void;
  122285. private _gatherRenderTargets;
  122286. private _gatherActiveCameraRenderTargets;
  122287. }
  122288. }
  122289. declare module BABYLON {
  122290. /** @hidden */
  122291. export var outlinePixelShader: {
  122292. name: string;
  122293. shader: string;
  122294. };
  122295. }
  122296. declare module BABYLON {
  122297. /** @hidden */
  122298. export var outlineVertexShader: {
  122299. name: string;
  122300. shader: string;
  122301. };
  122302. }
  122303. declare module BABYLON {
  122304. interface Scene {
  122305. /** @hidden */
  122306. _outlineRenderer: OutlineRenderer;
  122307. /**
  122308. * Gets the outline renderer associated with the scene
  122309. * @returns a OutlineRenderer
  122310. */
  122311. getOutlineRenderer(): OutlineRenderer;
  122312. }
  122313. interface AbstractMesh {
  122314. /** @hidden (Backing field) */
  122315. _renderOutline: boolean;
  122316. /**
  122317. * Gets or sets a boolean indicating if the outline must be rendered as well
  122318. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  122319. */
  122320. renderOutline: boolean;
  122321. /** @hidden (Backing field) */
  122322. _renderOverlay: boolean;
  122323. /**
  122324. * Gets or sets a boolean indicating if the overlay must be rendered as well
  122325. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  122326. */
  122327. renderOverlay: boolean;
  122328. }
  122329. /**
  122330. * This class is responsible to draw bothe outline/overlay of meshes.
  122331. * It should not be used directly but through the available method on mesh.
  122332. */
  122333. export class OutlineRenderer implements ISceneComponent {
  122334. /**
  122335. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  122336. */
  122337. private static _StencilReference;
  122338. /**
  122339. * The name of the component. Each component must have a unique name.
  122340. */
  122341. name: string;
  122342. /**
  122343. * The scene the component belongs to.
  122344. */
  122345. scene: Scene;
  122346. /**
  122347. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  122348. */
  122349. zOffset: number;
  122350. private _engine;
  122351. private _effect;
  122352. private _cachedDefines;
  122353. private _savedDepthWrite;
  122354. /**
  122355. * Instantiates a new outline renderer. (There could be only one per scene).
  122356. * @param scene Defines the scene it belongs to
  122357. */
  122358. constructor(scene: Scene);
  122359. /**
  122360. * Register the component to one instance of a scene.
  122361. */
  122362. register(): void;
  122363. /**
  122364. * Rebuilds the elements related to this component in case of
  122365. * context lost for instance.
  122366. */
  122367. rebuild(): void;
  122368. /**
  122369. * Disposes the component and the associated ressources.
  122370. */
  122371. dispose(): void;
  122372. /**
  122373. * Renders the outline in the canvas.
  122374. * @param subMesh Defines the sumesh to render
  122375. * @param batch Defines the batch of meshes in case of instances
  122376. * @param useOverlay Defines if the rendering is for the overlay or the outline
  122377. */
  122378. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  122379. /**
  122380. * Returns whether or not the outline renderer is ready for a given submesh.
  122381. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  122382. * @param subMesh Defines the submesh to check readyness for
  122383. * @param useInstances Defines wheter wee are trying to render instances or not
  122384. * @returns true if ready otherwise false
  122385. */
  122386. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122387. private _beforeRenderingMesh;
  122388. private _afterRenderingMesh;
  122389. }
  122390. }
  122391. declare module BABYLON {
  122392. /**
  122393. * Defines the list of states available for a task inside a AssetsManager
  122394. */
  122395. export enum AssetTaskState {
  122396. /**
  122397. * Initialization
  122398. */
  122399. INIT = 0,
  122400. /**
  122401. * Running
  122402. */
  122403. RUNNING = 1,
  122404. /**
  122405. * Done
  122406. */
  122407. DONE = 2,
  122408. /**
  122409. * Error
  122410. */
  122411. ERROR = 3
  122412. }
  122413. /**
  122414. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  122415. */
  122416. export abstract class AbstractAssetTask {
  122417. /**
  122418. * Task name
  122419. */ name: string;
  122420. /**
  122421. * Callback called when the task is successful
  122422. */
  122423. onSuccess: (task: any) => void;
  122424. /**
  122425. * Callback called when the task is not successful
  122426. */
  122427. onError: (task: any, message?: string, exception?: any) => void;
  122428. /**
  122429. * Creates a new AssetsManager
  122430. * @param name defines the name of the task
  122431. */
  122432. constructor(
  122433. /**
  122434. * Task name
  122435. */ name: string);
  122436. private _isCompleted;
  122437. private _taskState;
  122438. private _errorObject;
  122439. /**
  122440. * Get if the task is completed
  122441. */
  122442. readonly isCompleted: boolean;
  122443. /**
  122444. * Gets the current state of the task
  122445. */
  122446. readonly taskState: AssetTaskState;
  122447. /**
  122448. * Gets the current error object (if task is in error)
  122449. */
  122450. readonly errorObject: {
  122451. message?: string;
  122452. exception?: any;
  122453. };
  122454. /**
  122455. * Internal only
  122456. * @hidden
  122457. */
  122458. _setErrorObject(message?: string, exception?: any): void;
  122459. /**
  122460. * Execute the current task
  122461. * @param scene defines the scene where you want your assets to be loaded
  122462. * @param onSuccess is a callback called when the task is successfully executed
  122463. * @param onError is a callback called if an error occurs
  122464. */
  122465. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122466. /**
  122467. * Execute the current task
  122468. * @param scene defines the scene where you want your assets to be loaded
  122469. * @param onSuccess is a callback called when the task is successfully executed
  122470. * @param onError is a callback called if an error occurs
  122471. */
  122472. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122473. /**
  122474. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  122475. * This can be used with failed tasks that have the reason for failure fixed.
  122476. */
  122477. reset(): void;
  122478. private onErrorCallback;
  122479. private onDoneCallback;
  122480. }
  122481. /**
  122482. * Define the interface used by progress events raised during assets loading
  122483. */
  122484. export interface IAssetsProgressEvent {
  122485. /**
  122486. * Defines the number of remaining tasks to process
  122487. */
  122488. remainingCount: number;
  122489. /**
  122490. * Defines the total number of tasks
  122491. */
  122492. totalCount: number;
  122493. /**
  122494. * Defines the task that was just processed
  122495. */
  122496. task: AbstractAssetTask;
  122497. }
  122498. /**
  122499. * Class used to share progress information about assets loading
  122500. */
  122501. export class AssetsProgressEvent implements IAssetsProgressEvent {
  122502. /**
  122503. * Defines the number of remaining tasks to process
  122504. */
  122505. remainingCount: number;
  122506. /**
  122507. * Defines the total number of tasks
  122508. */
  122509. totalCount: number;
  122510. /**
  122511. * Defines the task that was just processed
  122512. */
  122513. task: AbstractAssetTask;
  122514. /**
  122515. * Creates a AssetsProgressEvent
  122516. * @param remainingCount defines the number of remaining tasks to process
  122517. * @param totalCount defines the total number of tasks
  122518. * @param task defines the task that was just processed
  122519. */
  122520. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  122521. }
  122522. /**
  122523. * Define a task used by AssetsManager to load meshes
  122524. */
  122525. export class MeshAssetTask extends AbstractAssetTask {
  122526. /**
  122527. * Defines the name of the task
  122528. */
  122529. name: string;
  122530. /**
  122531. * Defines the list of mesh's names you want to load
  122532. */
  122533. meshesNames: any;
  122534. /**
  122535. * Defines the root url to use as a base to load your meshes and associated resources
  122536. */
  122537. rootUrl: string;
  122538. /**
  122539. * Defines the filename of the scene to load from
  122540. */
  122541. sceneFilename: string;
  122542. /**
  122543. * Gets the list of loaded meshes
  122544. */
  122545. loadedMeshes: Array<AbstractMesh>;
  122546. /**
  122547. * Gets the list of loaded particle systems
  122548. */
  122549. loadedParticleSystems: Array<IParticleSystem>;
  122550. /**
  122551. * Gets the list of loaded skeletons
  122552. */
  122553. loadedSkeletons: Array<Skeleton>;
  122554. /**
  122555. * Gets the list of loaded animation groups
  122556. */
  122557. loadedAnimationGroups: Array<AnimationGroup>;
  122558. /**
  122559. * Callback called when the task is successful
  122560. */
  122561. onSuccess: (task: MeshAssetTask) => void;
  122562. /**
  122563. * Callback called when the task is successful
  122564. */
  122565. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  122566. /**
  122567. * Creates a new MeshAssetTask
  122568. * @param name defines the name of the task
  122569. * @param meshesNames defines the list of mesh's names you want to load
  122570. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  122571. * @param sceneFilename defines the filename of the scene to load from
  122572. */
  122573. constructor(
  122574. /**
  122575. * Defines the name of the task
  122576. */
  122577. name: string,
  122578. /**
  122579. * Defines the list of mesh's names you want to load
  122580. */
  122581. meshesNames: any,
  122582. /**
  122583. * Defines the root url to use as a base to load your meshes and associated resources
  122584. */
  122585. rootUrl: string,
  122586. /**
  122587. * Defines the filename of the scene to load from
  122588. */
  122589. sceneFilename: string);
  122590. /**
  122591. * Execute the current task
  122592. * @param scene defines the scene where you want your assets to be loaded
  122593. * @param onSuccess is a callback called when the task is successfully executed
  122594. * @param onError is a callback called if an error occurs
  122595. */
  122596. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122597. }
  122598. /**
  122599. * Define a task used by AssetsManager to load text content
  122600. */
  122601. export class TextFileAssetTask extends AbstractAssetTask {
  122602. /**
  122603. * Defines the name of the task
  122604. */
  122605. name: string;
  122606. /**
  122607. * Defines the location of the file to load
  122608. */
  122609. url: string;
  122610. /**
  122611. * Gets the loaded text string
  122612. */
  122613. text: string;
  122614. /**
  122615. * Callback called when the task is successful
  122616. */
  122617. onSuccess: (task: TextFileAssetTask) => void;
  122618. /**
  122619. * Callback called when the task is successful
  122620. */
  122621. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  122622. /**
  122623. * Creates a new TextFileAssetTask object
  122624. * @param name defines the name of the task
  122625. * @param url defines the location of the file to load
  122626. */
  122627. constructor(
  122628. /**
  122629. * Defines the name of the task
  122630. */
  122631. name: string,
  122632. /**
  122633. * Defines the location of the file to load
  122634. */
  122635. url: string);
  122636. /**
  122637. * Execute the current task
  122638. * @param scene defines the scene where you want your assets to be loaded
  122639. * @param onSuccess is a callback called when the task is successfully executed
  122640. * @param onError is a callback called if an error occurs
  122641. */
  122642. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122643. }
  122644. /**
  122645. * Define a task used by AssetsManager to load binary data
  122646. */
  122647. export class BinaryFileAssetTask extends AbstractAssetTask {
  122648. /**
  122649. * Defines the name of the task
  122650. */
  122651. name: string;
  122652. /**
  122653. * Defines the location of the file to load
  122654. */
  122655. url: string;
  122656. /**
  122657. * Gets the lodaded data (as an array buffer)
  122658. */
  122659. data: ArrayBuffer;
  122660. /**
  122661. * Callback called when the task is successful
  122662. */
  122663. onSuccess: (task: BinaryFileAssetTask) => void;
  122664. /**
  122665. * Callback called when the task is successful
  122666. */
  122667. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  122668. /**
  122669. * Creates a new BinaryFileAssetTask object
  122670. * @param name defines the name of the new task
  122671. * @param url defines the location of the file to load
  122672. */
  122673. constructor(
  122674. /**
  122675. * Defines the name of the task
  122676. */
  122677. name: string,
  122678. /**
  122679. * Defines the location of the file to load
  122680. */
  122681. url: string);
  122682. /**
  122683. * Execute the current task
  122684. * @param scene defines the scene where you want your assets to be loaded
  122685. * @param onSuccess is a callback called when the task is successfully executed
  122686. * @param onError is a callback called if an error occurs
  122687. */
  122688. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122689. }
  122690. /**
  122691. * Define a task used by AssetsManager to load images
  122692. */
  122693. export class ImageAssetTask extends AbstractAssetTask {
  122694. /**
  122695. * Defines the name of the task
  122696. */
  122697. name: string;
  122698. /**
  122699. * Defines the location of the image to load
  122700. */
  122701. url: string;
  122702. /**
  122703. * Gets the loaded images
  122704. */
  122705. image: HTMLImageElement;
  122706. /**
  122707. * Callback called when the task is successful
  122708. */
  122709. onSuccess: (task: ImageAssetTask) => void;
  122710. /**
  122711. * Callback called when the task is successful
  122712. */
  122713. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  122714. /**
  122715. * Creates a new ImageAssetTask
  122716. * @param name defines the name of the task
  122717. * @param url defines the location of the image to load
  122718. */
  122719. constructor(
  122720. /**
  122721. * Defines the name of the task
  122722. */
  122723. name: string,
  122724. /**
  122725. * Defines the location of the image to load
  122726. */
  122727. url: string);
  122728. /**
  122729. * Execute the current task
  122730. * @param scene defines the scene where you want your assets to be loaded
  122731. * @param onSuccess is a callback called when the task is successfully executed
  122732. * @param onError is a callback called if an error occurs
  122733. */
  122734. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122735. }
  122736. /**
  122737. * Defines the interface used by texture loading tasks
  122738. */
  122739. export interface ITextureAssetTask<TEX extends BaseTexture> {
  122740. /**
  122741. * Gets the loaded texture
  122742. */
  122743. texture: TEX;
  122744. }
  122745. /**
  122746. * Define a task used by AssetsManager to load 2D textures
  122747. */
  122748. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  122749. /**
  122750. * Defines the name of the task
  122751. */
  122752. name: string;
  122753. /**
  122754. * Defines the location of the file to load
  122755. */
  122756. url: string;
  122757. /**
  122758. * Defines if mipmap should not be generated (default is false)
  122759. */
  122760. noMipmap?: boolean | undefined;
  122761. /**
  122762. * Defines if texture must be inverted on Y axis (default is false)
  122763. */
  122764. invertY?: boolean | undefined;
  122765. /**
  122766. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  122767. */
  122768. samplingMode: number;
  122769. /**
  122770. * Gets the loaded texture
  122771. */
  122772. texture: Texture;
  122773. /**
  122774. * Callback called when the task is successful
  122775. */
  122776. onSuccess: (task: TextureAssetTask) => void;
  122777. /**
  122778. * Callback called when the task is successful
  122779. */
  122780. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  122781. /**
  122782. * Creates a new TextureAssetTask object
  122783. * @param name defines the name of the task
  122784. * @param url defines the location of the file to load
  122785. * @param noMipmap defines if mipmap should not be generated (default is false)
  122786. * @param invertY defines if texture must be inverted on Y axis (default is false)
  122787. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  122788. */
  122789. constructor(
  122790. /**
  122791. * Defines the name of the task
  122792. */
  122793. name: string,
  122794. /**
  122795. * Defines the location of the file to load
  122796. */
  122797. url: string,
  122798. /**
  122799. * Defines if mipmap should not be generated (default is false)
  122800. */
  122801. noMipmap?: boolean | undefined,
  122802. /**
  122803. * Defines if texture must be inverted on Y axis (default is false)
  122804. */
  122805. invertY?: boolean | undefined,
  122806. /**
  122807. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  122808. */
  122809. samplingMode?: number);
  122810. /**
  122811. * Execute the current task
  122812. * @param scene defines the scene where you want your assets to be loaded
  122813. * @param onSuccess is a callback called when the task is successfully executed
  122814. * @param onError is a callback called if an error occurs
  122815. */
  122816. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122817. }
  122818. /**
  122819. * Define a task used by AssetsManager to load cube textures
  122820. */
  122821. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  122822. /**
  122823. * Defines the name of the task
  122824. */
  122825. name: string;
  122826. /**
  122827. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  122828. */
  122829. url: string;
  122830. /**
  122831. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  122832. */
  122833. extensions?: string[] | undefined;
  122834. /**
  122835. * Defines if mipmaps should not be generated (default is false)
  122836. */
  122837. noMipmap?: boolean | undefined;
  122838. /**
  122839. * Defines the explicit list of files (undefined by default)
  122840. */
  122841. files?: string[] | undefined;
  122842. /**
  122843. * Gets the loaded texture
  122844. */
  122845. texture: CubeTexture;
  122846. /**
  122847. * Callback called when the task is successful
  122848. */
  122849. onSuccess: (task: CubeTextureAssetTask) => void;
  122850. /**
  122851. * Callback called when the task is successful
  122852. */
  122853. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  122854. /**
  122855. * Creates a new CubeTextureAssetTask
  122856. * @param name defines the name of the task
  122857. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  122858. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  122859. * @param noMipmap defines if mipmaps should not be generated (default is false)
  122860. * @param files defines the explicit list of files (undefined by default)
  122861. */
  122862. constructor(
  122863. /**
  122864. * Defines the name of the task
  122865. */
  122866. name: string,
  122867. /**
  122868. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  122869. */
  122870. url: string,
  122871. /**
  122872. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  122873. */
  122874. extensions?: string[] | undefined,
  122875. /**
  122876. * Defines if mipmaps should not be generated (default is false)
  122877. */
  122878. noMipmap?: boolean | undefined,
  122879. /**
  122880. * Defines the explicit list of files (undefined by default)
  122881. */
  122882. files?: string[] | undefined);
  122883. /**
  122884. * Execute the current task
  122885. * @param scene defines the scene where you want your assets to be loaded
  122886. * @param onSuccess is a callback called when the task is successfully executed
  122887. * @param onError is a callback called if an error occurs
  122888. */
  122889. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122890. }
  122891. /**
  122892. * Define a task used by AssetsManager to load HDR cube textures
  122893. */
  122894. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  122895. /**
  122896. * Defines the name of the task
  122897. */
  122898. name: string;
  122899. /**
  122900. * Defines the location of the file to load
  122901. */
  122902. url: string;
  122903. /**
  122904. * Defines the desired size (the more it increases the longer the generation will be)
  122905. */
  122906. size: number;
  122907. /**
  122908. * Defines if mipmaps should not be generated (default is false)
  122909. */
  122910. noMipmap: boolean;
  122911. /**
  122912. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  122913. */
  122914. generateHarmonics: boolean;
  122915. /**
  122916. * 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)
  122917. */
  122918. gammaSpace: boolean;
  122919. /**
  122920. * Internal Use Only
  122921. */
  122922. reserved: boolean;
  122923. /**
  122924. * Gets the loaded texture
  122925. */
  122926. texture: HDRCubeTexture;
  122927. /**
  122928. * Callback called when the task is successful
  122929. */
  122930. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  122931. /**
  122932. * Callback called when the task is successful
  122933. */
  122934. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  122935. /**
  122936. * Creates a new HDRCubeTextureAssetTask object
  122937. * @param name defines the name of the task
  122938. * @param url defines the location of the file to load
  122939. * @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.
  122940. * @param noMipmap defines if mipmaps should not be generated (default is false)
  122941. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  122942. * @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)
  122943. * @param reserved Internal use only
  122944. */
  122945. constructor(
  122946. /**
  122947. * Defines the name of the task
  122948. */
  122949. name: string,
  122950. /**
  122951. * Defines the location of the file to load
  122952. */
  122953. url: string,
  122954. /**
  122955. * Defines the desired size (the more it increases the longer the generation will be)
  122956. */
  122957. size: number,
  122958. /**
  122959. * Defines if mipmaps should not be generated (default is false)
  122960. */
  122961. noMipmap?: boolean,
  122962. /**
  122963. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  122964. */
  122965. generateHarmonics?: boolean,
  122966. /**
  122967. * 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)
  122968. */
  122969. gammaSpace?: boolean,
  122970. /**
  122971. * Internal Use Only
  122972. */
  122973. reserved?: boolean);
  122974. /**
  122975. * Execute the current task
  122976. * @param scene defines the scene where you want your assets to be loaded
  122977. * @param onSuccess is a callback called when the task is successfully executed
  122978. * @param onError is a callback called if an error occurs
  122979. */
  122980. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122981. }
  122982. /**
  122983. * Define a task used by AssetsManager to load Equirectangular cube textures
  122984. */
  122985. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  122986. /**
  122987. * Defines the name of the task
  122988. */
  122989. name: string;
  122990. /**
  122991. * Defines the location of the file to load
  122992. */
  122993. url: string;
  122994. /**
  122995. * Defines the desired size (the more it increases the longer the generation will be)
  122996. */
  122997. size: number;
  122998. /**
  122999. * Defines if mipmaps should not be generated (default is false)
  123000. */
  123001. noMipmap: boolean;
  123002. /**
  123003. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  123004. * but the standard material would require them in Gamma space) (default is true)
  123005. */
  123006. gammaSpace: boolean;
  123007. /**
  123008. * Gets the loaded texture
  123009. */
  123010. texture: EquiRectangularCubeTexture;
  123011. /**
  123012. * Callback called when the task is successful
  123013. */
  123014. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  123015. /**
  123016. * Callback called when the task is successful
  123017. */
  123018. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  123019. /**
  123020. * Creates a new EquiRectangularCubeTextureAssetTask object
  123021. * @param name defines the name of the task
  123022. * @param url defines the location of the file to load
  123023. * @param size defines the desired size (the more it increases the longer the generation will be)
  123024. * If the size is omitted this implies you are using a preprocessed cubemap.
  123025. * @param noMipmap defines if mipmaps should not be generated (default is false)
  123026. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  123027. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  123028. * (default is true)
  123029. */
  123030. constructor(
  123031. /**
  123032. * Defines the name of the task
  123033. */
  123034. name: string,
  123035. /**
  123036. * Defines the location of the file to load
  123037. */
  123038. url: string,
  123039. /**
  123040. * Defines the desired size (the more it increases the longer the generation will be)
  123041. */
  123042. size: number,
  123043. /**
  123044. * Defines if mipmaps should not be generated (default is false)
  123045. */
  123046. noMipmap?: boolean,
  123047. /**
  123048. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  123049. * but the standard material would require them in Gamma space) (default is true)
  123050. */
  123051. gammaSpace?: boolean);
  123052. /**
  123053. * Execute the current task
  123054. * @param scene defines the scene where you want your assets to be loaded
  123055. * @param onSuccess is a callback called when the task is successfully executed
  123056. * @param onError is a callback called if an error occurs
  123057. */
  123058. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123059. }
  123060. /**
  123061. * This class can be used to easily import assets into a scene
  123062. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  123063. */
  123064. export class AssetsManager {
  123065. private _scene;
  123066. private _isLoading;
  123067. protected _tasks: AbstractAssetTask[];
  123068. protected _waitingTasksCount: number;
  123069. protected _totalTasksCount: number;
  123070. /**
  123071. * Callback called when all tasks are processed
  123072. */
  123073. onFinish: (tasks: AbstractAssetTask[]) => void;
  123074. /**
  123075. * Callback called when a task is successful
  123076. */
  123077. onTaskSuccess: (task: AbstractAssetTask) => void;
  123078. /**
  123079. * Callback called when a task had an error
  123080. */
  123081. onTaskError: (task: AbstractAssetTask) => void;
  123082. /**
  123083. * Callback called when a task is done (whatever the result is)
  123084. */
  123085. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  123086. /**
  123087. * Observable called when all tasks are processed
  123088. */
  123089. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  123090. /**
  123091. * Observable called when a task had an error
  123092. */
  123093. onTaskErrorObservable: Observable<AbstractAssetTask>;
  123094. /**
  123095. * Observable called when all tasks were executed
  123096. */
  123097. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  123098. /**
  123099. * Observable called when a task is done (whatever the result is)
  123100. */
  123101. onProgressObservable: Observable<IAssetsProgressEvent>;
  123102. /**
  123103. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  123104. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  123105. */
  123106. useDefaultLoadingScreen: boolean;
  123107. /**
  123108. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  123109. * when all assets have been downloaded.
  123110. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  123111. */
  123112. autoHideLoadingUI: boolean;
  123113. /**
  123114. * Creates a new AssetsManager
  123115. * @param scene defines the scene to work on
  123116. */
  123117. constructor(scene: Scene);
  123118. /**
  123119. * Add a MeshAssetTask to the list of active tasks
  123120. * @param taskName defines the name of the new task
  123121. * @param meshesNames defines the name of meshes to load
  123122. * @param rootUrl defines the root url to use to locate files
  123123. * @param sceneFilename defines the filename of the scene file
  123124. * @returns a new MeshAssetTask object
  123125. */
  123126. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  123127. /**
  123128. * Add a TextFileAssetTask to the list of active tasks
  123129. * @param taskName defines the name of the new task
  123130. * @param url defines the url of the file to load
  123131. * @returns a new TextFileAssetTask object
  123132. */
  123133. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  123134. /**
  123135. * Add a BinaryFileAssetTask to the list of active tasks
  123136. * @param taskName defines the name of the new task
  123137. * @param url defines the url of the file to load
  123138. * @returns a new BinaryFileAssetTask object
  123139. */
  123140. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  123141. /**
  123142. * Add a ImageAssetTask to the list of active tasks
  123143. * @param taskName defines the name of the new task
  123144. * @param url defines the url of the file to load
  123145. * @returns a new ImageAssetTask object
  123146. */
  123147. addImageTask(taskName: string, url: string): ImageAssetTask;
  123148. /**
  123149. * Add a TextureAssetTask to the list of active tasks
  123150. * @param taskName defines the name of the new task
  123151. * @param url defines the url of the file to load
  123152. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123153. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  123154. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  123155. * @returns a new TextureAssetTask object
  123156. */
  123157. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  123158. /**
  123159. * Add a CubeTextureAssetTask to the list of active tasks
  123160. * @param taskName defines the name of the new task
  123161. * @param url defines the url of the file to load
  123162. * @param extensions defines the extension to use to load the cube map (can be null)
  123163. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123164. * @param files defines the list of files to load (can be null)
  123165. * @returns a new CubeTextureAssetTask object
  123166. */
  123167. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  123168. /**
  123169. *
  123170. * Add a HDRCubeTextureAssetTask to the list of active tasks
  123171. * @param taskName defines the name of the new task
  123172. * @param url defines the url of the file to load
  123173. * @param size defines the size you want for the cubemap (can be null)
  123174. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123175. * @param generateHarmonics defines if you want to automatically generate (true by default)
  123176. * @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)
  123177. * @param reserved Internal use only
  123178. * @returns a new HDRCubeTextureAssetTask object
  123179. */
  123180. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  123181. /**
  123182. *
  123183. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  123184. * @param taskName defines the name of the new task
  123185. * @param url defines the url of the file to load
  123186. * @param size defines the size you want for the cubemap (can be null)
  123187. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123188. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  123189. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  123190. * @returns a new EquiRectangularCubeTextureAssetTask object
  123191. */
  123192. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  123193. /**
  123194. * Remove a task from the assets manager.
  123195. * @param task the task to remove
  123196. */
  123197. removeTask(task: AbstractAssetTask): void;
  123198. private _decreaseWaitingTasksCount;
  123199. private _runTask;
  123200. /**
  123201. * Reset the AssetsManager and remove all tasks
  123202. * @return the current instance of the AssetsManager
  123203. */
  123204. reset(): AssetsManager;
  123205. /**
  123206. * Start the loading process
  123207. * @return the current instance of the AssetsManager
  123208. */
  123209. load(): AssetsManager;
  123210. /**
  123211. * Start the loading process as an async operation
  123212. * @return a promise returning the list of failed tasks
  123213. */
  123214. loadAsync(): Promise<void>;
  123215. }
  123216. }
  123217. declare module BABYLON {
  123218. /**
  123219. * Wrapper class for promise with external resolve and reject.
  123220. */
  123221. export class Deferred<T> {
  123222. /**
  123223. * The promise associated with this deferred object.
  123224. */
  123225. readonly promise: Promise<T>;
  123226. private _resolve;
  123227. private _reject;
  123228. /**
  123229. * The resolve method of the promise associated with this deferred object.
  123230. */
  123231. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  123232. /**
  123233. * The reject method of the promise associated with this deferred object.
  123234. */
  123235. readonly reject: (reason?: any) => void;
  123236. /**
  123237. * Constructor for this deferred object.
  123238. */
  123239. constructor();
  123240. }
  123241. }
  123242. declare module BABYLON {
  123243. /**
  123244. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  123245. */
  123246. export class MeshExploder {
  123247. private _centerMesh;
  123248. private _meshes;
  123249. private _meshesOrigins;
  123250. private _toCenterVectors;
  123251. private _scaledDirection;
  123252. private _newPosition;
  123253. private _centerPosition;
  123254. /**
  123255. * Explodes meshes from a center mesh.
  123256. * @param meshes The meshes to explode.
  123257. * @param centerMesh The mesh to be center of explosion.
  123258. */
  123259. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  123260. private _setCenterMesh;
  123261. /**
  123262. * Get class name
  123263. * @returns "MeshExploder"
  123264. */
  123265. getClassName(): string;
  123266. /**
  123267. * "Exploded meshes"
  123268. * @returns Array of meshes with the centerMesh at index 0.
  123269. */
  123270. getMeshes(): Array<Mesh>;
  123271. /**
  123272. * Explodes meshes giving a specific direction
  123273. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  123274. */
  123275. explode(direction?: number): void;
  123276. }
  123277. }
  123278. declare module BABYLON {
  123279. /**
  123280. * Class used to help managing file picking and drag'n'drop
  123281. */
  123282. export class FilesInput {
  123283. /**
  123284. * List of files ready to be loaded
  123285. */
  123286. static readonly FilesToLoad: {
  123287. [key: string]: File;
  123288. };
  123289. /**
  123290. * Callback called when a file is processed
  123291. */
  123292. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  123293. private _engine;
  123294. private _currentScene;
  123295. private _sceneLoadedCallback;
  123296. private _progressCallback;
  123297. private _additionalRenderLoopLogicCallback;
  123298. private _textureLoadingCallback;
  123299. private _startingProcessingFilesCallback;
  123300. private _onReloadCallback;
  123301. private _errorCallback;
  123302. private _elementToMonitor;
  123303. private _sceneFileToLoad;
  123304. private _filesToLoad;
  123305. /**
  123306. * Creates a new FilesInput
  123307. * @param engine defines the rendering engine
  123308. * @param scene defines the hosting scene
  123309. * @param sceneLoadedCallback callback called when scene is loaded
  123310. * @param progressCallback callback called to track progress
  123311. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  123312. * @param textureLoadingCallback callback called when a texture is loading
  123313. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  123314. * @param onReloadCallback callback called when a reload is requested
  123315. * @param errorCallback callback call if an error occurs
  123316. */
  123317. 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);
  123318. private _dragEnterHandler;
  123319. private _dragOverHandler;
  123320. private _dropHandler;
  123321. /**
  123322. * Calls this function to listen to drag'n'drop events on a specific DOM element
  123323. * @param elementToMonitor defines the DOM element to track
  123324. */
  123325. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  123326. /**
  123327. * Release all associated resources
  123328. */
  123329. dispose(): void;
  123330. private renderFunction;
  123331. private drag;
  123332. private drop;
  123333. private _traverseFolder;
  123334. private _processFiles;
  123335. /**
  123336. * Load files from a drop event
  123337. * @param event defines the drop event to use as source
  123338. */
  123339. loadFiles(event: any): void;
  123340. private _processReload;
  123341. /**
  123342. * Reload the current scene from the loaded files
  123343. */
  123344. reload(): void;
  123345. }
  123346. }
  123347. declare module BABYLON {
  123348. /**
  123349. * Defines the root class used to create scene optimization to use with SceneOptimizer
  123350. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123351. */
  123352. export class SceneOptimization {
  123353. /**
  123354. * Defines the priority of this optimization (0 by default which means first in the list)
  123355. */
  123356. priority: number;
  123357. /**
  123358. * Gets a string describing the action executed by the current optimization
  123359. * @returns description string
  123360. */
  123361. getDescription(): string;
  123362. /**
  123363. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123364. * @param scene defines the current scene where to apply this optimization
  123365. * @param optimizer defines the current optimizer
  123366. * @returns true if everything that can be done was applied
  123367. */
  123368. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123369. /**
  123370. * Creates the SceneOptimization object
  123371. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123372. * @param desc defines the description associated with the optimization
  123373. */
  123374. constructor(
  123375. /**
  123376. * Defines the priority of this optimization (0 by default which means first in the list)
  123377. */
  123378. priority?: number);
  123379. }
  123380. /**
  123381. * Defines an optimization used to reduce the size of render target textures
  123382. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123383. */
  123384. export class TextureOptimization extends SceneOptimization {
  123385. /**
  123386. * Defines the priority of this optimization (0 by default which means first in the list)
  123387. */
  123388. priority: number;
  123389. /**
  123390. * 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
  123391. */
  123392. maximumSize: number;
  123393. /**
  123394. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123395. */
  123396. step: number;
  123397. /**
  123398. * Gets a string describing the action executed by the current optimization
  123399. * @returns description string
  123400. */
  123401. getDescription(): string;
  123402. /**
  123403. * Creates the TextureOptimization object
  123404. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123405. * @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
  123406. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123407. */
  123408. constructor(
  123409. /**
  123410. * Defines the priority of this optimization (0 by default which means first in the list)
  123411. */
  123412. priority?: number,
  123413. /**
  123414. * 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
  123415. */
  123416. maximumSize?: number,
  123417. /**
  123418. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123419. */
  123420. step?: number);
  123421. /**
  123422. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123423. * @param scene defines the current scene where to apply this optimization
  123424. * @param optimizer defines the current optimizer
  123425. * @returns true if everything that can be done was applied
  123426. */
  123427. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123428. }
  123429. /**
  123430. * Defines an optimization used to increase or decrease the rendering resolution
  123431. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123432. */
  123433. export class HardwareScalingOptimization extends SceneOptimization {
  123434. /**
  123435. * Defines the priority of this optimization (0 by default which means first in the list)
  123436. */
  123437. priority: number;
  123438. /**
  123439. * Defines the maximum scale to use (2 by default)
  123440. */
  123441. maximumScale: number;
  123442. /**
  123443. * Defines the step to use between two passes (0.5 by default)
  123444. */
  123445. step: number;
  123446. private _currentScale;
  123447. private _directionOffset;
  123448. /**
  123449. * Gets a string describing the action executed by the current optimization
  123450. * @return description string
  123451. */
  123452. getDescription(): string;
  123453. /**
  123454. * Creates the HardwareScalingOptimization object
  123455. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123456. * @param maximumScale defines the maximum scale to use (2 by default)
  123457. * @param step defines the step to use between two passes (0.5 by default)
  123458. */
  123459. constructor(
  123460. /**
  123461. * Defines the priority of this optimization (0 by default which means first in the list)
  123462. */
  123463. priority?: number,
  123464. /**
  123465. * Defines the maximum scale to use (2 by default)
  123466. */
  123467. maximumScale?: number,
  123468. /**
  123469. * Defines the step to use between two passes (0.5 by default)
  123470. */
  123471. step?: number);
  123472. /**
  123473. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123474. * @param scene defines the current scene where to apply this optimization
  123475. * @param optimizer defines the current optimizer
  123476. * @returns true if everything that can be done was applied
  123477. */
  123478. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123479. }
  123480. /**
  123481. * Defines an optimization used to remove shadows
  123482. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123483. */
  123484. export class ShadowsOptimization extends SceneOptimization {
  123485. /**
  123486. * Gets a string describing the action executed by the current optimization
  123487. * @return description string
  123488. */
  123489. getDescription(): string;
  123490. /**
  123491. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123492. * @param scene defines the current scene where to apply this optimization
  123493. * @param optimizer defines the current optimizer
  123494. * @returns true if everything that can be done was applied
  123495. */
  123496. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123497. }
  123498. /**
  123499. * Defines an optimization used to turn post-processes off
  123500. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123501. */
  123502. export class PostProcessesOptimization extends SceneOptimization {
  123503. /**
  123504. * Gets a string describing the action executed by the current optimization
  123505. * @return description string
  123506. */
  123507. getDescription(): string;
  123508. /**
  123509. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123510. * @param scene defines the current scene where to apply this optimization
  123511. * @param optimizer defines the current optimizer
  123512. * @returns true if everything that can be done was applied
  123513. */
  123514. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123515. }
  123516. /**
  123517. * Defines an optimization used to turn lens flares off
  123518. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123519. */
  123520. export class LensFlaresOptimization extends SceneOptimization {
  123521. /**
  123522. * Gets a string describing the action executed by the current optimization
  123523. * @return description string
  123524. */
  123525. getDescription(): string;
  123526. /**
  123527. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123528. * @param scene defines the current scene where to apply this optimization
  123529. * @param optimizer defines the current optimizer
  123530. * @returns true if everything that can be done was applied
  123531. */
  123532. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123533. }
  123534. /**
  123535. * Defines an optimization based on user defined callback.
  123536. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123537. */
  123538. export class CustomOptimization extends SceneOptimization {
  123539. /**
  123540. * Callback called to apply the custom optimization.
  123541. */
  123542. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  123543. /**
  123544. * Callback called to get custom description
  123545. */
  123546. onGetDescription: () => string;
  123547. /**
  123548. * Gets a string describing the action executed by the current optimization
  123549. * @returns description string
  123550. */
  123551. getDescription(): string;
  123552. /**
  123553. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123554. * @param scene defines the current scene where to apply this optimization
  123555. * @param optimizer defines the current optimizer
  123556. * @returns true if everything that can be done was applied
  123557. */
  123558. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123559. }
  123560. /**
  123561. * Defines an optimization used to turn particles off
  123562. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123563. */
  123564. export class ParticlesOptimization extends SceneOptimization {
  123565. /**
  123566. * Gets a string describing the action executed by the current optimization
  123567. * @return description string
  123568. */
  123569. getDescription(): string;
  123570. /**
  123571. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123572. * @param scene defines the current scene where to apply this optimization
  123573. * @param optimizer defines the current optimizer
  123574. * @returns true if everything that can be done was applied
  123575. */
  123576. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123577. }
  123578. /**
  123579. * Defines an optimization used to turn render targets off
  123580. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123581. */
  123582. export class RenderTargetsOptimization extends SceneOptimization {
  123583. /**
  123584. * Gets a string describing the action executed by the current optimization
  123585. * @return description string
  123586. */
  123587. getDescription(): string;
  123588. /**
  123589. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123590. * @param scene defines the current scene where to apply this optimization
  123591. * @param optimizer defines the current optimizer
  123592. * @returns true if everything that can be done was applied
  123593. */
  123594. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123595. }
  123596. /**
  123597. * Defines an optimization used to merge meshes with compatible materials
  123598. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123599. */
  123600. export class MergeMeshesOptimization extends SceneOptimization {
  123601. private static _UpdateSelectionTree;
  123602. /**
  123603. * Gets or sets a boolean which defines if optimization octree has to be updated
  123604. */
  123605. /**
  123606. * Gets or sets a boolean which defines if optimization octree has to be updated
  123607. */
  123608. static UpdateSelectionTree: boolean;
  123609. /**
  123610. * Gets a string describing the action executed by the current optimization
  123611. * @return description string
  123612. */
  123613. getDescription(): string;
  123614. private _canBeMerged;
  123615. /**
  123616. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123617. * @param scene defines the current scene where to apply this optimization
  123618. * @param optimizer defines the current optimizer
  123619. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  123620. * @returns true if everything that can be done was applied
  123621. */
  123622. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  123623. }
  123624. /**
  123625. * Defines a list of options used by SceneOptimizer
  123626. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123627. */
  123628. export class SceneOptimizerOptions {
  123629. /**
  123630. * Defines the target frame rate to reach (60 by default)
  123631. */
  123632. targetFrameRate: number;
  123633. /**
  123634. * Defines the interval between two checkes (2000ms by default)
  123635. */
  123636. trackerDuration: number;
  123637. /**
  123638. * Gets the list of optimizations to apply
  123639. */
  123640. optimizations: SceneOptimization[];
  123641. /**
  123642. * Creates a new list of options used by SceneOptimizer
  123643. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  123644. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  123645. */
  123646. constructor(
  123647. /**
  123648. * Defines the target frame rate to reach (60 by default)
  123649. */
  123650. targetFrameRate?: number,
  123651. /**
  123652. * Defines the interval between two checkes (2000ms by default)
  123653. */
  123654. trackerDuration?: number);
  123655. /**
  123656. * Add a new optimization
  123657. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  123658. * @returns the current SceneOptimizerOptions
  123659. */
  123660. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  123661. /**
  123662. * Add a new custom optimization
  123663. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  123664. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  123665. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123666. * @returns the current SceneOptimizerOptions
  123667. */
  123668. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  123669. /**
  123670. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  123671. * @param targetFrameRate defines the target frame rate (60 by default)
  123672. * @returns a SceneOptimizerOptions object
  123673. */
  123674. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  123675. /**
  123676. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  123677. * @param targetFrameRate defines the target frame rate (60 by default)
  123678. * @returns a SceneOptimizerOptions object
  123679. */
  123680. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  123681. /**
  123682. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  123683. * @param targetFrameRate defines the target frame rate (60 by default)
  123684. * @returns a SceneOptimizerOptions object
  123685. */
  123686. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  123687. }
  123688. /**
  123689. * Class used to run optimizations in order to reach a target frame rate
  123690. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123691. */
  123692. export class SceneOptimizer implements IDisposable {
  123693. private _isRunning;
  123694. private _options;
  123695. private _scene;
  123696. private _currentPriorityLevel;
  123697. private _targetFrameRate;
  123698. private _trackerDuration;
  123699. private _currentFrameRate;
  123700. private _sceneDisposeObserver;
  123701. private _improvementMode;
  123702. /**
  123703. * Defines an observable called when the optimizer reaches the target frame rate
  123704. */
  123705. onSuccessObservable: Observable<SceneOptimizer>;
  123706. /**
  123707. * Defines an observable called when the optimizer enables an optimization
  123708. */
  123709. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  123710. /**
  123711. * Defines an observable called when the optimizer is not able to reach the target frame rate
  123712. */
  123713. onFailureObservable: Observable<SceneOptimizer>;
  123714. /**
  123715. * Gets a boolean indicating if the optimizer is in improvement mode
  123716. */
  123717. readonly isInImprovementMode: boolean;
  123718. /**
  123719. * Gets the current priority level (0 at start)
  123720. */
  123721. readonly currentPriorityLevel: number;
  123722. /**
  123723. * Gets the current frame rate checked by the SceneOptimizer
  123724. */
  123725. readonly currentFrameRate: number;
  123726. /**
  123727. * Gets or sets the current target frame rate (60 by default)
  123728. */
  123729. /**
  123730. * Gets or sets the current target frame rate (60 by default)
  123731. */
  123732. targetFrameRate: number;
  123733. /**
  123734. * Gets or sets the current interval between two checks (every 2000ms by default)
  123735. */
  123736. /**
  123737. * Gets or sets the current interval between two checks (every 2000ms by default)
  123738. */
  123739. trackerDuration: number;
  123740. /**
  123741. * Gets the list of active optimizations
  123742. */
  123743. readonly optimizations: SceneOptimization[];
  123744. /**
  123745. * Creates a new SceneOptimizer
  123746. * @param scene defines the scene to work on
  123747. * @param options defines the options to use with the SceneOptimizer
  123748. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  123749. * @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)
  123750. */
  123751. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  123752. /**
  123753. * Stops the current optimizer
  123754. */
  123755. stop(): void;
  123756. /**
  123757. * Reset the optimizer to initial step (current priority level = 0)
  123758. */
  123759. reset(): void;
  123760. /**
  123761. * Start the optimizer. By default it will try to reach a specific framerate
  123762. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  123763. */
  123764. start(): void;
  123765. private _checkCurrentState;
  123766. /**
  123767. * Release all resources
  123768. */
  123769. dispose(): void;
  123770. /**
  123771. * Helper function to create a SceneOptimizer with one single line of code
  123772. * @param scene defines the scene to work on
  123773. * @param options defines the options to use with the SceneOptimizer
  123774. * @param onSuccess defines a callback to call on success
  123775. * @param onFailure defines a callback to call on failure
  123776. * @returns the new SceneOptimizer object
  123777. */
  123778. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  123779. }
  123780. }
  123781. declare module BABYLON {
  123782. /**
  123783. * Class used to serialize a scene into a string
  123784. */
  123785. export class SceneSerializer {
  123786. /**
  123787. * Clear cache used by a previous serialization
  123788. */
  123789. static ClearCache(): void;
  123790. /**
  123791. * Serialize a scene into a JSON compatible object
  123792. * @param scene defines the scene to serialize
  123793. * @returns a JSON compatible object
  123794. */
  123795. static Serialize(scene: Scene): any;
  123796. /**
  123797. * Serialize a mesh into a JSON compatible object
  123798. * @param toSerialize defines the mesh to serialize
  123799. * @param withParents defines if parents must be serialized as well
  123800. * @param withChildren defines if children must be serialized as well
  123801. * @returns a JSON compatible object
  123802. */
  123803. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  123804. }
  123805. }
  123806. declare module BABYLON {
  123807. /**
  123808. * Class used to host texture specific utilities
  123809. */
  123810. export class TextureTools {
  123811. /**
  123812. * Uses the GPU to create a copy texture rescaled at a given size
  123813. * @param texture Texture to copy from
  123814. * @param width defines the desired width
  123815. * @param height defines the desired height
  123816. * @param useBilinearMode defines if bilinear mode has to be used
  123817. * @return the generated texture
  123818. */
  123819. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  123820. }
  123821. }
  123822. declare module BABYLON {
  123823. /**
  123824. * This represents the different options available for the video capture.
  123825. */
  123826. export interface VideoRecorderOptions {
  123827. /** Defines the mime type of the video. */
  123828. mimeType: string;
  123829. /** Defines the FPS the video should be recorded at. */
  123830. fps: number;
  123831. /** Defines the chunk size for the recording data. */
  123832. recordChunckSize: number;
  123833. /** The audio tracks to attach to the recording. */
  123834. audioTracks?: MediaStreamTrack[];
  123835. }
  123836. /**
  123837. * This can help with recording videos from BabylonJS.
  123838. * This is based on the available WebRTC functionalities of the browser.
  123839. *
  123840. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  123841. */
  123842. export class VideoRecorder {
  123843. private static readonly _defaultOptions;
  123844. /**
  123845. * Returns whether or not the VideoRecorder is available in your browser.
  123846. * @param engine Defines the Babylon Engine.
  123847. * @returns true if supported otherwise false.
  123848. */
  123849. static IsSupported(engine: Engine): boolean;
  123850. private readonly _options;
  123851. private _canvas;
  123852. private _mediaRecorder;
  123853. private _recordedChunks;
  123854. private _fileName;
  123855. private _resolve;
  123856. private _reject;
  123857. /**
  123858. * True when a recording is already in progress.
  123859. */
  123860. readonly isRecording: boolean;
  123861. /**
  123862. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  123863. * @param engine Defines the BabylonJS Engine you wish to record.
  123864. * @param options Defines options that can be used to customize the capture.
  123865. */
  123866. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  123867. /**
  123868. * Stops the current recording before the default capture timeout passed in the startRecording function.
  123869. */
  123870. stopRecording(): void;
  123871. /**
  123872. * Starts recording the canvas for a max duration specified in parameters.
  123873. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  123874. * If null no automatic download will start and you can rely on the promise to get the data back.
  123875. * @param maxDuration Defines the maximum recording time in seconds.
  123876. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  123877. * @return A promise callback at the end of the recording with the video data in Blob.
  123878. */
  123879. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  123880. /**
  123881. * Releases internal resources used during the recording.
  123882. */
  123883. dispose(): void;
  123884. private _handleDataAvailable;
  123885. private _handleError;
  123886. private _handleStop;
  123887. }
  123888. }
  123889. declare module BABYLON {
  123890. /**
  123891. * Class containing a set of static utilities functions for screenshots
  123892. */
  123893. export class ScreenshotTools {
  123894. /**
  123895. * Captures a screenshot of the current rendering
  123896. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  123897. * @param engine defines the rendering engine
  123898. * @param camera defines the source camera
  123899. * @param size This parameter can be set to a single number or to an object with the
  123900. * following (optional) properties: precision, width, height. If a single number is passed,
  123901. * it will be used for both width and height. If an object is passed, the screenshot size
  123902. * will be derived from the parameters. The precision property is a multiplier allowing
  123903. * rendering at a higher or lower resolution
  123904. * @param successCallback defines the callback receives a single parameter which contains the
  123905. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  123906. * src parameter of an <img> to display it
  123907. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  123908. * Check your browser for supported MIME types
  123909. */
  123910. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  123911. /**
  123912. * Generates an image screenshot from the specified camera.
  123913. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  123914. * @param engine The engine to use for rendering
  123915. * @param camera The camera to use for rendering
  123916. * @param size This parameter can be set to a single number or to an object with the
  123917. * following (optional) properties: precision, width, height. If a single number is passed,
  123918. * it will be used for both width and height. If an object is passed, the screenshot size
  123919. * will be derived from the parameters. The precision property is a multiplier allowing
  123920. * rendering at a higher or lower resolution
  123921. * @param successCallback The callback receives a single parameter which contains the
  123922. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  123923. * src parameter of an <img> to display it
  123924. * @param mimeType The MIME type of the screenshot image (default: image/png).
  123925. * Check your browser for supported MIME types
  123926. * @param samples Texture samples (default: 1)
  123927. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  123928. * @param fileName A name for for the downloaded file.
  123929. */
  123930. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  123931. }
  123932. }
  123933. declare module BABYLON {
  123934. /**
  123935. * A cursor which tracks a point on a path
  123936. */
  123937. export class PathCursor {
  123938. private path;
  123939. /**
  123940. * Stores path cursor callbacks for when an onchange event is triggered
  123941. */
  123942. private _onchange;
  123943. /**
  123944. * The value of the path cursor
  123945. */
  123946. value: number;
  123947. /**
  123948. * The animation array of the path cursor
  123949. */
  123950. animations: Animation[];
  123951. /**
  123952. * Initializes the path cursor
  123953. * @param path The path to track
  123954. */
  123955. constructor(path: Path2);
  123956. /**
  123957. * Gets the cursor point on the path
  123958. * @returns A point on the path cursor at the cursor location
  123959. */
  123960. getPoint(): Vector3;
  123961. /**
  123962. * Moves the cursor ahead by the step amount
  123963. * @param step The amount to move the cursor forward
  123964. * @returns This path cursor
  123965. */
  123966. moveAhead(step?: number): PathCursor;
  123967. /**
  123968. * Moves the cursor behind by the step amount
  123969. * @param step The amount to move the cursor back
  123970. * @returns This path cursor
  123971. */
  123972. moveBack(step?: number): PathCursor;
  123973. /**
  123974. * Moves the cursor by the step amount
  123975. * If the step amount is greater than one, an exception is thrown
  123976. * @param step The amount to move the cursor
  123977. * @returns This path cursor
  123978. */
  123979. move(step: number): PathCursor;
  123980. /**
  123981. * Ensures that the value is limited between zero and one
  123982. * @returns This path cursor
  123983. */
  123984. private ensureLimits;
  123985. /**
  123986. * Runs onchange callbacks on change (used by the animation engine)
  123987. * @returns This path cursor
  123988. */
  123989. private raiseOnChange;
  123990. /**
  123991. * Executes a function on change
  123992. * @param f A path cursor onchange callback
  123993. * @returns This path cursor
  123994. */
  123995. onchange(f: (cursor: PathCursor) => void): PathCursor;
  123996. }
  123997. }
  123998. declare module BABYLON {
  123999. /** @hidden */
  124000. export var blurPixelShader: {
  124001. name: string;
  124002. shader: string;
  124003. };
  124004. }
  124005. declare module BABYLON {
  124006. /** @hidden */
  124007. export var pointCloudVertexDeclaration: {
  124008. name: string;
  124009. shader: string;
  124010. };
  124011. }
  124012. // Mixins
  124013. interface Window {
  124014. mozIndexedDB: IDBFactory;
  124015. webkitIndexedDB: IDBFactory;
  124016. msIndexedDB: IDBFactory;
  124017. webkitURL: typeof URL;
  124018. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  124019. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  124020. WebGLRenderingContext: WebGLRenderingContext;
  124021. MSGesture: MSGesture;
  124022. CANNON: any;
  124023. AudioContext: AudioContext;
  124024. webkitAudioContext: AudioContext;
  124025. PointerEvent: any;
  124026. Math: Math;
  124027. Uint8Array: Uint8ArrayConstructor;
  124028. Float32Array: Float32ArrayConstructor;
  124029. mozURL: typeof URL;
  124030. msURL: typeof URL;
  124031. VRFrameData: any; // WebVR, from specs 1.1
  124032. DracoDecoderModule: any;
  124033. setImmediate(handler: (...args: any[]) => void): number;
  124034. }
  124035. interface HTMLCanvasElement {
  124036. requestPointerLock(): void;
  124037. msRequestPointerLock?(): void;
  124038. mozRequestPointerLock?(): void;
  124039. webkitRequestPointerLock?(): void;
  124040. /** Track wether a record is in progress */
  124041. isRecording: boolean;
  124042. /** Capture Stream method defined by some browsers */
  124043. captureStream(fps?: number): MediaStream;
  124044. }
  124045. interface CanvasRenderingContext2D {
  124046. msImageSmoothingEnabled: boolean;
  124047. }
  124048. interface MouseEvent {
  124049. mozMovementX: number;
  124050. mozMovementY: number;
  124051. webkitMovementX: number;
  124052. webkitMovementY: number;
  124053. msMovementX: number;
  124054. msMovementY: number;
  124055. }
  124056. interface Navigator {
  124057. mozGetVRDevices: (any: any) => any;
  124058. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124059. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124060. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124061. webkitGetGamepads(): Gamepad[];
  124062. msGetGamepads(): Gamepad[];
  124063. webkitGamepads(): Gamepad[];
  124064. }
  124065. interface HTMLVideoElement {
  124066. mozSrcObject: any;
  124067. }
  124068. interface Math {
  124069. fround(x: number): number;
  124070. imul(a: number, b: number): number;
  124071. }
  124072. interface WebGLRenderingContext {
  124073. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  124074. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  124075. vertexAttribDivisor(index: number, divisor: number): void;
  124076. createVertexArray(): any;
  124077. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  124078. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  124079. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  124080. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  124081. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  124082. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  124083. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  124084. // Queries
  124085. createQuery(): WebGLQuery;
  124086. deleteQuery(query: WebGLQuery): void;
  124087. beginQuery(target: number, query: WebGLQuery): void;
  124088. endQuery(target: number): void;
  124089. getQueryParameter(query: WebGLQuery, pname: number): any;
  124090. getQuery(target: number, pname: number): any;
  124091. MAX_SAMPLES: number;
  124092. RGBA8: number;
  124093. READ_FRAMEBUFFER: number;
  124094. DRAW_FRAMEBUFFER: number;
  124095. UNIFORM_BUFFER: number;
  124096. HALF_FLOAT_OES: number;
  124097. RGBA16F: number;
  124098. RGBA32F: number;
  124099. R32F: number;
  124100. RG32F: number;
  124101. RGB32F: number;
  124102. R16F: number;
  124103. RG16F: number;
  124104. RGB16F: number;
  124105. RED: number;
  124106. RG: number;
  124107. R8: number;
  124108. RG8: number;
  124109. UNSIGNED_INT_24_8: number;
  124110. DEPTH24_STENCIL8: number;
  124111. /* Multiple Render Targets */
  124112. drawBuffers(buffers: number[]): void;
  124113. readBuffer(src: number): void;
  124114. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  124115. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  124116. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  124117. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  124118. // Occlusion Query
  124119. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  124120. ANY_SAMPLES_PASSED: number;
  124121. QUERY_RESULT_AVAILABLE: number;
  124122. QUERY_RESULT: number;
  124123. }
  124124. interface WebGLProgram {
  124125. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  124126. }
  124127. interface EXT_disjoint_timer_query {
  124128. QUERY_COUNTER_BITS_EXT: number;
  124129. TIME_ELAPSED_EXT: number;
  124130. TIMESTAMP_EXT: number;
  124131. GPU_DISJOINT_EXT: number;
  124132. QUERY_RESULT_EXT: number;
  124133. QUERY_RESULT_AVAILABLE_EXT: number;
  124134. queryCounterEXT(query: WebGLQuery, target: number): void;
  124135. createQueryEXT(): WebGLQuery;
  124136. beginQueryEXT(target: number, query: WebGLQuery): void;
  124137. endQueryEXT(target: number): void;
  124138. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  124139. deleteQueryEXT(query: WebGLQuery): void;
  124140. }
  124141. interface WebGLUniformLocation {
  124142. _currentState: any;
  124143. }
  124144. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  124145. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  124146. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  124147. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  124148. interface WebGLRenderingContext {
  124149. readonly RASTERIZER_DISCARD: number;
  124150. readonly DEPTH_COMPONENT24: number;
  124151. readonly TEXTURE_3D: number;
  124152. readonly TEXTURE_2D_ARRAY: number;
  124153. readonly TEXTURE_COMPARE_FUNC: number;
  124154. readonly TEXTURE_COMPARE_MODE: number;
  124155. readonly COMPARE_REF_TO_TEXTURE: number;
  124156. readonly TEXTURE_WRAP_R: number;
  124157. readonly HALF_FLOAT: number;
  124158. readonly RGB8: number;
  124159. readonly RED_INTEGER: number;
  124160. readonly RG_INTEGER: number;
  124161. readonly RGB_INTEGER: number;
  124162. readonly RGBA_INTEGER: number;
  124163. readonly R8_SNORM: number;
  124164. readonly RG8_SNORM: number;
  124165. readonly RGB8_SNORM: number;
  124166. readonly RGBA8_SNORM: number;
  124167. readonly R8I: number;
  124168. readonly RG8I: number;
  124169. readonly RGB8I: number;
  124170. readonly RGBA8I: number;
  124171. readonly R8UI: number;
  124172. readonly RG8UI: number;
  124173. readonly RGB8UI: number;
  124174. readonly RGBA8UI: number;
  124175. readonly R16I: number;
  124176. readonly RG16I: number;
  124177. readonly RGB16I: number;
  124178. readonly RGBA16I: number;
  124179. readonly R16UI: number;
  124180. readonly RG16UI: number;
  124181. readonly RGB16UI: number;
  124182. readonly RGBA16UI: number;
  124183. readonly R32I: number;
  124184. readonly RG32I: number;
  124185. readonly RGB32I: number;
  124186. readonly RGBA32I: number;
  124187. readonly R32UI: number;
  124188. readonly RG32UI: number;
  124189. readonly RGB32UI: number;
  124190. readonly RGBA32UI: number;
  124191. readonly RGB10_A2UI: number;
  124192. readonly R11F_G11F_B10F: number;
  124193. readonly RGB9_E5: number;
  124194. readonly RGB10_A2: number;
  124195. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  124196. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  124197. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  124198. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  124199. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  124200. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  124201. 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;
  124202. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  124203. readonly TRANSFORM_FEEDBACK: number;
  124204. readonly INTERLEAVED_ATTRIBS: number;
  124205. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  124206. createTransformFeedback(): WebGLTransformFeedback;
  124207. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  124208. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  124209. beginTransformFeedback(primitiveMode: number): void;
  124210. endTransformFeedback(): void;
  124211. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  124212. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124213. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124214. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124215. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  124216. }
  124217. interface ImageBitmap {
  124218. readonly width: number;
  124219. readonly height: number;
  124220. close(): void;
  124221. }
  124222. interface WebGLQuery extends WebGLObject {
  124223. }
  124224. declare var WebGLQuery: {
  124225. prototype: WebGLQuery;
  124226. new(): WebGLQuery;
  124227. };
  124228. interface WebGLSampler extends WebGLObject {
  124229. }
  124230. declare var WebGLSampler: {
  124231. prototype: WebGLSampler;
  124232. new(): WebGLSampler;
  124233. };
  124234. interface WebGLSync extends WebGLObject {
  124235. }
  124236. declare var WebGLSync: {
  124237. prototype: WebGLSync;
  124238. new(): WebGLSync;
  124239. };
  124240. interface WebGLTransformFeedback extends WebGLObject {
  124241. }
  124242. declare var WebGLTransformFeedback: {
  124243. prototype: WebGLTransformFeedback;
  124244. new(): WebGLTransformFeedback;
  124245. };
  124246. interface WebGLVertexArrayObject extends WebGLObject {
  124247. }
  124248. declare var WebGLVertexArrayObject: {
  124249. prototype: WebGLVertexArrayObject;
  124250. new(): WebGLVertexArrayObject;
  124251. };
  124252. // Type definitions for WebVR API
  124253. // Project: https://w3c.github.io/webvr/
  124254. // Definitions by: six a <https://github.com/lostfictions>
  124255. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  124256. interface VRDisplay extends EventTarget {
  124257. /**
  124258. * Dictionary of capabilities describing the VRDisplay.
  124259. */
  124260. readonly capabilities: VRDisplayCapabilities;
  124261. /**
  124262. * z-depth defining the far plane of the eye view frustum
  124263. * enables mapping of values in the render target depth
  124264. * attachment to scene coordinates. Initially set to 10000.0.
  124265. */
  124266. depthFar: number;
  124267. /**
  124268. * z-depth defining the near plane of the eye view frustum
  124269. * enables mapping of values in the render target depth
  124270. * attachment to scene coordinates. Initially set to 0.01.
  124271. */
  124272. depthNear: number;
  124273. /**
  124274. * An identifier for this distinct VRDisplay. Used as an
  124275. * association point in the Gamepad API.
  124276. */
  124277. readonly displayId: number;
  124278. /**
  124279. * A display name, a user-readable name identifying it.
  124280. */
  124281. readonly displayName: string;
  124282. readonly isConnected: boolean;
  124283. readonly isPresenting: boolean;
  124284. /**
  124285. * If this VRDisplay supports room-scale experiences, the optional
  124286. * stage attribute contains details on the room-scale parameters.
  124287. */
  124288. readonly stageParameters: VRStageParameters | null;
  124289. /**
  124290. * Passing the value returned by `requestAnimationFrame` to
  124291. * `cancelAnimationFrame` will unregister the callback.
  124292. * @param handle Define the hanle of the request to cancel
  124293. */
  124294. cancelAnimationFrame(handle: number): void;
  124295. /**
  124296. * Stops presenting to the VRDisplay.
  124297. * @returns a promise to know when it stopped
  124298. */
  124299. exitPresent(): Promise<void>;
  124300. /**
  124301. * Return the current VREyeParameters for the given eye.
  124302. * @param whichEye Define the eye we want the parameter for
  124303. * @returns the eye parameters
  124304. */
  124305. getEyeParameters(whichEye: string): VREyeParameters;
  124306. /**
  124307. * Populates the passed VRFrameData with the information required to render
  124308. * the current frame.
  124309. * @param frameData Define the data structure to populate
  124310. * @returns true if ok otherwise false
  124311. */
  124312. getFrameData(frameData: VRFrameData): boolean;
  124313. /**
  124314. * Get the layers currently being presented.
  124315. * @returns the list of VR layers
  124316. */
  124317. getLayers(): VRLayer[];
  124318. /**
  124319. * Return a VRPose containing the future predicted pose of the VRDisplay
  124320. * when the current frame will be presented. The value returned will not
  124321. * change until JavaScript has returned control to the browser.
  124322. *
  124323. * The VRPose will contain the position, orientation, velocity,
  124324. * and acceleration of each of these properties.
  124325. * @returns the pose object
  124326. */
  124327. getPose(): VRPose;
  124328. /**
  124329. * Return the current instantaneous pose of the VRDisplay, with no
  124330. * prediction applied.
  124331. * @returns the current instantaneous pose
  124332. */
  124333. getImmediatePose(): VRPose;
  124334. /**
  124335. * The callback passed to `requestAnimationFrame` will be called
  124336. * any time a new frame should be rendered. When the VRDisplay is
  124337. * presenting the callback will be called at the native refresh
  124338. * rate of the HMD. When not presenting this function acts
  124339. * identically to how window.requestAnimationFrame acts. Content should
  124340. * make no assumptions of frame rate or vsync behavior as the HMD runs
  124341. * asynchronously from other displays and at differing refresh rates.
  124342. * @param callback Define the eaction to run next frame
  124343. * @returns the request handle it
  124344. */
  124345. requestAnimationFrame(callback: FrameRequestCallback): number;
  124346. /**
  124347. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  124348. * Repeat calls while already presenting will update the VRLayers being displayed.
  124349. * @param layers Define the list of layer to present
  124350. * @returns a promise to know when the request has been fulfilled
  124351. */
  124352. requestPresent(layers: VRLayer[]): Promise<void>;
  124353. /**
  124354. * Reset the pose for this display, treating its current position and
  124355. * orientation as the "origin/zero" values. VRPose.position,
  124356. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  124357. * updated when calling resetPose(). This should be called in only
  124358. * sitting-space experiences.
  124359. */
  124360. resetPose(): void;
  124361. /**
  124362. * The VRLayer provided to the VRDisplay will be captured and presented
  124363. * in the HMD. Calling this function has the same effect on the source
  124364. * canvas as any other operation that uses its source image, and canvases
  124365. * created without preserveDrawingBuffer set to true will be cleared.
  124366. * @param pose Define the pose to submit
  124367. */
  124368. submitFrame(pose?: VRPose): void;
  124369. }
  124370. declare var VRDisplay: {
  124371. prototype: VRDisplay;
  124372. new(): VRDisplay;
  124373. };
  124374. interface VRLayer {
  124375. leftBounds?: number[] | Float32Array | null;
  124376. rightBounds?: number[] | Float32Array | null;
  124377. source?: HTMLCanvasElement | null;
  124378. }
  124379. interface VRDisplayCapabilities {
  124380. readonly canPresent: boolean;
  124381. readonly hasExternalDisplay: boolean;
  124382. readonly hasOrientation: boolean;
  124383. readonly hasPosition: boolean;
  124384. readonly maxLayers: number;
  124385. }
  124386. interface VREyeParameters {
  124387. /** @deprecated */
  124388. readonly fieldOfView: VRFieldOfView;
  124389. readonly offset: Float32Array;
  124390. readonly renderHeight: number;
  124391. readonly renderWidth: number;
  124392. }
  124393. interface VRFieldOfView {
  124394. readonly downDegrees: number;
  124395. readonly leftDegrees: number;
  124396. readonly rightDegrees: number;
  124397. readonly upDegrees: number;
  124398. }
  124399. interface VRFrameData {
  124400. readonly leftProjectionMatrix: Float32Array;
  124401. readonly leftViewMatrix: Float32Array;
  124402. readonly pose: VRPose;
  124403. readonly rightProjectionMatrix: Float32Array;
  124404. readonly rightViewMatrix: Float32Array;
  124405. readonly timestamp: number;
  124406. }
  124407. interface VRPose {
  124408. readonly angularAcceleration: Float32Array | null;
  124409. readonly angularVelocity: Float32Array | null;
  124410. readonly linearAcceleration: Float32Array | null;
  124411. readonly linearVelocity: Float32Array | null;
  124412. readonly orientation: Float32Array | null;
  124413. readonly position: Float32Array | null;
  124414. readonly timestamp: number;
  124415. }
  124416. interface VRStageParameters {
  124417. sittingToStandingTransform?: Float32Array;
  124418. sizeX?: number;
  124419. sizeY?: number;
  124420. }
  124421. interface Navigator {
  124422. getVRDisplays(): Promise<VRDisplay[]>;
  124423. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  124424. }
  124425. interface Window {
  124426. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  124427. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  124428. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  124429. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  124430. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  124431. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  124432. }
  124433. interface Gamepad {
  124434. readonly displayId: number;
  124435. }
  124436. type XRSessionMode =
  124437. | "inline"
  124438. | "immersive-vr"
  124439. | "immersive-ar";
  124440. type XRReferenceSpaceType =
  124441. | "viewer"
  124442. | "local"
  124443. | "local-floor"
  124444. | "bounded-floor"
  124445. | "unbounded";
  124446. type XREnvironmentBlendMode =
  124447. | "opaque"
  124448. | "additive"
  124449. | "alpha-blend";
  124450. type XRVisibilityState =
  124451. | "visible"
  124452. | "visible-blurred"
  124453. | "hidden";
  124454. type XRHandedness =
  124455. | "none"
  124456. | "left"
  124457. | "right";
  124458. type XRTargetRayMode =
  124459. | "gaze"
  124460. | "tracked-pointer"
  124461. | "screen";
  124462. type XREye =
  124463. | "none"
  124464. | "left"
  124465. | "right";
  124466. interface XRSpace extends EventTarget {
  124467. }
  124468. interface XRRenderState {
  124469. depthNear?: number;
  124470. depthFar?: number;
  124471. inlineVerticalFieldOfView?: number;
  124472. baseLayer?: XRWebGLLayer;
  124473. }
  124474. interface XRInputSource {
  124475. handedness: XRHandedness;
  124476. targetRayMode: XRTargetRayMode;
  124477. targetRaySpace: XRSpace;
  124478. gripSpace: XRSpace | undefined;
  124479. gamepad: Gamepad | undefined;
  124480. profiles: Array<string>;
  124481. }
  124482. interface XRSession {
  124483. addEventListener: Function;
  124484. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  124485. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  124486. requestAnimationFrame: Function;
  124487. end(): Promise<void>;
  124488. renderState: XRRenderState;
  124489. inputSources: Array<XRInputSource>;
  124490. }
  124491. interface XRReferenceSpace extends XRSpace {
  124492. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  124493. onreset: any;
  124494. }
  124495. interface XRFrame {
  124496. session: XRSession;
  124497. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  124498. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  124499. }
  124500. interface XRViewerPose extends XRPose {
  124501. views: Array<XRView>;
  124502. }
  124503. interface XRPose {
  124504. transform: XRRigidTransform;
  124505. emulatedPosition: boolean;
  124506. }
  124507. declare var XRWebGLLayer: {
  124508. prototype: XRWebGLLayer;
  124509. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  124510. };
  124511. interface XRWebGLLayer {
  124512. framebuffer: WebGLFramebuffer;
  124513. framebufferWidth: number;
  124514. framebufferHeight: number;
  124515. getViewport: Function;
  124516. }
  124517. interface XRRigidTransform {
  124518. position: DOMPointReadOnly;
  124519. orientation: DOMPointReadOnly;
  124520. matrix: Float32Array;
  124521. inverse: XRRigidTransform;
  124522. }
  124523. interface XRView {
  124524. eye: XREye;
  124525. projectionMatrix: Float32Array;
  124526. transform: XRRigidTransform;
  124527. }
  124528. interface XRInputSourceChangeEvent {
  124529. session: XRSession;
  124530. removed: Array<XRInputSource>;
  124531. added: Array<XRInputSource>;
  124532. }